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[7257] Fixed unexpected errors in log and non-freed memory at battleground system shutdown.
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parent
0e37851a11
commit
6bacf2239f
5 changed files with 27 additions and 7 deletions
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@ -1322,6 +1322,9 @@ void BattleGround::SpawnBGCreature(uint32 type, uint32 respawntime)
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*/
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bool BattleGround::DelCreature(uint32 type)
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{
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if(!m_BgCreatures[type])
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return true;
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Creature *cr = HashMapHolder<Creature>::Find(m_BgCreatures[type]);
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if(!cr)
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{
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@ -1336,6 +1339,9 @@ bool BattleGround::DelCreature(uint32 type)
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bool BattleGround::DelObject(uint32 type)
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{
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if(!m_BgObjects[type])
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return true;
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GameObject *obj = HashMapHolder<GameObject>::Find(m_BgObjects[type]);
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if(!obj)
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{
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@ -1090,16 +1090,25 @@ BattleGroundMgr::BattleGroundMgr() : m_AutoDistributionTimeChecker(0), m_ArenaTe
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BattleGroundMgr::~BattleGroundMgr()
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{
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BattleGroundSet::iterator itr, next;
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for(itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end(); itr = next)
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DeleteAlllBattleGrounds();
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}
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void BattleGroundMgr::DeleteAlllBattleGrounds()
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{
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for(BattleGroundSet::iterator itr = m_BattleGrounds.begin(); itr != m_BattleGrounds.end();)
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{
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next = itr;
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++next;
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BattleGround * bg = itr->second;
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m_BattleGrounds.erase(itr);
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m_BattleGrounds.erase(itr++);
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delete bg;
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}
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m_BattleGrounds.clear();
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// destroy template battlegrounds that listed only in queues (other already terminated)
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for(uint32 bgTypeId = 0; bgTypeId < MAX_BATTLEGROUND_TYPE_ID; ++bgTypeId)
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{
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// ~BattleGround call unregistring BG from queue
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while(!BGFreeSlotQueue[bgTypeId].empty())
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delete BGFreeSlotQueue[bgTypeId].front();
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}
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}
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// used to update running battlegrounds, and delete finished ones
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@ -207,6 +207,7 @@ class BattleGroundMgr
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void RemoveBattleGround(uint32 instanceID) { m_BattleGrounds.erase(instanceID); }
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void CreateInitialBattleGrounds();
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void DeleteAlllBattleGrounds();
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void SendToBattleGround(Player *pl, uint32 InstanceID);
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@ -27,6 +27,7 @@
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#include "Timer.h"
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#include "ObjectAccessor.h"
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#include "MapManager.h"
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#include "BattleGroundMgr.h"
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#include "Database/DatabaseEnv.h"
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@ -75,6 +76,9 @@ void WorldRunnable::run()
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sWorld.KickAll(); // save and kick all players
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sWorld.UpdateSessions( 1 ); // real players unload required UpdateSessions call
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// unload battleground templates before different singletons destroyed
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sBattleGroundMgr.DeleteAlllBattleGrounds();
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sWorldSocketMgr->StopNetwork();
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MapManager::Instance().UnloadAll(); // unload all grids (including locked in memory)
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "7256"
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#define REVISION_NR "7257"
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#endif // __REVISION_NR_H__
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