mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
As requested revert for threadfixes last few days (#1552)
* Revert "[Large server fix] #1537 Serialize playerBots/botLoading with a mutex and use snapshot-based loops to fix concurrency crashes (#1540)" This reverts commit3fff58df1a. * Revert "[Fix] teleport to invalid map or invalid coordinates (x , y , z 200000, o ) given when teleporting player (g UI d full type player low , name , map , x , y , z , o ) (#1538)" This reverts commitca2e2ef0db. * Revert "Fix: prevent MoveSplineInitArgs::Validate velocity asserts (velocity > 0.01f) for bots, pets, and charmed units (#1534)" This reverts commit4e3ac609bd. * Revert "[Fix issue #1527] : startup crash in tank target selection — add TOCTOU & null-safety guards (#1532)" This reverts commitc6b0424c29. * Revert "[Fix issue #1528] Close small window where the “in a BG/arena” state can change between the check (InBattleground() / InArena()) and grabbing the pointer (GetBattleground()), which leads to a null dereference. (#1530)" This reverts commit2e0a161623. * Revert "Harden playerbot logout & packet dispatch; add null-safety in chat hooks and RPG checks (#1529)" This reverts commite4ea8e2694. * Revert "Dont wait to travel when in combat. (#1524)" This reverts commitddfa919154. * Revert "nullptr fix (#1523)" This reverts commit380312ffd2. * Revert "Playerbots/LFG: fix false not eligible & dungeon 0/type 0, add clear diagnostics (#1521)" This reverts commit872e417613. * Revert "nullptr exception (#1520)" This reverts commit3d28a81508. * Revert "Removed bot freezing at startup and system message, not relevant anymore (#1519)" This reverts commitbcd6f5bc06.
This commit is contained in:
@@ -30,7 +30,6 @@
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#include "cs_playerbots.h"
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#include "cmath"
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#include "BattleGroundTactics.h"
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#include "ObjectAccessor.h"
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class PlayerbotsDatabaseScript : public DatabaseScript
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{
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@@ -109,7 +108,7 @@ public:
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"|cffcccccchttps://github.com/liyunfan1223/mod-playerbots|r");
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}
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/*if (sPlayerbotAIConfig->enabled || sPlayerbotAIConfig->randomBotAutologin)
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if (sPlayerbotAIConfig->enabled || sPlayerbotAIConfig->randomBotAutologin)
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{
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std::string roundedTime =
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std::to_string(std::ceil((sPlayerbotAIConfig->maxRandomBots * 0.11 / 60) * 10) / 10.0);
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@@ -118,7 +117,7 @@ public:
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ChatHandler(player->GetSession()).SendSysMessage(
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"|cff00ff00Playerbots:|r bot initialization at server startup takes about '"
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+ roundedTime + "' minutes.");
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}*/
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}
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}
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}
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@@ -137,7 +136,7 @@ public:
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bool OnPlayerCanUseChat(Player* player, uint32 type, uint32 /*lang*/, std::string& msg, Player* receiver) override
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{
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/*if (type == CHAT_MSG_WHISPER)
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if (type == CHAT_MSG_WHISPER)
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{
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if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(receiver))
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{
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@@ -145,23 +144,14 @@ public:
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return false;
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}
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}*/
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if (type == CHAT_MSG_WHISPER && receiver) // [Crash Fix] Add non-null receiver check to avoid calling on a null pointer in edge cases.
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{
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if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(receiver))
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{
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botAI->HandleCommand(type, msg, player);
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return false;
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}
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}
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}
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return true;
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}
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void OnPlayerChat(Player* player, uint32 type, uint32 /*lang*/, std::string& msg, Group* group) override
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{
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/*for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
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for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
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{
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if (Player* member = itr->GetSource())
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{
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@@ -170,18 +160,6 @@ public:
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botAI->HandleCommand(type, msg, player);
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}
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}
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}*/
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if (!group) return; // [Crash Fix] 'group' should not be null in this hook, but this safeguard prevents a crash if the caller changes or in case of an unexpected call.
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for (GroupReference* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
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{
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Player* member = itr->GetSource();
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if (!member) continue;
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if (PlayerbotAI* botAI = GET_PLAYERBOT_AI(member))
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{
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botAI->HandleCommand(type, msg, player);
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}
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}
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}
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@@ -198,9 +176,7 @@ public:
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{
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if (bot->GetGuildId() == player->GetGuildId())
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{
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// GET_PLAYERBOT_AI(bot)->HandleCommand(type, msg, player);
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if (PlayerbotAI* ai = GET_PLAYERBOT_AI(bot)) // [Crash Fix] Possible crash source because we don't check if the returned pointer is not null
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ai->HandleCommand(type, msg, player);
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GET_PLAYERBOT_AI(bot)->HandleCommand(type, msg, player);
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}
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}
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}
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@@ -335,7 +311,7 @@ class PlayerbotsScript : public PlayerbotScript
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public:
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PlayerbotsScript() : PlayerbotScript("PlayerbotsScript") {}
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/*bool OnPlayerbotCheckLFGQueue(lfg::Lfg5Guids const& guidsList) override
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bool OnPlayerbotCheckLFGQueue(lfg::Lfg5Guids const& guidsList) override
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{
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bool nonBotFound = false;
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for (ObjectGuid const& guid : guidsList.guids)
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@@ -349,137 +325,7 @@ public:
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}
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return nonBotFound;
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}*/
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// New LFG Function
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bool OnPlayerbotCheckLFGQueue(lfg::Lfg5Guids const& guidsList)
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{
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const size_t totalSlots = guidsList.guids.size();
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size_t ignoredEmpty = 0, ignoredNonPlayer = 0;
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size_t offlinePlayers = 0, botPlayers = 0, realPlayers = 0;
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bool groupGuidSeen = false;
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LOG_DEBUG("playerbots", "[LFG] check start: slots={}", totalSlots);
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for (size_t i = 0; i < totalSlots; ++i)
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{
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ObjectGuid const& guid = guidsList.guids[i];
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// 1) Placeholders to ignore
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if (guid.IsEmpty())
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{
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++ignoredEmpty;
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LOG_DEBUG("playerbots", "[LFG] slot {}: <empty> -> ignored", i);
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continue;
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}
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// Group GUID: in the original implementation this counted as "non-bot found"
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if (guid.IsGroup())
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{
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groupGuidSeen = true;
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LOG_DEBUG("playerbots", "[LFG] slot {}: <GROUP GUID> -> counts as having a real player (compat)", i);
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continue;
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}
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// Other non-Player GUIDs: various placeholders, ignore them
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if (!guid.IsPlayer())
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{
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++ignoredNonPlayer;
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LOG_DEBUG("playerbots", "[LFG] slot {}: guid={} (non-player/high={}) -> ignored", i,
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static_cast<uint64>(guid.GetRawValue()), (unsigned)guid.GetHigh());
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continue;
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}
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// 2) Player present?
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Player* player = ObjectAccessor::FindPlayer(guid);
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if (!player)
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{
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++offlinePlayers;
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LOG_DEBUG("playerbots", "[LFG] slot {}: player guid={} is offline/not in world", i,
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static_cast<uint64>(guid.GetRawValue()));
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continue;
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}
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// 3) Bot or real player?
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if (GET_PLAYERBOT_AI(player) != nullptr)
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{
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++botPlayers;
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LOG_DEBUG("playerbots", "[LFG] slot {}: BOT {} (lvl {}, class {})", i, player->GetName().c_str(),
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player->GetLevel(), player->getClass());
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}
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else
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{
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++realPlayers;
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LOG_DEBUG("playerbots", "[LFG] slot {}: REAL {} (lvl {}, class {})", i, player->GetName().c_str(),
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player->GetLevel(), player->getClass());
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}
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}
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// "Ultra-early phase" detection: only placeholders => DO NOT VETO
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const bool onlyPlaceholders = (realPlayers + botPlayers + (groupGuidSeen ? 1 : 0)) == 0 &&
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(ignoredEmpty + ignoredNonPlayer) == totalSlots;
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// "Soft" LFG preflight if we actually see players AND at least one offline
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if (!onlyPlaceholders && offlinePlayers > 0)
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{
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// Find a plausible leader: prefer a real online player, otherwise any online player
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Player* leader = nullptr;
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for (ObjectGuid const& guid : guidsList.guids)
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if (guid.IsPlayer())
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if (Player* p = ObjectAccessor::FindPlayer(guid))
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if (GET_PLAYERBOT_AI(p) == nullptr)
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{
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leader = p;
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break;
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}
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if (!leader)
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for (ObjectGuid const& guid : guidsList.guids)
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if (guid.IsPlayer())
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if (Player* p = ObjectAccessor::FindPlayer(guid))
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{
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leader = p;
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break;
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}
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if (leader)
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{
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Group* g = leader->GetGroup();
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if (g)
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{
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LOG_DEBUG("playerbots", "[LFG-RESET] group members={}, isRaid={}, isLFGGroup={}",
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(int)g->GetMembersCount(), g->isRaidGroup() ? 1 : 0, g->isLFGGroup() ? 1 : 0);
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// "Soft" reset of LFG states on the bots' AI side (proposal/role-check, etc.)
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for (GroupReference* ref = g->GetFirstMember(); ref; ref = ref->next())
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{
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Player* member = ref->GetSource();
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if (!member)
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continue;
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if (PlayerbotAI* ai = GET_PLAYERBOT_AI(member))
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ai->Reset(true);
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}
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}
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}
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LOG_DEBUG("playerbots", "[LFG] preflight soft-reset triggered (offline detected) -> allowQueue=no (retry)");
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return false; // ask the client to retry right after the reset
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}
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// "Hybrid" policy: permissive if only placeholders; otherwise original logic
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bool allowQueue = onlyPlaceholders ? true : ((offlinePlayers == 0) && (realPlayers >= 1 || groupGuidSeen));
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LOG_DEBUG("playerbots",
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"[LFG] summary: slots={}, real={}, bots={}, offline={}, ignored(empty+nonPlayer)={}, "
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"groupGuidSeen={} -> allowQueue={}",
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totalSlots, realPlayers, botPlayers, offlinePlayers, (ignoredEmpty + ignoredNonPlayer),
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(groupGuidSeen ? "yes" : "no"), (allowQueue ? "yes" : "no"));
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return allowQueue;
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}
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// End LFG
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void OnPlayerbotCheckKillTask(Player* player, Unit* victim) override
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{
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