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Core/Threat: Custom ThreatListIterator that transparently iterates over the backing map (instead of using heap iterators) when working with the unsorted threat list. This greatly reduces the range of actions that can cause iterator invalidation.
Also some minor adjustments to .debug threat, which no longer hides certain invalid states from view.
(cherry picked from commit 4cb13af4fa)
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@@ -555,8 +555,8 @@ public:
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if (!target)
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return false;
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handler->PSendSysMessage("Loot recipient for creature %s (%s, DB GUID %s) is %s",
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target->GetName().c_str(), target->GetGUID().ToString().c_str(), std::to_string(target->GetSpawnId()).c_str(),
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handler->PSendSysMessage("Loot recipient for creature %s (%s, SpawnID " UI64FMTD ") is %s",
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target->GetName().c_str(), target->GetGUID().ToString().c_str(), target->GetSpawnId(),
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target->hasLootRecipient() ? (target->GetLootRecipient() ? target->GetLootRecipient()->GetName().c_str() : "offline") : "no loot recipient");
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return true;
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}
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@@ -874,50 +874,59 @@ public:
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for (auto const& pair : threatenedByMe)
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{
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Unit* unit = pair.second->GetOwner();
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handler->PSendSysMessage(" %u. %s (%s, SpawnID %u) - threat %f", ++count, unit->GetName().c_str(), unit->GetGUID().ToString().c_str(), unit->GetTypeId() == TYPEID_UNIT ? unit->ToCreature()->GetSpawnId() : 0, pair.second->GetThreat());
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handler->PSendSysMessage(" %u. %s (%s, SpawnID " UI64FMTD ") - threat %f", ++count, unit->GetName().c_str(), unit->GetGUID().ToString().c_str(), unit->GetTypeId() == TYPEID_UNIT ? unit->ToCreature()->GetSpawnId() : 0, pair.second->GetThreat());
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}
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handler->SendSysMessage("End of threatened-by-me list.");
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}
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if (!mgr.CanHaveThreatList())
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handler->PSendSysMessage("%s (%s) cannot have a threat list.", target->GetName().c_str(), target->GetGUID().ToString().c_str());
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else if (mgr.IsEngaged())
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if (mgr.CanHaveThreatList())
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{
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count = 0;
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handler->PSendSysMessage("Threat list of %s (%s, SpawnID %u)", target->GetName().c_str(), target->GetGUID().ToString().c_str(), target->GetTypeId() == TYPEID_UNIT ? target->ToCreature()->GetSpawnId() : 0);
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for (ThreatReference const* ref : mgr.GetSortedThreatList())
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if (!mgr.IsThreatListEmpty(true))
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{
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Unit* unit = ref->GetVictim();
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char const* onlineStr;
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switch (ref->GetOnlineState())
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if (mgr.IsEngaged())
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handler->PSendSysMessage("Threat list of %s (%s, SpawnID " UI64FMTD "):", target->GetName().c_str(), target->GetGUID().ToString().c_str(), target->GetTypeId() == TYPEID_UNIT ? target->ToCreature()->GetSpawnId() : 0);
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else
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handler->PSendSysMessage("%s (%s, SpawnID " UI64FMTD ") is not engaged, but still has a threat list? Well, here it is:", target->GetName().c_str(), target->GetGUID().ToString().c_str(), target->GetTypeId() == TYPEID_UNIT ? target->ToCreature()->GetSpawnId() : 0);
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count = 0;
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for (ThreatReference const* ref : mgr.GetSortedThreatList())
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{
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case ThreatReference::ONLINE_STATE_SUPPRESSED:
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onlineStr = " [SUPPRESSED]";
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break;
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case ThreatReference::ONLINE_STATE_OFFLINE:
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onlineStr = " [OFFLINE]";
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break;
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default:
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onlineStr = "";
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Unit* unit = ref->GetVictim();
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char const* onlineStr;
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switch (ref->GetOnlineState())
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{
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case ThreatReference::ONLINE_STATE_SUPPRESSED:
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onlineStr = " [SUPPRESSED]";
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break;
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case ThreatReference::ONLINE_STATE_OFFLINE:
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onlineStr = " [OFFLINE]";
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break;
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default:
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onlineStr = "";
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}
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char const* tauntStr;
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switch (ref->GetTauntState())
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{
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case ThreatReference::TAUNT_STATE_TAUNT:
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tauntStr = " [TAUNT]";
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break;
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case ThreatReference::TAUNT_STATE_DETAUNT:
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tauntStr = " [DETAUNT]";
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break;
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default:
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tauntStr = "";
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}
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handler->PSendSysMessage(" %u. %s (%s) - threat %f%s%s", ++count, unit->GetName().c_str(), unit->GetGUID().ToString().c_str(), ref->GetThreat(), tauntStr, onlineStr);
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}
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char const* tauntStr;
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switch (ref->GetTauntState())
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{
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case ThreatReference::TAUNT_STATE_TAUNT:
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tauntStr = " [TAUNT]";
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break;
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case ThreatReference::TAUNT_STATE_DETAUNT:
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tauntStr = " [DETAUNT]";
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break;
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default:
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tauntStr = "";
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}
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handler->PSendSysMessage(" %u. %s (%s) - threat %f%s%s", ++count, unit->GetName().c_str(), unit->GetGUID().ToString().c_str(), ref->GetThreat(), tauntStr, onlineStr);
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handler->SendSysMessage("End of threat list.");
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}
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handler->SendSysMessage("End of threat list.");
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else if (!mgr.IsEngaged())
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handler->PSendSysMessage("%s (%s, SpawnID " UI64FMTD ") is not currently engaged.", target->GetName().c_str(), target->GetGUID().ToString().c_str(), target->GetTypeId() == TYPEID_UNIT ? target->ToCreature()->GetSpawnId() : 0);
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else
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handler->PSendSysMessage("%s (%s, SpawnID " UI64FMTD ") seems to be engaged, but does not have a threat list??", target->GetName().c_str(), target->GetGUID().ToString().c_str(), target->GetTypeId() == TYPEID_UNIT ? target->ToCreature()->GetSpawnId() : 0);
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}
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else
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handler->PSendSysMessage("%s (%s, SpawnID %u) is not currently engaged.", target->GetName().c_str(), target->GetGUID().ToString().c_str(), target->GetTypeId() == TYPEID_UNIT ? target->ToCreature()->GetSpawnId() : 0);
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handler->PSendSysMessage("%s (%s) cannot have a threat list.", target->GetName().c_str(), target->GetGUID().ToString().c_str());
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return true;
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}
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