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Re-insert map existence check in command_worldactive().
[plomrogue] / roguelike-server
index 75606ac32f53c5a995e25f0f0ad2320c242ed8d7..87a4e24267bad8afaca75e91d21cc73712b154ba 100755 (executable)
@@ -140,7 +140,8 @@ def obey(command, prefix, replay=False, do_record=False):
                 if time.time() > io_db["save_wait"] + 15:
                     atomic_write(io_db["path_record"], io_db["record_chunk"],
                                  do_append=True)
-                    save_world()
+                    if world_db["WORLD_ACTIVE"]:
+                        save_world()
                     io_db["record_chunk"] = ""
                     io_db["save_wait"] = time.time()
             io_db["worldstate_updateable"] = world_db["WORLD_ACTIVE"]
@@ -1177,7 +1178,8 @@ def command_ping():
 def command_quit():
     """Abort server process."""
     if None == opts.replay:
-        save_world()
+        if world_db["WORLD_ACTIVE"]:
+            save_world()
         atomic_write(io_db["path_record"], io_db["record_chunk"], do_append=True)
     raise SystemExit("received QUIT command")
 
@@ -1344,10 +1346,9 @@ def command_worldactive(worldactive_string):
     """Toggle world_db["WORLD_ACTIVE"] if possible.
 
     An active world can always be set inactive. An inactive world can only be
-    set active with a "wait" ThingAction, and a player Thing (of ID 0). On
-    activation, rebuild all Things' FOVs, and the player's map memory.
+    set active with a "wait" ThingAction, and a player Thing (of ID 0), and a
+    map. On activation, rebuild all Things' FOVs, and the player's map memory.
     """
-    # In original version, map existence was also tested (unnecessarily?).
     val = integer_test(worldactive_string, 0, 1)
     if val:
         if 0 != world_db["WORLD_ACTIVE"]:
@@ -1366,7 +1367,7 @@ def command_worldactive(worldactive_string):
                 if 0 == Thing:
                     player_exists = True
                     break
-            if wait_exists and player_exists:
+            if wait_exists and player_exists and world_db["MAP"]:
                 for id in world_db["Things"]:
                     if world_db["Things"][id]["T_LIFEPOINTS"]:
                         build_fov_map(world_db["Things"][id])