Don't leak the block targeting model when disconnecting from a server
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5f725a843b
commit
b0c54a3561
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@ -348,8 +348,12 @@ impl Server {
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self.world.tick(&mut self.entities);
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self.world.tick(&mut self.entities);
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if let Some((pos, bl, _, _)) = target::trace_ray(&self.world, 4.0, renderer.camera.pos.to_vec(), renderer.view_vector.cast(), target::test_block) {
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if self.player.is_some() {
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self.target_info.update(renderer, pos, bl);
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if let Some((pos, bl, _, _)) = target::trace_ray(&self.world, 4.0, renderer.camera.pos.to_vec(), renderer.view_vector.cast(), target::test_block) {
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self.target_info.update(renderer, pos, bl);
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} else {
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self.target_info.clear(renderer);
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}
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} else {
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} else {
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self.target_info.clear(renderer);
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self.target_info.clear(renderer);
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}
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}
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@ -419,6 +423,7 @@ impl Server {
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if let Some(mut sun_model) = self.sun_model.take() {
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if let Some(mut sun_model) = self.sun_model.take() {
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sun_model.remove(renderer);
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sun_model.remove(renderer);
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}
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}
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self.target_info.clear(renderer);
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}
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}
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fn update_time(&mut self, renderer: &mut render::Renderer, delta: f64) {
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fn update_time(&mut self, renderer: &mut render::Renderer, delta: f64) {
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