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authorxinef1 <w.szyszko2@gmail.com>2017-02-04 22:37:16 +0100
committerShauren <shauren.trinity@gmail.com>2017-02-04 22:37:16 +0100
commit86da1a19bb36edf3242dafac6e45e87434ddff73 (patch)
tree5c445d5763a46adbbbfa6d605f40fb8c6ee2f0e6 /src/server/game/Grids/ObjectGridLoader.cpp
parent9e1b286984c63b801561a67dd4eae7910ec1af10 (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.
Diffstat (limited to 'src/server/game/Grids/ObjectGridLoader.cpp')
-rw-r--r--src/server/game/Grids/ObjectGridLoader.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp
index 48d4ef634fd..1cdedf34ec5 100644
--- a/src/server/game/Grids/ObjectGridLoader.cpp
+++ b/src/server/game/Grids/ObjectGridLoader.cpp
@@ -216,7 +216,7 @@ void ObjectGridStoper::Visit(CreatureMapType &m)
for (CreatureMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
{
iter->GetSource()->RemoveAllDynObjects();
- if (iter->GetSource()->IsInCombat())
+ if (iter->GetSource()->IsInCombat() || !iter->GetSource()->getThreatManager().areThreatListsEmpty())
{
iter->GetSource()->CombatStop();
iter->GetSource()->DeleteThreatList();