mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-31 01:13:48 +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:
@@ -9,7 +9,6 @@
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#include "LastMovementValue.h"
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#include "Playerbots.h"
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#include "Transport.h"
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#include "BotMovementUtils.h"
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bool ReachAreaTriggerAction::Execute(Event event)
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{
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@@ -41,18 +40,7 @@ bool ReachAreaTriggerAction::Execute(Event event)
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return true;
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}
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// bot->GetMotionMaster()->MovePoint(at->map, at->x, at->y, at->z);
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// [Fix: MoveSplineInitArgs::Validate: expression 'velocity > 0.01f' failed for GUID Full:]
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if (CanStartMoveSpline(bot))
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{
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bot->GetMotionMaster()->MovePoint(at->map, at->x, at->y, at->z);
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}
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else
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{
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bot->StopMovingOnCurrentPos();
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botAI->SetNextCheckDelay(sPlayerbotAIConfig->reactDelay);
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return false;
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}
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bot->GetMotionMaster()->MovePoint(at->map, at->x, at->y, at->z);
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float distance = bot->GetDistance(at->x, at->y, at->z);
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float delay = 1000.0f * distance / bot->GetSpeed(MOVE_RUN) + sPlayerbotAIConfig->reactDelay;
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@@ -176,8 +176,7 @@ bool BGJoinAction::gatherArenaTeam(ArenaType type)
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continue;
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memberBotAI->Reset();
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// member->TeleportTo(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), 0);
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TeleportToSafe(member, bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), 0);
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member->TeleportTo(bot->GetMapId(), bot->GetPositionX(), bot->GetPositionY(), bot->GetPositionZ(), 0);
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LOG_INFO("playerbots", "Bot {} <{}>: Member of <{}>", member->GetGUID().ToString().c_str(),
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member->GetName().c_str(), arenateam->GetName().c_str());
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@@ -4289,11 +4289,9 @@ bool ArenaTactics::moveToCenter(Battleground* bg)
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{
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// they like to hang around at the tip of the pipes doing nothing, so we just teleport them down
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if (bot->GetDistance(1333.07f, 817.18f, 13.35f) < 4)
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// bot->TeleportTo(bg->GetMapId(), 1330.96f, 816.75f, 3.2f, bot->GetOrientation());
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TeleportToSafe(bot, bg->GetMapId(), 1330.96f, 816.75f, 3.2f, bot->GetOrientation()); // [Fix] Avaid silly teleport
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bot->TeleportTo(bg->GetMapId(), 1330.96f, 816.75f, 3.2f, bot->GetOrientation());
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if (bot->GetDistance(1250.13f, 764.79f, 13.34f) < 4)
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// bot->TeleportTo(bg->GetMapId(), 1252.19f, 765.41f, 3.2f, bot->GetOrientation());
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TeleportToSafe(bot, bg->GetMapId(), 1252.19f, 765.41f, 3.2f, bot->GetOrientation()); // [Fix] Avaid silly teleport
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bot->TeleportTo(bg->GetMapId(), 1252.19f, 765.41f, 3.2f, bot->GetOrientation());
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}
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break;
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case BATTLEGROUND_RV:
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@@ -18,7 +18,7 @@ bool MoveToTravelTargetAction::Execute(Event event)
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WorldLocation location = *target->getPosition();
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Group* group = bot->GetGroup();
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if (group && !urand(0, 1) && bot == botAI->GetGroupMaster() && !bot->IsInCombat())
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if (group && !urand(0, 1) && bot == botAI->GetGroupMaster())
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{
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for (GroupReference* ref = group->GetFirstMember(); ref; ref = ref->next())
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{
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@@ -42,7 +42,6 @@
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#include "Vehicle.h"
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#include "WaypointMovementGenerator.h"
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#include "Corpse.h"
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#include "BotMovementUtils.h"
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MovementAction::MovementAction(PlayerbotAI* botAI, std::string const name) : Action(botAI, name)
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{
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@@ -82,10 +81,6 @@ bool MovementAction::JumpTo(uint32 mapId, float x, float y, float z, MovementPri
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float botZ = bot->GetPositionZ();
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float speed = bot->GetSpeed(MOVE_RUN);
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MotionMaster& mm = *bot->GetMotionMaster();
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// [Fix: MoveSplineInitArgs::Validate: expression 'velocity > 0.01f' failed for GUID Full:]
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if (!CanStartMoveSpline(bot))
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return false;
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// End Fix
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mm.Clear();
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mm.MoveJump(x, y, z, speed, speed, 1);
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AI_VALUE(LastMovement&, "last movement").Set(mapId, x, y, z, bot->GetOrientation(), 1000, priority);
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@@ -212,10 +207,6 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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if (distance > 0.01f)
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{
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MotionMaster& mm = *vehicleBase->GetMotionMaster(); // need to move vehicle, not bot
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// [Fix: MoveSplineInitArgs::Validate: expression 'velocity > 0.01f' failed for GUID Full:]
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if (!CanStartMoveSpline(bot))
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return false;
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// End Fix
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mm.Clear();
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if (!backwards)
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{
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@@ -251,10 +242,6 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// botAI->InterruptSpell();
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// }
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MotionMaster& mm = *bot->GetMotionMaster();
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//[Fix: MoveSplineInitArgs::Validate: expression 'velocity > 0.01f' failed for GUID Full:]
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if (!CanStartMoveSpline(bot))
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return false;
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// End Fix
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mm.Clear();
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if (!backwards)
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{
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@@ -297,10 +284,6 @@ bool MovementAction::MoveTo(uint32 mapId, float x, float y, float z, bool idle,
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// }
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MotionMaster& mm = *bot->GetMotionMaster();
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G3D::Vector3 endP = path.back();
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// [Fix: MoveSplineInitArgs::Validate: expression 'velocity > 0.01f' failed for GUID Full:]
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if (!CanStartMoveSpline(bot))
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return false;
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// End Fix
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mm.Clear();
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if (!backwards)
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{
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@@ -147,8 +147,7 @@ bool AutoReleaseSpiritAction::HandleBattlegroundSpiritHealer()
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// and in IOC it's not within clicking range when they res in own base
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// Teleport to nearest friendly Spirit Healer when not currently in range of one.
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// bot->TeleportTo(bot->GetMapId(), spiritHealer->GetPositionX(), spiritHealer->GetPositionY(), spiritHealer->GetPositionZ(), 0.f);
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TeleportToSafe(bot, bot->GetMapId(), spiritHealer->GetPositionX(), spiritHealer->GetPositionY(), spiritHealer->GetPositionZ(), 0.f); // [Fix] Avoid silly teleport
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bot->TeleportTo(bot->GetMapId(), spiritHealer->GetPositionX(), spiritHealer->GetPositionY(), spiritHealer->GetPositionZ(), 0.f);
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RESET_AI_VALUE(bool, "combat::self target");
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RESET_AI_VALUE(WorldPosition, "current position");
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}
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@@ -245,8 +244,7 @@ int64 RepopAction::CalculateDeadTime() const
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void RepopAction::PerformGraveyardTeleport(const GraveyardStruct* graveyard) const
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{
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// bot->TeleportTo(graveyard->Map, graveyard->x, graveyard->y, graveyard->z, 0.f);
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TeleportToSafe(bot, graveyard->Map, graveyard->x, graveyard->y, graveyard->z, 0.f); // [Fix] Avoid Silly teleport
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bot->TeleportTo(graveyard->Map, graveyard->x, graveyard->y, graveyard->z, 0.f);
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RESET_AI_VALUE(bool, "combat::self target");
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RESET_AI_VALUE(WorldPosition, "current position");
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}
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@@ -169,8 +169,7 @@ bool FindCorpseAction::Execute(Event event)
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if (deadTime > delay)
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{
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bot->GetMotionMaster()->Clear();
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// bot->TeleportTo(moveToPos.getMapId(), moveToPos.getX(), moveToPos.getY(), moveToPos.getZ(), 0);
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TeleportToSafe(bot, moveToPos.getMapId(), moveToPos.getX(), moveToPos.getY(), moveToPos.getZ(), 0); // [fix] Avoid Silly Teleport
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bot->TeleportTo(moveToPos.getMapId(), moveToPos.getX(), moveToPos.getY(), moveToPos.getZ(), 0);
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}
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moved = true;
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@@ -351,8 +350,7 @@ bool SpiritHealerAction::Execute(Event event)
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// if (!botAI->HasActivePlayerMaster())
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// {
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context->GetValue<uint32>("death count")->Set(dCount + 1);
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// return bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f);
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return TeleportToSafe(bot, ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f); // [Fix] Avoid Silly teleport
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return bot->TeleportTo(ClosestGrave->Map, ClosestGrave->x, ClosestGrave->y, ClosestGrave->z, 0.f);
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// }
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// LOG_INFO("playerbots", "Bot {} {}:{} <{}> can't find a spirit healer", bot->GetGUID().ToString().c_str(),
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