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https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
Correct side effects of merge f5ef5bd1c2 (#1512)
* Update PlayerbotMgr.h * Update PlayerbotMgr.cpp * Update PlayerbotMgr.cpp * Update PlayerbotMgr.cpp * Update PlayerbotMgr.cpp * Update PlayerbotMgr.cpp * Update PlayerbotMgr.cpp * Update PlayerbotMgr.h * Update PlayerbotMgr.cpp * Update PlayerbotMgr.h * Update PlayerbotMgr.cpp * Update PlayerbotMgr.h * Update PlayerbotMgr.h
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@@ -1745,36 +1745,53 @@ PlayerbotAI* PlayerbotsMgr::GetPlayerbotAI(Player* player)
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// return nullptr;
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// removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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if (!sPlayerbotAIConfig->enabled || !player)
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if (!player || !sPlayerbotAIConfig->enabled)
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return nullptr;
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{ // protected read
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std::shared_lock lock(_aiMutex);
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auto itr = _playerbotsAIMap.find(player->GetGUID());
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if (itr != _playerbotsAIMap.end() && itr->second->IsBotAI())
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return reinterpret_cast<PlayerbotAI*>(itr->second);
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// First read the GUID into a local variable, but ONLY after the check!
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ObjectGuid guid = player->GetGUID(); // <-- OK here, we know that player != nullptr
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{
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std::shared_lock rlock(_aiMutex);
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auto it = _playerbotsAIMap.find(guid);
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if (it != _playerbotsAIMap.end() && it->second->IsBotAI())
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return static_cast<PlayerbotAI*>(it->second);
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}
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// does the player still exist?
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if (!ObjectAccessor::FindPlayer(player->GetGUID()))
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RemovePlayerbotAI(player->GetGUID()); // orphaned AI -> cleanup
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// Transient state: NEVER break the master ⇄ bots relationship here.
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if (!ObjectAccessor::FindPlayer(guid))
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{
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RemovePlayerbotAI(guid, /*removeMgrEntry=*/false);
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}
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return nullptr;
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}
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// removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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void PlayerbotsMgr::RemovePlayerbotAI(ObjectGuid const& guid)
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PlayerbotAI* PlayerbotsMgr::GetPlayerbotAIByGuid(ObjectGuid guid)
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{
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std::unique_lock lock(_aiMutex);
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if (!sPlayerbotAIConfig->enabled)
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return nullptr;
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if (auto itr = _playerbotsAIMap.find(guid); itr != _playerbotsAIMap.end())
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std::shared_lock rlock(_aiMutex);
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auto it = _playerbotsAIMap.find(guid);
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if (it != _playerbotsAIMap.end() && it->second->IsBotAI())
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return static_cast<PlayerbotAI*>(it->second);
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return nullptr;
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}
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void PlayerbotsMgr::RemovePlayerbotAI(ObjectGuid const& guid, bool removeMgrEntry /*= true*/)
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{
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std::unique_lock wlock(_aiMutex);
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if (auto it = _playerbotsAIMap.find(guid); it != _playerbotsAIMap.end())
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{
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delete itr->second;
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_playerbotsAIMap.erase(itr);
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LOG_DEBUG("playerbots", "Removed stale AI entry for GUID {}", static_cast<uint64>(guid.GetRawValue()));
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delete it->second;
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_playerbotsAIMap.erase(it);
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LOG_DEBUG("playerbots", "Removed stale AI for GUID {}",
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static_cast<uint64>(guid.GetRawValue()));
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}
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_playerbotsMgrMap.erase(guid);
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if (removeMgrEntry)
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_playerbotsMgrMap.erase(guid); // we NO longer touch the relation in a "soft" purge
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}
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PlayerbotMgr* PlayerbotsMgr::GetPlayerbotMgr(Player* player)
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@@ -115,7 +115,11 @@ public:
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void RemovePlayerBotData(ObjectGuid const& guid, bool is_AI);
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PlayerbotAI* GetPlayerbotAI(Player* player);
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void RemovePlayerbotAI(ObjectGuid const& guid); // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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PlayerbotAI* GetPlayerbotAIByGuid(ObjectGuid guid); // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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// void RemovePlayerbotAI(ObjectGuid const& guid); // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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// removeMgrEntry = true => "hard" purge (AI + manager relation), for real logouts
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// removeMgrEntry = false => "soft" purge (AI only), for detected "stale" cases
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void RemovePlayerbotAI(ObjectGuid const& guid, bool removeMgrEntry = true);
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PlayerbotMgr* GetPlayerbotMgr(Player* player);
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private:
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@@ -126,4 +130,23 @@ private:
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#define sPlayerbotsMgr PlayerbotsMgr::instance()
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// Temporary addition If it keeps crashing, we will use them.
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// Like
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// BEFORE : PlayerbotAI* botAI = GET_PLAYERBOT_AI(bot);
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// AFTER (safe) : PlayerbotAI* botAI = GET_PLAYERBOT_AI_SAFE(bot);
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// BEFORE : if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(player)) { ... }
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// AFTER (safe) : if (PlayerbotAI* botAI = GET_PLAYERBOT_AI_SAFE(player)) { ... }
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// --- SAFE helpers (append to PlayerbotMgr.h) ---
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inline PlayerbotAI* GET_PLAYERBOT_AI_SAFE(Player* p)
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{
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// Avoid any dereference during transient states (nullptr, teleport, flight, etc.)
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return p ? sPlayerbotsMgr->GetPlayerbotAI(p) : nullptr;
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}
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inline PlayerbotMgr* GET_PLAYERBOT_MGR_SAFE(Player* p)
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{
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return p ? sPlayerbotsMgr->GetPlayerbotMgr(p) : nullptr;
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}
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// --- end SAFE helpers ---
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#endif
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