Cache bug fix

master
AlmTech Software 5 years ago
parent f5fb6ea337
commit 9edf95c0e7
  1. 7
      gamemode/engine/lib/server/sv_networking.lua

@ -43,6 +43,10 @@ local function checkCacheTable( ply, cache_id, dt )
end
local function CacheDatatableMethod( id, datatable, ply )
if( ply.cache == nil ) then
ply.cache = {}
Quantum.Error( "Players cache is nil, creating..." )
end -- failsafe
ply.cache[id] = checkCacheTable( ply, id, datatable ) -- check caching tables etc
Quantum.Debug( "(" .. tostring(ply) .. " | " .. tostring(id) .. ") Removing known data in cache from datatable..." )
if( ply.cache[id] ~= nil ) then
@ -60,7 +64,7 @@ local function CacheDatatableMethod( id, datatable, ply )
end
end
end
--datatable.id = id -- give it the id so that the client side could handle it
-- Always give the id since it is highly "valuable".
-- Don't want the client mixing up the NPC, which this caching system could do if not handled correctly.
return { id = id, cont = datatable }
@ -83,6 +87,7 @@ local function SendDatatableToClient( client, dt, type )
end
function Quantum.Net.OpenMenu( pl, type, dt )
if( pl.cache == nil ) then Quantum.Error( "Warning! " .. tostring(pl) .. " tried to open a menu before they had loaded into the server!" ) end
SendDatatableToClient( pl, dt, type )
end

Loading…
Cancel
Save