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authorKae <80987908+Novaenia@users.noreply.github.com>2024-06-24 14:08:04 +1000
committerKae <80987908+Novaenia@users.noreply.github.com>2024-06-24 14:08:04 +1000
commite1b1b2fd59f2632fdc3f3305acb1601faed64020 (patch)
treebf6d23e4ca0d50e620810ea616473d2b35aeb973 /source/game/StarSystemWorldClient.cpp
parent4c90472977f011352681ac774ca0b036f8cf0052 (diff)
Ensure the chunk & system that the player's ship is always in their local chunk cache
#74
Diffstat (limited to 'source/game/StarSystemWorldClient.cpp')
-rw-r--r--source/game/StarSystemWorldClient.cpp3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/game/StarSystemWorldClient.cpp b/source/game/StarSystemWorldClient.cpp
index eb25124..e390860 100644
--- a/source/game/StarSystemWorldClient.cpp
+++ b/source/game/StarSystemWorldClient.cpp
@@ -75,7 +75,8 @@ void SystemWorldClient::update(float dt) {
m_clientShips.clear();
m_ship = {};
m_location = Vec3I();
- }
+ } else if (auto celestialSlave = as<CelestialSlaveDatabase>(m_celestialDatabase))
+ celestialSlave->signalSystem(currentSystem()); // keeps the celestial chunk for our current system alive
}
List<SystemObjectPtr> SystemWorldClient::objects() const {