Prevent crash at access to deleted social data for player.

Remove social data at logout instead ~Player that called also for temporary Player object for Player::MinimalLoadFromDB call.
This commit is contained in:
VladimirMangos 2008-10-27 18:47:13 +03:00
parent 9e6390d88d
commit 74ddd38af3
3 changed files with 4 additions and 5 deletions

View file

@ -426,10 +426,8 @@ Player::~Player ()
{
CleanupsBeforeDelete();
if(m_uint32Values) // only for fully created Object
{
sSocialMgr.RemovePlayerSocial(GetGUIDLow());
}
// it must be unloaded already in PlayerLogout and accessed only for loggined player
//m_social = NULL;
// Note: buy back item already deleted from DB when player was saved
for(int i = 0; i < PLAYER_SLOTS_COUNT; ++i)

View file

@ -4945,7 +4945,7 @@ void Spell::EffectDuel(uint32 i)
Player *target = (Player*)unitTarget;
// caster or target already have requested duel
if( caster->duel || target->duel || target->GetSocial()->HasIgnore(caster->GetGUIDLow()) )
if( caster->duel || target->duel || !target->GetSocial() || target->GetSocial()->HasIgnore(caster->GetGUIDLow()) )
return;
// Players can only fight a duel with each other outside (=not inside dungeons and not in capital cities)

View file

@ -380,6 +380,7 @@ void WorldSession::LogoutPlayer(bool Save)
///- Delete the player object
_player->CleanupsBeforeDelete(); // do some cleanup before deleting to prevent crash at crossreferences to already deleted data
sSocialMgr.RemovePlayerSocial (_player->GetGUIDLow ());
delete _player;
_player = NULL;