Fix memory leaks in ConditionManager.

--HG--
branch : trunk
This commit is contained in:
Anubisss
2010-06-11 01:25:10 +02:00
parent 169cbb5b1d
commit 6da05ec5d1
2 changed files with 62 additions and 17 deletions
+56 -14
View File
@@ -201,6 +201,7 @@ ConditionMgr::ConditionMgr()
ConditionMgr::~ConditionMgr()
{
Clean();
}
ConditionList ConditionMgr::GetConditionReferences(uint32 refId)
@@ -236,7 +237,7 @@ bool ConditionMgr::IsPlayerMeetToConditionList(Player* player,const ConditionLis
}else{
sLog.outDebug("IsPlayerMeetToConditionList: Reference template -%u not found", (*i)->mReferenceId);//checked at loading, should never happen
}
} else//handle normal condition
{
if (!(*i)->Meets(player, targetOverride))
@@ -273,7 +274,7 @@ ConditionList ConditionMgr::GetConditionsForNotGroupedEntry(ConditionSourceType
{
ConditionMap::const_iterator itr = m_ConditionMap.find(sType);
if (itr != m_ConditionMap.end())
{
{
ConditionTypeMap::const_iterator i = (*itr).second.find(uEntry);
if (i != (*itr).second.end())
{
@@ -287,8 +288,8 @@ ConditionList ConditionMgr::GetConditionsForNotGroupedEntry(ConditionSourceType
void ConditionMgr::LoadConditions(bool isReload)
{
m_ConditionMap.clear(); // for reload case
m_ConditionReferenceMap.clear(); // for reload case
Clean();
//must clear all custom handled cases (groupped types) before reload
if (isReload)
{
@@ -336,11 +337,11 @@ void ConditionMgr::LoadConditions(bool isReload)
Field *fields = result->Fetch();
Condition* cond = new Condition();
int32 iSourceTypeOrReferenceId = fields[0].GetInt32();
int32 iSourceTypeOrReferenceId = fields[0].GetInt32();
cond->mSourceGroup = fields[1].GetUInt32();
cond->mSourceEntry = fields[2].GetUInt32();
cond->mElseGroup = fields[3].GetUInt32();
int32 iConditionTypeOrReference = fields[4].GetInt32();
int32 iConditionTypeOrReference = fields[4].GetInt32();
cond->mConditionValue1 = fields[5].GetUInt32();
cond->mConditionValue2 = fields[6].GetUInt32();
cond->mConditionValue3 = fields[7].GetUInt32();
@@ -354,6 +355,7 @@ void ConditionMgr::LoadConditions(bool isReload)
if (iConditionTypeOrReference == iSourceTypeOrReferenceId)//self referencing, skip
{
sLog.outErrorDb("Condition reference %i is referencing self, skipped", iSourceTypeOrReferenceId);
delete cond;
continue;
}
cond->mReferenceId = uint32(abs(iConditionTypeOrReference));
@@ -373,8 +375,10 @@ void ConditionMgr::LoadConditions(bool isReload)
if (cond->mSourceEntry && iSourceTypeOrReferenceId < 0)
sLog.outErrorDb("Condition %s %i has useless data in SourceEntry (%u)!", rowType, iSourceTypeOrReferenceId, cond->mSourceEntry);
}else if (!isConditionTypeValid(cond))//doesn't have reference, validate ConditionType
continue;
{
delete cond;
continue;
}
if (iSourceTypeOrReferenceId < 0)//it is a reference template
{
@@ -390,15 +394,19 @@ void ConditionMgr::LoadConditions(bool isReload)
}//end of reference templates
cond->mSourceType = ConditionSourceType(iSourceTypeOrReferenceId);
//if not a reference and SourceType is invalid, skip
if (iConditionTypeOrReference >= 0 && !isSourceTypeValid(cond))
{
delete cond;
continue;
}
//Grouping is only allowed for some types (loot templates, gossip menus, gossip items)
if (cond->mSourceGroup && !isGroupable(cond->mSourceType))
{
sLog.outErrorDb("Condition type %u has not allowed grouping %u!", uint32(cond->mSourceType), cond->mSourceGroup);
delete cond;
continue;
}else if (cond->mSourceGroup)
{
@@ -450,9 +458,15 @@ void ConditionMgr::LoadConditions(bool isReload)
break;
}
if (!bIsDone)
{
sLog.outErrorDb("Not handled grouped condition, SourceGroup %u", cond->mSourceGroup);
delete cond;
}
else
{
m_AllocatedMemory.push_back(cond);
++count;
}
continue;
}
@@ -509,7 +523,7 @@ bool ConditionMgr::addToGossipMenus(Condition* cond)
return true;
}
}
}
}
sLog.outErrorDb("addToGossipMenus: GossipMenu %u not found", cond->mSourceGroup);
return false;
}
@@ -591,7 +605,7 @@ bool ConditionMgr::isSourceTypeValid(Condition* cond)
break;
}
case CONDITION_SOURCE_TYPE_GAMEOBJECT_LOOT_TEMPLATE:
{
{
if (!LootTemplates_Gameobject.HaveLootFor(cond->mSourceGroup))
{
sLog.outErrorDb("SourceGroup %u in `condition` table, does not exist in `gameobject_loot_template`, ignoring.", cond->mSourceGroup);
@@ -607,7 +621,7 @@ bool ConditionMgr::isSourceTypeValid(Condition* cond)
break;
}
case CONDITION_SOURCE_TYPE_ITEM_LOOT_TEMPLATE:
{
{
if (!LootTemplates_Item.HaveLootFor(cond->mSourceGroup))
{
sLog.outErrorDb("SourceGroup %u in `condition` table, does not exist in `item_loot_template`, ignoring.", cond->mSourceGroup);
@@ -1043,10 +1057,10 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond)
{
sLog.outErrorDb("SpellTarget condition has non existing spell target type (%u), skipped", cond->mConditionValue1);
return false;
}
}
switch(cond->mConditionValue1)
{
case SPELL_TARGET_TYPE_GAMEOBJECT:
case SPELL_TARGET_TYPE_GAMEOBJECT:
{
if (cond->mConditionValue2 && !sGOStorage.LookupEntry<GameObjectInfo>(cond->mConditionValue2))
{
@@ -1143,3 +1157,31 @@ bool ConditionMgr::isConditionTypeValid(Condition* cond)
}
return true;
}
void ConditionMgr::Clean()
{
for (ConditionReferenceMap::iterator itr = m_ConditionReferenceMap.begin(); itr != m_ConditionReferenceMap.end(); ++itr)
{
for (ConditionList::const_iterator it = itr->second.begin(); it != itr->second.end(); ++it)
delete *it;
itr->second.clear();
}
m_ConditionReferenceMap.clear();
for (ConditionMap::iterator itr = m_ConditionMap.begin(); itr != m_ConditionMap.end(); ++itr)
{
for (ConditionTypeMap::iterator it = itr->second.begin(); it != itr->second.end(); ++it)
{
for (ConditionList::const_iterator i = it->second.begin(); i != it->second.end(); ++i)
delete *i;
it->second.clear();
}
itr->second.clear();
}
m_ConditionMap.clear();
// this is a BIG hack, feel free to fix it if you can figure out the ConditionMgr ;)
for (std::list<Condition*>::const_iterator itr = m_AllocatedMemory.begin(); itr != m_AllocatedMemory.end(); ++itr)
delete *itr;
m_AllocatedMemory.clear();
}
+6 -3
View File
@@ -47,7 +47,7 @@ enum ConditionType
CONDITION_CLASS = 15, // class 0 +referenceID true if player's class is equal to class
CONDITION_RACE = 16, // race 0 +referenceID true if player's race is equal to race
CONDITION_ACHIEVEMENT = 17, // achievement_id 0 +referenceID true if achievement is complete
CONDITION_SPELL_SCRIPT_TARGET = 18, // SpellScriptTargetType, TargetEntry, 0
CONDITION_SPELL_SCRIPT_TARGET = 18, // SpellScriptTargetType, TargetEntry, 0
CONDITION_CREATURE_TARGET = 19, // creature entry 0 +referenceID true if current target is creature with value1 entry
CONDITION_TARGET_HEALTH_BELOW_PCT = 20, // 0-100 0 +referenceID true if target's health is below value1 percent, false if over or no target
CONDITION_TARGET_RANGE = 21, // minDistance maxDist +referenceID true if target is closer then minDist and further then maxDist or if max is 0 then max dist is infinit
@@ -84,7 +84,7 @@ enum ConditionSourceType
#define MAX_CONDITIONSOURCETYPE 19
struct Condition
{
{
ConditionSourceType mSourceType; //SourceTypeOrReferenceId
uint32 mSourceGroup;
uint32 mSourceEntry;
@@ -128,7 +128,7 @@ class ConditionMgr
void LoadConditions(bool isReload = false);
bool isConditionTypeValid(Condition* cond);
ConditionList GetConditionReferences(uint32 refId);
bool IsPlayerMeetToConditions(Player* player, ConditionList conditions, Unit* targetOverride = NULL);
ConditionList GetConditionsForNotGroupedEntry(ConditionSourceType sType, uint32 uEntry);
@@ -160,6 +160,9 @@ class ConditionMgr
sourceType == CONDITION_SOURCE_TYPE_GOSSIP_MENU ||
sourceType == CONDITION_SOURCE_TYPE_GOSSIP_MENU_OPTION);
}
void Clean(); // free up resources
std::list<Condition*> m_AllocatedMemory; // some garbage collection :)
};
#define sConditionMgr Trinity::Singleton<ConditionMgr>::Instance()