diff options
| author | xinef1 <w.szyszko2@gmail.com> | 2017-02-04 22:37:16 +0100 |
|---|---|---|
| committer | Shauren <shauren.trinity@gmail.com> | 2019-07-21 21:06:54 +0200 |
| commit | ad008c43b75080ec59aa973f1e2e4424332c34a4 (patch) | |
| tree | f5b7e98e0fc47a25246ce999e15d6f413b8018ab /src/server/game/AI/SmartScripts | |
| parent | 92e95ddf558db5fdcdf3c54ecd1d694da92c3a44 (diff) | |
Core/Misc: Fix various crashes, also related to multithreading (#19012)
* When iterating groups we have to either do it not in multithreaded context (map updates) or start with checking maps (they are guaranteed to change in single thread update).
* Properly clear ComboPoint references on player remove
* remove some possible references item may have when it is deleted during save.
* Also clear all hostile references when unit is removed from map.
(cherrypicked from 86da1a19bb36edf3242dafac6e45e87434ddff73)
Diffstat (limited to 'src/server/game/AI/SmartScripts')
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartAI.cpp | 5 | ||||
| -rw-r--r-- | src/server/game/AI/SmartScripts/SmartScript.cpp | 6 |
2 files changed, 7 insertions, 4 deletions
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp index acd2f794bca..96ed78b08de 100644 --- a/src/server/game/AI/SmartScripts/SmartAI.cpp +++ b/src/server/game/AI/SmartScripts/SmartAI.cpp @@ -243,6 +243,8 @@ void SmartAI::EndPath(bool fail) for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next()) { Player* groupGuy = groupRef->GetSource(); + if (!groupGuy->IsInMap(player)) + continue; if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse()) groupGuy->AreaExploredOrEventHappens(mEscortQuestID); @@ -411,8 +413,7 @@ bool SmartAI::IsEscortInvokerInRange() for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next()) { Player* groupGuy = groupRef->GetSource(); - - if (me->GetDistance(groupGuy) <= SMART_ESCORT_MAX_PLAYER_DIST) + if (groupGuy->IsInMap(player) && me->GetDistance(groupGuy) <= SMART_ESCORT_MAX_PLAYER_DIST) return true; } } diff --git a/src/server/game/AI/SmartScripts/SmartScript.cpp b/src/server/game/AI/SmartScripts/SmartScript.cpp index f5026728012..be37c0e671e 100644 --- a/src/server/game/AI/SmartScripts/SmartScript.cpp +++ b/src/server/game/AI/SmartScripts/SmartScript.cpp @@ -2831,7 +2831,8 @@ ObjectList* SmartScript::GetTargets(SmartScriptHolder const& e, Unit* invoker /* { for (GroupReference* groupRef = group->GetFirstMember(); groupRef != nullptr; groupRef = groupRef->next()) if (Player* member = groupRef->GetSource()) - l->push_back(member); + if (member->IsInMap(player)) + l->push_back(member); } // We still add the player to the list if there is no group. If we do // this even if there is a group (thus the else-check), it will add the @@ -3048,7 +3049,8 @@ ObjectList* SmartScript::GetTargets(SmartScriptHolder const& e, Unit* invoker /* { for (GroupReference* it = lootGroup->GetFirstMember(); it != nullptr; it = it->next()) if (Player* recipient = it->GetSource()) - l->push_back(recipient); + if (recipient->IsInMap(me)) + l->push_back(recipient); } else { |
