*Store mapId in Corpse class for access to corpse when grid containing them is unloaded and map pointer is unloaded leading to crash.

--HG--
branch : trunk
This commit is contained in:
QAston
2009-08-01 19:50:42 +02:00
parent c8c2a3b0da
commit d577d00313
3 changed files with 10 additions and 1 deletions
+3
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@@ -39,6 +39,8 @@ Corpse::Corpse(CorpseType type) : WorldObject()
m_type = type; m_type = type;
m_mapId = 0;
m_time = time(NULL); m_time = time(NULL);
lootForBody = false; lootForBody = false;
@@ -198,6 +200,7 @@ bool Corpse::LoadFromDB(uint32 guid, Field *fields, uint32 & mapId, uint32 & in
} }
mapId = fields[4].GetUInt32(); mapId = fields[4].GetUInt32();
SetMapId(mapId);
instanceId = fields[8].GetUInt32(); instanceId = fields[8].GetUInt32();
m_time = time_t(fields[6].GetUInt64()); m_time = time_t(fields[6].GetUInt64());
+6
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@@ -67,6 +67,11 @@ class Corpse : public WorldObject
void DeleteBonesFromWorld(); void DeleteBonesFromWorld();
void DeleteFromDB(); void DeleteFromDB();
void SetMap (Map * map) {WorldObject::SetMap(map); m_mapId = map->GetId();}
// Used to check object existence in unloaded grids
uint32 GetMapId() const {return m_mapId;}
void SetMapId (uint32 id) {m_mapId = id;}
uint64 const& GetOwnerGUID() const { return GetUInt64Value(CORPSE_FIELD_OWNER); } uint64 const& GetOwnerGUID() const { return GetUInt64Value(CORPSE_FIELD_OWNER); }
time_t const& GetGhostTime() const { return m_time; } time_t const& GetGhostTime() const { return m_time; }
@@ -95,6 +100,7 @@ class Corpse : public WorldObject
CorpseType m_type; CorpseType m_type;
time_t m_time; time_t m_time;
GridPair m_grid; // gride for corpse position for fast search GridPair m_grid; // gride for corpse position for fast search
uint32 m_mapId; // map id for fast corpse check at packet requests and in other situations with unloaded map of corpse.
}; };
#endif #endif
+1 -1
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@@ -439,7 +439,7 @@ class TRINITY_DLL_SPEC WorldObject : public Object
void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const; void GetRandomPoint( float x, float y, float z, float distance, float &rand_x, float &rand_y, float &rand_z ) const;
uint32 GetMapId() const { return m_currMap ? m_currMap->GetId() : 0; } virtual uint32 GetMapId() const { return m_currMap ? m_currMap->GetId() : 0; }
uint32 GetInstanceId() const { return m_currMap ? m_currMap->GetInstanceId() : 0; } uint32 GetInstanceId() const { return m_currMap ? m_currMap->GetInstanceId() : 0; }
virtual void SetPhaseMask(uint32 newPhaseMask, bool update); virtual void SetPhaseMask(uint32 newPhaseMask, bool update);