Merge pull request #10624 from jackpoz/instancesavemgr

Core/Instances: Fix mutex released after being deleted
This commit is contained in:
Machiavelli
2013-08-25 12:14:50 -07:00
2 changed files with 30 additions and 4 deletions

View File

@@ -156,14 +156,14 @@ void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId)
CharacterDatabase.Execute(stmt);
}
delete itr->second;
itr->second->SetToDelete(true);
m_instanceSaveById.erase(itr);
}
}
InstanceSave::InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset)
: m_resetTime(resetTime), m_instanceid(InstanceId), m_mapid(MapId),
m_difficulty(difficulty), m_canReset(canReset)
m_difficulty(difficulty), m_canReset(canReset), m_toDelete(false)
{
}

View File

@@ -81,10 +81,29 @@ class InstanceSave
/* online players bound to the instance (perm/solo)
does not include the members of the group unless they have permanent saves */
void AddPlayer(Player* player) { TRINITY_GUARD(ACE_Thread_Mutex, _lock); m_playerList.push_back(player); }
bool RemovePlayer(Player* player) { TRINITY_GUARD(ACE_Thread_Mutex, _lock); m_playerList.remove(player); return UnloadIfEmpty(); }
bool RemovePlayer(Player* player)
{
_lock.acquire();
m_playerList.remove(player);
bool isStillValid = UnloadIfEmpty();
_lock.release();
//delete here if needed, after releasing the lock
if(m_toDelete)
delete this;
return isStillValid;
}
/* all groups bound to the instance */
void AddGroup(Group* group) { m_groupList.push_back(group); }
bool RemoveGroup(Group* group) { m_groupList.remove(group); return UnloadIfEmpty(); }
bool RemoveGroup(Group* group)
{
m_groupList.remove(group);
bool isStillValid = UnloadIfEmpty();
if(m_toDelete)
delete this;
return isStillValid;
}
/* instances cannot be reset (except at the global reset time)
if there are players permanently bound to it
@@ -96,6 +115,12 @@ class InstanceSave
but that would depend on a lot of things that can easily change in future */
Difficulty GetDifficulty() const { return m_difficulty; }
/* used to flag the InstanceSave as to be deleted, so the caller can delete it */
void SetToDelete(bool toDelete)
{
m_toDelete = toDelete;
}
typedef std::list<Player*> PlayerListType;
typedef std::list<Group*> GroupListType;
private:
@@ -110,6 +135,7 @@ class InstanceSave
uint32 m_mapid;
Difficulty m_difficulty;
bool m_canReset;
bool m_toDelete;
ACE_Thread_Mutex _lock;
};