[Stability] Various crash fixes based on Regrad fixes and crashlogs. (#1928)

These contains various fixes, fixes that have history worked one in past
more then once as person as group, aswell @Wishmaster117. But due
various reasons we had to drop them due priority or simply timewise.
These fixes have recollected again by @Regrad based on his crash logs.

Most crash logs we have, i am talking 30+ of them, to many to post here.
@Regrad running a larger server 100+ real players with bots, which means
he will walk into issues that most of us wont or are extremely difficult
to reproduce.

@Regrad used LLM to solve them based on crash log and mentioned his
server crashes almost disappeared, instead of redoing every single PR
and pull them apart. I tried to keep his bunch of changes together as
whole, reviewed them, some redone, verified again etc etc. This is not
how would normally do this. But since i want @Regrad being able to
confirm, we need this in a package as a whole. Pulling them apart in the
current situation is simply to much, to complicated in the verification
process.

So this PR is open and in my opinion has priority above others, but
@Regrad is only person who can give the green light for the
mod-playerbot changes for now.

I, we spend huge amount of time into these issues over last couple of
months. I will put other PR's on hold for abit.

---------

Signed-off-by: Engardium <regradius@gmail.com>
Co-authored-by: Engardium <regradius@gmail.com>
This commit is contained in:
bashermens
2025-12-24 13:24:29 +01:00
committed by GitHub
parent 9971622093
commit 6be860c967
12 changed files with 549 additions and 433 deletions

View File

@@ -242,8 +242,8 @@ void PlayerbotAI::UpdateAI(uint32 elapsed, bool minimal)
nextAICheckDelay = 0;
// Early return if bot is in invalid state
if (!bot || !bot->IsInWorld() || !bot->GetSession() || bot->GetSession()->isLogingOut() ||
bot->IsDuringRemoveFromWorld())
if (!bot || !bot->GetSession() || !bot->IsInWorld() || bot->IsBeingTeleported() ||
bot->GetSession()->isLogingOut() || bot->IsDuringRemoveFromWorld())
return;
// Handle cheat options (set bot health and power if cheats are enabled)
@@ -713,39 +713,59 @@ void PlayerbotAI::HandleTeleportAck()
if (IsRealPlayer())
return;
// Clearing motion generators and stopping movement which prevents
// conflicts between teleport and any active motion (walk, run, swim, flight, etc.)
bot->GetMotionMaster()->Clear(true);
bot->StopMoving();
// Near teleport (within map/instance)
if (bot->IsBeingTeleportedNear())
{
// Temporary fix for instance can not enter
if (!bot->IsInWorld())
{
bot->GetMap()->AddPlayerToMap(bot);
}
while (bot->IsInWorld() && bot->IsBeingTeleportedNear())
{
Player* plMover = bot->m_mover->ToPlayer();
if (!plMover)
return;
WorldPacket p = WorldPacket(MSG_MOVE_TELEPORT_ACK, 20);
p << plMover->GetPackGUID();
p << (uint32)0; // supposed to be flags? not used currently
p << (uint32)0; // time - not currently used
bot->GetSession()->HandleMoveTeleportAck(p);
};
// Previous versions manually added the bot to the map if it was not in the world.
// not needed: HandleMoveTeleportAckOpcode() safely attaches the player to the map
// and clears IsBeingTeleportedNear().
Player* plMover = bot->m_mover->ToPlayer();
if (!plMover)
return;
// Send the near teleport ACK packet
WorldPacket p(MSG_MOVE_TELEPORT_ACK, 20);
p << plMover->GetPackGUID();
p << uint32(0);
p << uint32(0);
bot->GetSession()->HandleMoveTeleportAck(p);
// Simulate teleport latency and prevent AI from running too early (used cmangos delays)
SetNextCheckDelay(urand(1000, 2000));
}
// Far teleport (worldport / different map)
if (bot->IsBeingTeleportedFar())
{
while (bot->IsBeingTeleportedFar())
// Handle far teleport ACK:
// Moves the bot to the new map, clears IsBeingTeleportedFar(), updates session/map references
bot->GetSession()->HandleMoveWorldportAck();
// Ensure bot now has a valid map. If this fails, there is a core/session bug?
if (!bot->GetMap())
{
bot->GetSession()->HandleMoveWorldportAck();
LOG_ERROR("playerbot", "Bot {} has no map after worldport ACK", bot->GetGUID().ToString());
}
// SetNextCheckDelay(urand(2000, 5000));
// Instance strategies after teleport
if (sPlayerbotAIConfig->applyInstanceStrategies)
ApplyInstanceStrategies(bot->GetMapId(), true);
// healer DPS strategies if restrictions are enabled
if (sPlayerbotAIConfig->restrictHealerDPS)
EvaluateHealerDpsStrategy();
// Reset AI state to to before teleport conditions
Reset(true);
// Slightly longer delay to simulate far teleport latency (used cmangos delays)
SetNextCheckDelay(urand(2000, 5000));
}
SetNextCheckDelay(sPlayerbotAIConfig->globalCoolDown);
@@ -988,10 +1008,10 @@ void PlayerbotAI::HandleBotOutgoingPacket(WorldPacket const& packet)
{
if (packet.empty())
return;
if (!bot || !bot->IsInWorld() || bot->IsDuringRemoveFromWorld())
{
return;
}
switch (packet.GetOpcode())
{
case SMSG_SPELL_FAILURE:
@@ -4103,8 +4123,7 @@ Player* PlayerbotAI::FindNewMaster()
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if (!member || member == bot || !member->IsInWorld() ||
!member->IsInSameRaidWith(bot))
if (!member || member == bot || !member->IsInWorld() || !member->IsInSameRaidWith(bot))
continue;
PlayerbotAI* memberBotAI = GET_PLAYERBOT_AI(member);
@@ -4339,6 +4358,11 @@ inline bool ZoneHasRealPlayers(Player* bot)
bool PlayerbotAI::AllowActive(ActivityType activityType)
{
// Early return if bot is in invalid state
if (!bot || !bot->GetSession() || !bot->IsInWorld() || bot->IsBeingTeleported() ||
bot->GetSession()->isLogingOut() || bot->IsDuringRemoveFromWorld())
return false;
// when botActiveAlone is 100% and smartScale disabled
if (sPlayerbotAIConfig->botActiveAlone >= 100 && !sPlayerbotAIConfig->botActiveAloneSmartScale)
{
@@ -4429,10 +4453,8 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
for (GroupReference* gref = group->GetFirstMember(); gref; gref = gref->next())
{
Player* member = gref->GetSource();
if ((!member || !member->IsInWorld()) && member->GetMapId() != bot->GetMapId())
{
if (!member || !member->IsInWorld() || member->GetMapId() != bot->GetMapId())
continue;
}
if (member == bot)
{
@@ -4483,23 +4505,23 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
// HasFriend
if (sPlayerbotAIConfig->BotActiveAloneForceWhenIsFriend)
{
if (!bot || !bot->IsInWorld() || !bot->GetGUID())
// shouldnt be needed analyse in future
if (!bot->GetGUID())
return false;
for (auto& player : sRandomPlayerbotMgr->GetPlayers())
{
if (!player || !player->IsInWorld())
if (!player || !player->GetSession() || !player->IsInWorld() || player->IsDuringRemoveFromWorld() ||
player->GetSession()->isLogingOut())
continue;
Player* connectedPlayer = ObjectAccessor::FindPlayer(player->GetGUID());
if (!connectedPlayer)
PlayerbotAI* playerAI = GET_PLAYERBOT_AI(player);
if (!playerAI || !playerAI->IsRealPlayer())
continue;
// if a real player has the bot as a friend
PlayerSocial* social = player->GetSocial();
if (!social)
continue;
if (social->HasFriend(bot->GetGUID()))
if (social && social->HasFriend(bot->GetGUID()))
return true;
}
}
@@ -4513,7 +4535,7 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
}
}
// Bots don't need to move using PathGenerator.
// Bots don't need react to PathGenerator activities
if (activityType == DETAILED_MOVE_ACTIVITY)
{
return false;
@@ -4549,15 +4571,25 @@ bool PlayerbotAI::AllowActive(ActivityType activityType)
bool PlayerbotAI::AllowActivity(ActivityType activityType, bool checkNow)
{
if (!allowActiveCheckTimer[activityType])
allowActiveCheckTimer[activityType] = time(nullptr);
const int activityIndex = static_cast<int>(activityType);
if (!checkNow && time(nullptr) < (allowActiveCheckTimer[activityType] + 5))
return allowActive[activityType];
// Unknown/out-of-range avoid blocking, added logging for further analysing should not happen in the first place.
if (activityIndex <= 0 || activityIndex >= MAX_ACTIVITY_TYPE)
{
LOG_ERROR("playerbots", "AllowActivity received invalid activity type value: {}", activityIndex);
return true;
}
if (!allowActiveCheckTimer[activityIndex])
allowActiveCheckTimer[activityIndex] = time(nullptr);
if (!checkNow && time(nullptr) < (allowActiveCheckTimer[activityIndex] + 5))
return allowActive[activityIndex];
const bool allowed = AllowActive(activityType);
allowActive[activityIndex] = allowed;
allowActiveCheckTimer[activityIndex] = time(nullptr);
bool allowed = AllowActive(activityType);
allowActive[activityType] = allowed;
allowActiveCheckTimer[activityType] = time(nullptr);
return allowed;
}
@@ -5341,15 +5373,13 @@ Item* PlayerbotAI::FindStoneFor(Item* weapon) const
if (!item_template)
return nullptr;
static const std::vector<uint32_t> uPrioritizedSharpStoneIds = {
ADAMANTITE_SHARPENING_STONE, FEL_SHARPENING_STONE, ELEMENTAL_SHARPENING_STONE, DENSE_SHARPENING_STONE,
SOLID_SHARPENING_STONE, HEAVY_SHARPENING_STONE, COARSE_SHARPENING_STONE, ROUGH_SHARPENING_STONE
};
static const std::vector<uint32_t> uPrioritizedSharpStoneIds = {
ADAMANTITE_SHARPENING_STONE, FEL_SHARPENING_STONE, ELEMENTAL_SHARPENING_STONE, DENSE_SHARPENING_STONE,
SOLID_SHARPENING_STONE, HEAVY_SHARPENING_STONE, COARSE_SHARPENING_STONE, ROUGH_SHARPENING_STONE};
static const std::vector<uint32_t> uPrioritizedWeightStoneIds = {
ADAMANTITE_WEIGHTSTONE, FEL_WEIGHTSTONE, DENSE_WEIGHTSTONE, SOLID_WEIGHTSTONE,
HEAVY_WEIGHTSTONE, COARSE_WEIGHTSTONE, ROUGH_WEIGHTSTONE
};
static const std::vector<uint32_t> uPrioritizedWeightStoneIds = {
ADAMANTITE_WEIGHTSTONE, FEL_WEIGHTSTONE, DENSE_WEIGHTSTONE, SOLID_WEIGHTSTONE,
HEAVY_WEIGHTSTONE, COARSE_WEIGHTSTONE, ROUGH_WEIGHTSTONE};
Item* stone = nullptr;
ItemTemplate const* pProto = weapon->GetTemplate();
@@ -5385,7 +5415,6 @@ static const std::vector<uint32_t> uPrioritizedWeightStoneIds = {
Item* PlayerbotAI::FindOilFor(Item* weapon) const
{
if (!weapon)
return nullptr;
@@ -5394,12 +5423,12 @@ Item* PlayerbotAI::FindOilFor(Item* weapon) const
return nullptr;
static const std::vector<uint32_t> uPrioritizedWizardOilIds = {
BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL,
BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL};
BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL,
BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL};
static const std::vector<uint32_t> uPrioritizedManaOilIds = {
BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL,
BRILLIANT_WIZARD_OIL, SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL};
BRILLIANT_MANA_OIL, SUPERIOR_MANA_OIL, LESSER_MANA_OIL, MINOR_MANA_OIL, BRILLIANT_WIZARD_OIL,
SUPERIOR_WIZARD_OIL, WIZARD_OIL, LESSER_WIZARD_OIL, MINOR_WIZARD_OIL};
Item* oil = nullptr;
int botClass = bot->getClass();
@@ -5415,22 +5444,22 @@ Item* PlayerbotAI::FindOilFor(Item* weapon) const
prioritizedOils = &uPrioritizedWizardOilIds;
break;
case CLASS_DRUID:
if (specTab == 0) // Balance
if (specTab == 0) // Balance
prioritizedOils = &uPrioritizedWizardOilIds;
else if (specTab == 1) // Feral
else if (specTab == 1) // Feral
prioritizedOils = nullptr;
else // Restoration (specTab == 2) or any other/unspecified spec
else // Restoration (specTab == 2) or any other/unspecified spec
prioritizedOils = &uPrioritizedManaOilIds;
break;
case CLASS_HUNTER:
prioritizedOils = &uPrioritizedManaOilIds;
break;
case CLASS_PALADIN:
if (specTab == 1) // Protection
if (specTab == 1) // Protection
prioritizedOils = &uPrioritizedWizardOilIds;
else if (specTab == 2) // Retribution
else if (specTab == 2) // Retribution
prioritizedOils = nullptr;
else // Holy (specTab == 0) or any other/unspecified spec
else // Holy (specTab == 0) or any other/unspecified spec
prioritizedOils = &uPrioritizedManaOilIds;
break;
default: