Destroy parties explicitly before building

This removes a call to G_DestroyParty from CL_ClearPlayer.
The problem with calling it from there is that the
consoleplayer of a splitscreen is removed first, the local
party is cleared. Then G_LeaveParty assert fails when the
next splitscreen player is removed because the console's
party was already cleared.
This commit is contained in:
James R 2023-05-18 19:15:00 -07:00
parent 11b2ee0d26
commit 20d9d48483
3 changed files with 9 additions and 2 deletions

View file

@ -2794,7 +2794,6 @@ void CL_ClearPlayer(INT32 playernum)
splitscreen_invitations[playernum] = -1; splitscreen_invitations[playernum] = -1;
playerconsole[playernum] = playernum; playerconsole[playernum] = playernum;
G_DestroyParty(playernum);
// Wipe the struct. // Wipe the struct.
memset(&players[playernum], 0, sizeof (player_t)); memset(&players[playernum], 0, sizeof (player_t));
@ -3876,6 +3875,7 @@ static void Got_AddPlayer(UINT8 **p, INT32 playernum)
{ {
// Clear player before joining, lest some things get set incorrectly // Clear player before joining, lest some things get set incorrectly
CL_ClearPlayer(newplayernum); CL_ClearPlayer(newplayernum);
G_DestroyParty(newplayernum);
playeringame[newplayernum] = true; playeringame[newplayernum] = true;
G_AddPlayer(newplayernum); G_AddPlayer(newplayernum);
@ -4018,6 +4018,7 @@ static void Got_AddBot(UINT8 **p, INT32 playernum)
// Clear player before joining, lest some things get set incorrectly // Clear player before joining, lest some things get set incorrectly
CL_ClearPlayer(newplayernum); CL_ClearPlayer(newplayernum);
G_DestroyParty(newplayernum);
playeringame[newplayernum] = true; playeringame[newplayernum] = true;
G_AddPlayer(newplayernum); G_AddPlayer(newplayernum);

View file

@ -186,6 +186,11 @@ public:
// consoleplayer. // consoleplayer.
Party& operator [](Party::Console console) { return pool_[console]; } Party& operator [](Party::Console console) { return pool_[console]; }
// Clears a single player's local party. This method
// accesses the playernum directly, instead of the
// consoleplayer.
void reset(playernum_t player) { pool_[player] = {}; }
protected: protected:
std::array<Party, MAXPLAYERS> pool_; std::array<Party, MAXPLAYERS> pool_;
} }
@ -271,7 +276,7 @@ void G_ObliterateParties(void)
void G_DestroyParty(UINT8 player) void G_DestroyParty(UINT8 player)
{ {
local_party[player] = {}; local_party.reset(player);
final_party[player] = {}; final_party[player] = {};
} }

View file

@ -944,6 +944,7 @@ static void P_NetUnArchiveParties(savebuffer_t *save)
if (!playeringame[i]) if (!playeringame[i])
continue; continue;
G_DestroyParty(i);
G_BuildLocalSplitscreenParty(i); G_BuildLocalSplitscreenParty(i);
} }