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authorxinef1 <w.szyszko2@gmail.com>2017-02-04 22:37:16 +0100
committerShauren <shauren.trinity@gmail.com>2019-07-21 21:06:54 +0200
commitad008c43b75080ec59aa973f1e2e4424332c34a4 (patch)
treef5b7e98e0fc47a25246ce999e15d6f413b8018ab /src/server/game/Combat/ThreatManager.h
parent92e95ddf558db5fdcdf3c54ecd1d694da92c3a44 (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/Combat/ThreatManager.h')
-rw-r--r--src/server/game/Combat/ThreatManager.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/src/server/game/Combat/ThreatManager.h b/src/server/game/Combat/ThreatManager.h
index a0678613fe0..61e9fcb60fb 100644
--- a/src/server/game/Combat/ThreatManager.h
+++ b/src/server/game/Combat/ThreatManager.h
@@ -221,6 +221,7 @@ class TC_GAME_API ThreatManager
float getThreat(Unit* victim, bool alsoSearchOfflineList = false);
bool isThreatListEmpty() const { return iThreatContainer.empty(); }
+ bool areThreatListsEmpty() const { return iThreatContainer.empty() && iThreatOfflineContainer.empty(); }
void processThreatEvent(ThreatRefStatusChangeEvent* threatRefStatusChangeEvent);