[8742] Avoid aura remove triggered casts and packets send at logout/delete

This is must speedup logout and solve some crash cases or unexpected effects.

Also fix some nonsense code with memory lost possibility.
This commit is contained in:
VladimirMangos 2009-10-27 04:03:24 +03:00
parent 7b6f4accd1
commit 15ab6794d3
6 changed files with 117 additions and 121 deletions

View file

@ -4021,7 +4021,7 @@ void Unit::RemoveNotOwnSingleTargetAuras(uint32 newPhase)
}
void Unit::RemoveAura(Aura* aura)
void Unit::RemoveAura(Aura* aura, AuraRemoveMode mode /*= AURA_REMOVE_BY_DEFAULT*/)
{
AuraMap::iterator i = m_Auras.lower_bound(spellEffectPair(aura->GetId(), aura->GetEffIndex()));
AuraMap::iterator upperBound = m_Auras.upper_bound(spellEffectPair(aura->GetId(), aura->GetEffIndex()));
@ -4029,7 +4029,7 @@ void Unit::RemoveAura(Aura* aura)
{
if (i->second == aura)
{
RemoveAura(i);
RemoveAura(i,mode);
return;
}
}
@ -4079,12 +4079,13 @@ void Unit::RemoveAura(AuraMap::iterator &i, AuraRemoveMode mode)
}
sLog.outDebug("Aura %u now is remove mode %d",Aur->GetModifier()->m_auraname, mode);
Aur->ApplyModifier(false,true);
if (mode != AURA_REMOVE_BY_DELETE) // not unapply if target will deleted
Aur->ApplyModifier(false,true);
if(Aur->_RemoveAura())
if (Aur->_RemoveAura())
{
// last aura in stack removed
if(IsSpellLastAuraEffect(Aur->GetSpellProto(),Aur->GetEffIndex()))
if (mode != AURA_REMOVE_BY_DELETE && IsSpellLastAuraEffect(Aur->GetSpellProto(),Aur->GetEffIndex()))
Aur->HandleSpellSpecificBoosts(false);
}
@ -4108,12 +4109,12 @@ void Unit::RemoveAura(AuraMap::iterator &i, AuraRemoveMode mode)
i = m_Auras.begin();
}
void Unit::RemoveAllAuras()
void Unit::RemoveAllAuras(AuraRemoveMode mode /*= AURA_REMOVE_BY_DEFAULT*/)
{
while (!m_Auras.empty())
{
AuraMap::iterator iter = m_Auras.begin();
RemoveAura(iter);
RemoveAura(iter,mode);
}
}
@ -11105,7 +11106,7 @@ void Unit::CleanupsBeforeDelete()
ClearComboPointHolders();
DeleteThreatList();
getHostileRefManager().setOnlineOfflineState(false);
RemoveAllAuras();
RemoveAllAuras(AURA_REMOVE_BY_DELETE);
RemoveAllGameObjects();
RemoveAllDynObjects();
GetMotionMaster()->Clear(false); // remove different non-standard movement generators.