*Try to fix the crash caused by invalid map pointer of player.
--HG-- branch : trunk
This commit is contained in:
+6
-14
@@ -2643,14 +2643,11 @@ void InstanceMap::PermBindAllPlayers(Player *player)
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void InstanceMap::UnloadAll()
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{
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if(HavePlayers())
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while(HavePlayers())
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{
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sLog.outError("InstanceMap::UnloadAll: there are still players in the instance at unload, should not happen!");
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for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
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{
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Player* plr = itr->getSource();
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plr->TeleportTo(plr->m_homebindMapId, plr->m_homebindX, plr->m_homebindY, plr->m_homebindZ, plr->GetOrientation());
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}
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Player *plr = m_mapRefManager.getFirst()->getSource();
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plr->TeleportOutOfMap(this);
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}
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if(m_resetAfterUnload == true)
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@@ -2742,14 +2739,9 @@ void BattleGroundMap::UnloadAll()
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{
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while(HavePlayers())
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{
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if(Player * plr = m_mapRefManager.getFirst()->getSource())
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{
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plr->TeleportTo(plr->GetBattleGroundEntryPoint());
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// TeleportTo removes the player from this map (if the map exists) -> calls BattleGroundMap::Remove -> invalidates the iterator.
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// just in case, remove the player from the list explicitly here as well to prevent a possible infinite loop
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// note that this remove is not needed if the code works well in other places
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plr->GetMapRef().unlink();
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}
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Player *plr = m_mapRefManager.getFirst()->getSource();
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plr->TeleportTo(plr->GetBattleGroundEntryPoint());
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plr->TeleportOutOfMap(this);
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}
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Map::UnloadAll();
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@@ -1621,6 +1621,21 @@ void Player::SendTeleportAckMsg()
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GetSession()->SendPacket(&data);
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}
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void Player::TeleportOutOfMap(Map *oldMap)
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{
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if(FindMap() != oldMap)
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return;
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TeleportTo(m_homebindMapId, m_homebindX, m_homebindY, m_homebindZ, GetOrientation());
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if(FindMap() == oldMap)
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{
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sLog.outCrash("Cannot teleport player out of map!");
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ResetMap();
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assert(false);
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}
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}
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bool Player::TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options)
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{
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if(!MapManager::IsValidMapCoord(mapid, x, y, z, orientation))
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@@ -900,6 +900,7 @@ class TRINITY_DLL_SPEC Player : public Unit
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void RemoveFromWorld();
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bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options = 0);
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void TeleportOutOfMap(Map *oldMap);
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bool TeleportTo(WorldLocation const &loc, uint32 options = 0)
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{
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