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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/Grids/ObjectGridLoader.cpp
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/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 01928bc5e01..6d1fb267d7f 100644
--- a/src/server/game/Grids/ObjectGridLoader.cpp
+++ b/src/server/game/Grids/ObjectGridLoader.cpp
@@ -221,7 +221,7 @@ void ObjectGridStoper::Visit(CreatureMapType &m)
iter->GetSource()->RemoveAllDynObjects();
iter->GetSource()->RemoveAllAreaTriggers();
- if (iter->GetSource()->IsInCombat())
+ if (iter->GetSource()->IsInCombat() || !iter->GetSource()->getThreatManager().areThreatListsEmpty())
{
iter->GetSource()->CombatStop();
iter->GetSource()->DeleteThreatList();