mirror of
https://github.com/mod-playerbots/mod-playerbots.git
synced 2026-01-13 09:07:19 +00:00
Fixes crashes and race conditions when bots perform group/guild/arena operations by moving thread-unsafe code to world thread. Potentially fixes #1124 ## Changes - Added operation queue system that runs in world thread - Group operations (invite, remove, convert to raid, set leader) now queued - Arena formation refactored to use queue - Guild operations changed to use packet queueing ## Testing Set `MapUpdate.Threads` > 1 in worldserver.conf to enable multiple map threads, then test: - Group formation and disbanding - Arena team formation - Guild operations (invite, promote, demote, remove) - Run with TSAN cmake ../ \ -DCMAKE_CXX_FLAGS="-fsanitize=thread -g -O1" \ -DCMAKE_C_FLAGS="-fsanitize=thread -g -O1" \ -DCMAKE_EXE_LINKER_FLAGS="-fsanitize=thread" \ -DCMAKE_INSTALL_PREFIX=/path/to/install \ -DCMAKE_BUILD_TYPE=RelWithDebInfo build export TSAN_OPTIONS="log_path=tsan_report:halt_on_error=0:second_deadlock_stack=1" ./worldserver The crashes/race conditions should no longer occur with concurrent map threads. ## New Files - `PlayerbotOperation.h` - Base class defining the operation interface (Execute, IsValid, GetPriority) - `PlayerbotOperations.h` - Concrete implementations: GroupInviteOperation, GroupRemoveMemberOperation, GroupConvertToRaidOperation, GroupSetLeaderOperation, ArenaGroupFormationOperation - `PlayerbotWorldThreadProcessor.h/cpp` - Singleton processor with mutex-protected queue, processes operations in WorldScript::OnUpdate hook, handles batch processing and validation --------- Co-authored-by: blinkysc <blinkysc@users.noreply.github.com> Co-authored-by: SaW <swerkhoven@outlook.com> Co-authored-by: bash <hermensb@gmail.com>
312 lines
11 KiB
C++
312 lines
11 KiB
C++
/*
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* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
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* and/or modify it under version 3 of the License, or (at your option), any later version.
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*/
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#include "GuildManagementActions.h"
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#include "GuildMgr.h"
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#include "GuildPackets.h"
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#include "Playerbots.h"
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#include "ServerFacade.h"
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#include "BroadcastHelper.h"
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Player* GuidManageAction::GetPlayer(Event event)
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{
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Player* player = nullptr;
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ObjectGuid guid = event.getObject();
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if (guid)
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{
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player = ObjectAccessor::FindPlayer(guid);
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if (player)
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return player;
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}
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std::string text = event.getParam();
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if (!text.empty())
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{
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if (normalizePlayerName(text))
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{
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player = ObjectAccessor::FindPlayerByName(text.c_str());
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if (player)
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return player;
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}
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return nullptr;
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}
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Player* master = GetMaster();
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if (!master)
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guid = bot->GetTarget();
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else
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guid = master->GetTarget();
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player = ObjectAccessor::FindPlayer(guid);
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if (player)
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return player;
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player = event.getOwner();
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if (player)
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return player;
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return nullptr;
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}
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void GuidManageAction::SendPacket(WorldPacket const& packet)
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{
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// make a heap copy because QueuePacket takes ownership
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WorldPacket* data = new WorldPacket(packet);
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bot->GetSession()->QueuePacket(data);
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}
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bool GuidManageAction::Execute(Event event)
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{
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Player* player = GetPlayer(event);
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if (!player || !PlayerIsValid(player) || player == bot)
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return false;
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WorldPacket data(opcode);
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data << player->GetName();
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SendPacket(data);
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return true;
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}
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bool GuidManageAction::PlayerIsValid(Player* member) { return !member->GetGuildId(); }
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uint8 GuidManageAction::GetRankId(Player* member)
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{
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return sGuildMgr->GetGuildById(member->GetGuildId())->GetMember(member->GetGUID())->GetRankId();
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}
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bool GuildInviteAction::isUseful()
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{
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return bot->GetGuildId() && sGuildMgr->GetGuildById(bot->GetGuildId())->HasRankRight(bot, GR_RIGHT_INVITE);
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}
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bool GuildInviteAction::PlayerIsValid(Player* member)
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{
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return !member->GetGuildId() && (sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GUILD) ||
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(bot->GetTeamId() == member->GetTeamId()));
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}
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bool GuildPromoteAction::isUseful()
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{
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return bot->GetGuildId() && sGuildMgr->GetGuildById(bot->GetGuildId())->HasRankRight(bot, GR_RIGHT_PROMOTE);
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}
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bool GuildPromoteAction::PlayerIsValid(Player* member)
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{
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return member->GetGuildId() == bot->GetGuildId() && GetRankId(bot) < GetRankId(member) - 1;
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}
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bool GuildDemoteAction::isUseful()
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{
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return bot->GetGuildId() && sGuildMgr->GetGuildById(bot->GetGuildId())->HasRankRight(bot, GR_RIGHT_DEMOTE);
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}
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bool GuildDemoteAction::PlayerIsValid(Player* member)
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{
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return member->GetGuildId() == bot->GetGuildId() && GetRankId(bot) < GetRankId(member);
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}
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bool GuildRemoveAction::isUseful()
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{
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return bot->GetGuildId() && sGuildMgr->GetGuildById(bot->GetGuildId())->HasRankRight(bot, GR_RIGHT_REMOVE);
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}
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bool GuildRemoveAction::PlayerIsValid(Player* member)
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{
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return member->GetGuildId() == bot->GetGuildId() && GetRankId(bot) < GetRankId(member);
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};
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bool GuildManageNearbyAction::Execute(Event event)
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{
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uint32 found = 0;
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Guild* guild = sGuildMgr->GetGuildById(bot->GetGuildId());
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Guild::Member* botMember = guild->GetMember(bot->GetGUID());
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GuidVector nearGuids = botAI->GetAiObjectContext()->GetValue<GuidVector>("nearest friendly players")->Get();
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for (auto& guid : nearGuids)
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{
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Player* player = ObjectAccessor::FindPlayer(guid);
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if (!player || bot == player)
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continue;
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if (player->isDND())
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continue;
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// Promote or demote nearby members based on chance.
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if (player->GetGuildId() && player->GetGuildId() == bot->GetGuildId())
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{
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Guild::Member* member = guild->GetMember(player->GetGUID());
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uint32 dCount = AI_VALUE(uint32, "death count");
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if (!urand(0, 30) && dCount < 2 && guild->GetRankRights(botMember->GetRankId()) & GR_RIGHT_PROMOTE)
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{
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BroadcastHelper::BroadcastGuildMemberPromotion(botAI, bot, player);
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botAI->DoSpecificAction("guild promote", Event("guild management", guid), true);
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continue;
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}
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if (!urand(0, 30) && dCount > 2 && guild->GetRankRights(botMember->GetRankId()) & GR_RIGHT_DEMOTE)
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{
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BroadcastHelper::BroadcastGuildMemberDemotion(botAI, bot, player);
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botAI->DoSpecificAction("guild demote", Event("guild management", guid), true);
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continue;
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}
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continue;
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}
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if (!sPlayerbotAIConfig->randomBotGuildNearby)
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return false;
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if (guild->GetMemberSize() > 1000)
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return false;
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if ((guild->GetRankRights(botMember->GetRankId()) & GR_RIGHT_INVITE) == 0)
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continue;
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if (player->GetGuildIdInvited())
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continue;
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PlayerbotAI* botAi = GET_PLAYERBOT_AI(player);
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if (!sPlayerbotAIConfig->randomBotInvitePlayer && botAi && botAi->IsRealPlayer())
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continue;
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if (botAi)
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{
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if (botAi->GetGuilderType() == GuilderType::SOLO && !botAi->HasRealPlayerMaster()) //Do not invite solo players.
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continue;
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if (botAi->HasActivePlayerMaster() && !sRandomPlayerbotMgr->IsRandomBot(player)) //Do not invite alts of active players.
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continue;
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}
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bool sameGroup = bot->GetGroup() && bot->GetGroup()->IsMember(player->GetGUID());
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if (!sameGroup && sServerFacade->GetDistance2d(bot, player) > sPlayerbotAIConfig->spellDistance)
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continue;
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if (sPlayerbotAIConfig->inviteChat && (sRandomPlayerbotMgr->IsRandomBot(bot) || !botAI->HasActivePlayerMaster()))
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{
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/* std::map<std::string, std::string> placeholders;
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placeholders["%name"] = player->GetName();
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placeholders["%members"] = std::to_string(guild->GetMemberSize());
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placeholders["%guildname"] = guild->GetName();
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AreaTableEntry const* current_area = botAI->GetCurrentArea();
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AreaTableEntry const* current_zone = botAI->GetCurrentZone();
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placeholders["%area_name"] = current_area ? current_area->area_name[BroadcastHelper::GetLocale()] : BOT_TEXT1("string_unknown_area");
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placeholders["%zone_name"] = current_zone ? current_zone->area_name[BroadcastHelper::GetLocale()] : BOT_TEXT1("string_unknown_area");
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std::vector<std::string> lines;
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//TODO - Move these hardcoded texts to sql!
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switch ((urand(0, 10) * urand(0, 10)) / 10)
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{
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case 0:
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lines.push_back(BOT_TEXT2("Hey %name do you want to join my guild?", placeholders));
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break;
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case 1:
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lines.push_back(BOT_TEXT2("Hey man you wanna join my guild %name?", placeholders));
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break;
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case 2:
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lines.push_back(BOT_TEXT2("I think you would be a good contribution to %guildname. Would you like to join %name?", placeholders));
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break;
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case 3:
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lines.push_back(BOT_TEXT2("My guild %guildname has %members quality members. Would you like to make it 1 more %name?", placeholders));
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break;
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case 4:
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lines.push_back(BOT_TEXT2("Hey %name do you want to join %guildname? We have %members members and looking to become number 1 of the server.", placeholders));
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break;
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case 5:
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lines.push_back(BOT_TEXT2("I'm not really good at smalltalk. Do you wanna join my guild %name/r?", placeholders));
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break;
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case 6:
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lines.push_back(BOT_TEXT2("Welcome to %zone_name.... do you want to join my guild %name?", placeholders));
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break;
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case 7:
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lines.push_back(BOT_TEXT2("%name, you should join my guild!", placeholders));
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break;
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case 8:
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lines.push_back(BOT_TEXT2("%name, I got this guild....", placeholders));
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break;
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case 9:
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lines.push_back(BOT_TEXT2("You are actually going to join my guild %name?", placeholders));
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lines.push_back(BOT_TEXT2("Haha.. you are the man! We are going to raid Molten...", placeholders));
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break;
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case 10:
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lines.push_back(BOT_TEXT2("Hey Hey! do you guys wanna join my gild????", placeholders));
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lines.push_back(BOT_TEXT2("We've got a bunch of high levels and we are really super friendly..", placeholders));
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lines.push_back(BOT_TEXT2("..and watch your dog and do your homework...", placeholders));
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lines.push_back(BOT_TEXT2("..and we raid once a week and are working on MC raids...", placeholders));
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lines.push_back(BOT_TEXT2("..and we have more members than just me...", placeholders));
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lines.push_back(BOT_TEXT2("..and please stop I'm lonenly and we can get a ride the whole time...", placeholders));
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lines.push_back(BOT_TEXT2("..and it's really beautifull and I feel like crying...", placeholders));
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lines.push_back(BOT_TEXT2("So what do you guys say are you going to join are you going to join?", placeholders));
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break;
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}
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for (auto line : lines)
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if (sameGroup)
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{
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WorldPacket data;
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ChatHandler::BuildChatPacket(data, bot->GetGroup()->isRaidGroup() ? CHAT_MSG_RAID : CHAT_MSG_PARTY, line.c_str(), LANG_UNIVERSAL, CHAT_TAG_NONE, bot->GetGUID(), bot->GetName());
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bot->GetGroup()->BroadcastPacket(&data, true);
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}
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else
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bot->Say(line, (bot->GetTeamId() == TEAM_ALLIANCE ? LANG_COMMON : LANG_ORCISH));*/
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}
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if (botAI->DoSpecificAction("guild invite", Event("guild management", guid), true))
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{
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if (sPlayerbotAIConfig->inviteChat)
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return true;
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found++;
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}
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}
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return found > 0;
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}
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bool GuildManageNearbyAction::isUseful()
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{
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if (!bot->GetGuildId())
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return false;
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Guild* guild = sGuildMgr->GetGuildById(bot->GetGuildId());
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Guild::Member* botMember = guild->GetMember(bot->GetGUID());
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return guild->GetRankRights(botMember->GetRankId()) & (GR_RIGHT_DEMOTE | GR_RIGHT_PROMOTE | GR_RIGHT_INVITE);
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}
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bool GuildLeaveAction::Execute(Event event)
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{
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Player* owner = event.getOwner();
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if (owner && !botAI->GetSecurity()->CheckLevelFor(PLAYERBOT_SECURITY_INVITE, false, owner, true))
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{
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botAI->TellError("Sorry, I am happy in my guild :)");
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return false;
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}
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WorldPackets::Guild::GuildLeave data = WorldPacket(CMSG_GUILD_LEAVE);
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bot->GetSession()->HandleGuildLeaveOpcode(data);
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return true;
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}
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bool GuildLeaveAction::isUseful() { return bot->GetGuildId(); }
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