Files
mod-playerbots/src/PlayerbotOperation.h
blinkysc 10213d8381 Add thread safety for group operations (#1816)
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>
2025-11-21 21:55:55 +01:00

94 lines
3.0 KiB
C++

/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU AGPL v3 license, you may redistribute it
* and/or modify it under version 3 of the License, or (at your option), any later version.
*/
#ifndef _PLAYERBOT_OPERATION_H
#define _PLAYERBOT_OPERATION_H
#include "Common.h"
#include "ObjectGuid.h"
#include <memory>
/**
* @brief Base class for thread-unsafe operations that must be executed in the world thread
*
* PlayerbotOperation represents an operation that needs to be deferred from a map thread
* to the world thread for safe execution. Examples include group modifications, LFG operations,
* guild operations, etc.
*
* Thread Safety:
* - The constructor and data members must be thread-safe (use copies, not pointers)
* - Execute() is called in the world thread and can safely perform thread-unsafe operations
* - Subclasses must not store raw pointers to (core/world thread) game object (use ObjectGuid instead)
*/
class PlayerbotOperation
{
public:
virtual ~PlayerbotOperation() = default;
/**
* @brief Execute this operation in the world thread
*
* This method is called by PlayerbotWorldThreadProcessor::Update() which runs in the world thread.
* It's safe to perform any thread-unsafe operation here (Group, LFG, Guild, etc.)
*
* @return true if operation succeeded, false if it failed
*/
virtual bool Execute() = 0;
/**
* @brief Get the bot GUID this operation is for (optional)
*
* Used for logging and debugging purposes.
*
* @return ObjectGuid of the bot, or ObjectGuid::Empty if not applicable
*/
virtual ObjectGuid GetBotGuid() const { return ObjectGuid::Empty; }
/**
* @brief Get the operation priority (higher = more urgent)
*
* Priority levels:
* - 100: Critical (crash prevention, cleanup operations)
* - 50: High (player-facing operations like group invites)
* - 10: Normal (background operations)
* - 0: Low (statistics, logging)
*
* @return Priority value (0-100)
*/
virtual uint32 GetPriority() const { return 10; }
/**
* @brief Get a human-readable name for this operation
*
* Used for logging and debugging.
*
* @return Operation name
*/
virtual std::string GetName() const { return "Unknown Operation"; }
/**
* @brief Check if this operation is still valid
*
* Called before Execute() to check if the operation should still be executed.
* For example, if a bot logged out, group invite operations for that bot can be skipped.
*
* @return true if operation should be executed, false to skip
*/
virtual bool IsValid() const { return true; }
};
/**
* @brief Comparison operator for priority queue (higher priority first)
*/
struct PlayerbotOperationComparator
{
bool operator()(const std::unique_ptr<PlayerbotOperation>& a, const std::unique_ptr<PlayerbotOperation>& b) const
{
return a->GetPriority() < b->GetPriority(); // Lower priority goes to back of queue
}
};
#endif