Fixes aura infinite loop
Port From (https://github.com/TrinityCore/TrinityCore/commit/9cb01a79046fce3f76835bb68bf66e4f3079e4bc)
This commit is contained in:
@@ -24,6 +24,7 @@ using Game.Spells;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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namespace Game.Entities
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{
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@@ -3345,12 +3346,44 @@ namespace Game.Entities
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{
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// this may be a dead loop if some events on aura remove will continiously apply aura on remove
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// we want to have all auras removed, so use your brain when linking events
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while (!m_appliedAuras.Empty())
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_UnapplyAura(m_appliedAuras.FirstOrDefault(), AuraRemoveMode.Default);
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for (int counter = 0; !m_appliedAuras.Empty() || !m_ownedAuras.Empty(); counter++)
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{
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foreach (var aurAppIter in GetAppliedAuras())
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_UnapplyAura(aurAppIter, AuraRemoveMode.Default);
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while (!m_ownedAuras.Empty())
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RemoveOwnedAura(m_ownedAuras.FirstOrDefault());
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foreach (var aurIter in GetOwnedAuras())
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RemoveOwnedAura(aurIter);
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const int maxIteration = 50;
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// give this loop a few tries, if there are still auras then log as much information as possible
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if (counter >= maxIteration)
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{
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StringBuilder sstr = new();
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sstr.AppendLine($"Unit::RemoveAllAuras() iterated {maxIteration} times already but there are still {m_appliedAuras.Count} m_appliedAuras and {m_ownedAuras.Count} m_ownedAuras. Details:");
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sstr.AppendLine(GetDebugInfo());
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if (!m_appliedAuras.Empty())
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{
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sstr.AppendLine("m_appliedAuras:");
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foreach (var auraAppPair in GetAppliedAuras())
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sstr.AppendLine(auraAppPair.Value.GetDebugInfo());
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}
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if (!m_ownedAuras.Empty())
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{
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sstr.AppendLine("m_ownedAuras:");
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foreach (var auraPair in GetOwnedAuras())
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sstr.AppendLine(auraPair.Value.GetDebugInfo());
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}
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Log.outError(LogFilter.Unit, sstr.ToString());
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break;
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}
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}
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}
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public void RemoveArenaAuras()
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{
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// in join, remove positive buffs, on end, remove negative
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@@ -3364,6 +3397,7 @@ namespace Game.Entities
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aura.GetSpellInfo().HasAttribute(SpellAttr5.RemoveEnteringArena); // special marker, always remove
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});
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}
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public void RemoveAllAurasExceptType(AuraType type)
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{
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foreach (var pair in GetAppliedAuras())
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@@ -3385,6 +3419,7 @@ namespace Game.Entities
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RemoveOwnedAura(pair, AuraRemoveMode.Default);
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}
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}
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public void RemoveAllAurasExceptType(AuraType type1, AuraType type2)
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{
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foreach (var pair in GetAppliedAuras())
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@@ -299,6 +299,11 @@ namespace Game.Spells
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_target.SendMessageToSet(update, true);
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}
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public string GetDebugInfo()
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{
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return $"Base: {(GetBase() != null ? GetBase().GetDebugInfo() : "NULL")}\nTarget: {(GetTarget() != null ? GetTarget().GetDebugInfo() : "NULL")}";
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}
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public Unit GetTarget() { return _target; }
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public Aura GetBase() { return _base; }
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@@ -924,8 +924,9 @@ namespace Game.Spells
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target.m_invisibilityDetect.AddValue(type, -GetAmount());
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}
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// call functions which may have additional effects after chainging state of unit
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target.UpdateObjectVisibility();
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// call functions which may have additional effects after changing state of unit
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if (target.IsInWorld)
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target.UpdateObjectVisibility();
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}
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[AuraEffectHandler(AuraType.ModInvisibility)]
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@@ -978,13 +979,15 @@ namespace Game.Spells
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target.m_invisibility.AddValue(type, -GetAmount());
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}
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// call functions which may have additional effects after chainging state of unit
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// call functions which may have additional effects after changing state of unit
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if (apply && mode.HasAnyFlag(AuraEffectHandleModes.Real))
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{
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// drop flag at invisibiliy in bg
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target.RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.StealthOrInvis);
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}
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target.UpdateObjectVisibility();
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if (target.IsInWorld)
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target.UpdateObjectVisibility();
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}
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[AuraEffectHandler(AuraType.ModStealthDetect)]
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@@ -1009,8 +1012,9 @@ namespace Game.Spells
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target.m_stealthDetect.AddValue(type, -GetAmount());
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}
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// call functions which may have additional effects after chainging state of unit
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target.UpdateObjectVisibility();
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// call functions which may have additional effects after changing state of unit
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if (target.IsInWorld)
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target.UpdateObjectVisibility();
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}
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[AuraEffectHandler(AuraType.ModStealth)]
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@@ -1046,13 +1050,15 @@ namespace Game.Spells
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}
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}
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// call functions which may have additional effects after chainging state of unit
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// call functions which may have additional effects after changing state of unit
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if (apply && mode.HasAnyFlag(AuraEffectHandleModes.Real))
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{
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// drop flag at stealth in bg
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target.RemoveAurasWithInterruptFlags(SpellAuraInterruptFlags.StealthOrInvis);
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}
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target.UpdateObjectVisibility();
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if (target.IsInWorld)
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target.UpdateObjectVisibility();
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}
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[AuraEffectHandler(AuraType.ModStealthLevel)]
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@@ -1069,8 +1075,9 @@ namespace Game.Spells
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else
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target.m_stealth.AddValue(type, -GetAmount());
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// call functions which may have additional effects after chainging state of unit
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target.UpdateObjectVisibility();
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// call functions which may have additional effects after changing state of unit
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if (target.IsInWorld)
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target.UpdateObjectVisibility();
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}
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[AuraEffectHandler(AuraType.DetectAmore)]
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@@ -1133,7 +1140,7 @@ namespace Game.Spells
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}
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// die at aura end
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else if (target.IsAlive())
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// call functions which may have additional effects after chainging state of unit
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// call functions which may have additional effects after changing state of unit
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target.SetDeathState(DeathState.JustDied);
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}
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@@ -1709,7 +1716,7 @@ namespace Game.Spells
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else
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target.RemoveUnitFlag(UnitFlags.NonAttackable2);
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// call functions which may have additional effects after chainging state of unit
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// call functions which may have additional effects after changing state of unit
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if (apply && mode.HasAnyFlag(AuraEffectHandleModes.Real))
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{
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if (target.GetMap().IsDungeon())
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@@ -1810,7 +1817,7 @@ namespace Game.Spells
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{
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target.AddUnitFlag(UnitFlags.Silenced);
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// call functions which may have additional effects after chainging state of unit
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// call functions which may have additional effects after changing state of unit
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// Stop cast only spells vs PreventionType & SPELL_PREVENTION_TYPE_SILENCE
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for (var i = CurrentSpellTypes.Melee; i < CurrentSpellTypes.Max; ++i)
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{
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@@ -1889,7 +1896,7 @@ namespace Game.Spells
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{
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target.AddUnitFlag2(UnitFlags2.NoActions);
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// call functions which may have additional effects after chainging state of unit
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// call functions which may have additional effects after changing state of unit
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// Stop cast only spells vs PreventionType & SPELL_PREVENTION_TYPE_SILENCE
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for (var i = CurrentSpellTypes.Melee; i < CurrentSpellTypes.Max; ++i)
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{
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@@ -1969,8 +1976,9 @@ namespace Game.Spells
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target.RemoveDynamicFlag(UnitDynFlags.TrackUnit);
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}
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// call functions which may have additional effects after chainging state of unit
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target.UpdateObjectVisibility();
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// call functions which may have additional effects after changing state of unit
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if (target.IsInWorld)
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target.UpdateObjectVisibility();
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}
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[AuraEffectHandler(AuraType.Untrackable)]
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@@ -4769,8 +4777,9 @@ namespace Game.Spells
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target.m_invisibilityDetect.DelFlag(InvisibilityType.Drunk);
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}
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// call functions which may have additional effects after chainging state of unit
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target.UpdateObjectVisibility();
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// call functions which may have additional effects after changing state of unit
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if (target.IsInWorld)
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target.UpdateObjectVisibility();
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}
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[AuraEffectHandler(AuraType.OverrideSpells)]
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