mirror of
https://github.com/mod-playerbots/mod-playerbots
synced 2025-11-29 15:58:20 +08:00
[Revert] Threading leftover which belonged to other related PRs's (once green needs be merged) (#1583)
* Revert "Correct side effects of mergef5ef5bd1c2(#1512)" This reverts commit966bf1d6af. * Revert "Fix ACCESS_VIOLATION in mod-playerbots: purge stale AIs, add thread-safety, and harden HasRealPlayerMaster (#1507)" This reverts commitf5ef5bd1c2.
This commit is contained in:
@@ -4124,37 +4124,15 @@ bool IsAlliance(uint8 race)
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bool PlayerbotAI::HasRealPlayerMaster()
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{
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// if (master)
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// {
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// PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(master);
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// return !masterBotAI || masterBotAI->IsRealPlayer();
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// }
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//
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// return false;
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// Removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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/* 1) The "master" pointer can be null if the bot was created
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without a master player or if the master was just removed. */
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if (!master)
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return false;
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/* 2) Is the master player still present in the world?
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If FindPlayer fails, we invalidate "master" and stop here. */
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if (!ObjectAccessor::FindPlayer(master->GetGUID()))
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if (master)
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{
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master = nullptr; // avoids repeating the check on the next tick
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return false;
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PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(master);
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return !masterBotAI || masterBotAI->IsRealPlayer();
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}
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/* 3) If the master is a bot, we check that it is itself controlled
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by a real player. Otherwise, it's already a real player → true. */
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if (PlayerbotAI* masterBotAI = GET_PLAYERBOT_AI(master))
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return masterBotAI->IsRealPlayer(); // bot controlled by a player?
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return true; // master = real player
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return false;
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}
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bool PlayerbotAI::HasActivePlayerMaster() { return master && !GET_PLAYERBOT_AI(master); }
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bool PlayerbotAI::IsAlt() { return HasRealPlayerMaster() && !sRandomPlayerbotMgr->IsRandomBot(bot); }
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@@ -38,8 +38,6 @@
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#include "WorldSessionMgr.h"
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#include "DatabaseEnv.h" // Added for gender choice
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#include <algorithm> // Added for gender choice
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#include "Log.h" // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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#include <shared_mutex> // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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class BotInitGuard
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{
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@@ -1728,72 +1726,23 @@ void PlayerbotsMgr::RemovePlayerBotData(ObjectGuid const& guid, bool is_AI)
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PlayerbotAI* PlayerbotsMgr::GetPlayerbotAI(Player* player)
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{
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// if (!(sPlayerbotAIConfig->enabled) || !player)
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// {
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if (!(sPlayerbotAIConfig->enabled) || !player)
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{
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return nullptr;
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}
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// if (player->GetSession()->isLogingOut() || player->IsDuringRemoveFromWorld()) {
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// return nullptr;
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// }
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// // if (player->GetSession()->isLogingOut() || player->IsDuringRemoveFromWorld()) {
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// // return nullptr;
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// // }
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// auto itr = _playerbotsAIMap.find(player->GetGUID());
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// if (itr != _playerbotsAIMap.end())
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// {
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// if (itr->second->IsBotAI())
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// return reinterpret_cast<PlayerbotAI*>(itr->second);
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// }
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//
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// return nullptr;
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// removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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if (!player || !sPlayerbotAIConfig->enabled)
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return nullptr;
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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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auto itr = _playerbotsAIMap.find(player->GetGUID());
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if (itr != _playerbotsAIMap.end())
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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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if (itr->second->IsBotAI())
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return reinterpret_cast<PlayerbotAI*>(itr->second);
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}
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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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PlayerbotAI* PlayerbotsMgr::GetPlayerbotAIByGuid(ObjectGuid guid)
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{
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if (!sPlayerbotAIConfig->enabled)
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return nullptr;
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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 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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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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{
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if (!(sPlayerbotAIConfig->enabled) || !player)
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@@ -12,7 +12,6 @@
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#include "PlayerbotAIBase.h"
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#include "QueryHolder.h"
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#include "QueryResult.h"
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#include <shared_mutex> // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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class ChatHandler;
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class PlayerbotAI;
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@@ -115,38 +114,13 @@ 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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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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std::unordered_map<ObjectGuid, PlayerbotAIBase*> _playerbotsAIMap;
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std::unordered_map<ObjectGuid, PlayerbotAIBase*> _playerbotsMgrMap;
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mutable std::shared_mutex _aiMutex; // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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};
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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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@@ -377,10 +377,6 @@ public:
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void OnPlayerbotLogout(Player* player) override
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{
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// immediate purge of the bot's AI upon disconnection
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if (player && player->GetSession()->IsBot())
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sPlayerbotsMgr->RemovePlayerbotAI(player->GetGUID()); // removes a long-standing crash (0xC0000005 ACCESS_VIOLATION)
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if (PlayerbotMgr* playerbotMgr = GET_PLAYERBOT_MGR(player))
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{
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PlayerbotAI* botAI = GET_PLAYERBOT_AI(player);
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