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https://github.com/DarkflameUniverse/DarkflameServer.git
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Merge pull request #1183 from DarkflameUniverse/fastcrashfixes
fix: dangling pointer in mission when saving character data
This commit is contained in:
commit
0337449aa7
@ -42,9 +42,10 @@ Mission::Mission(MissionComponent* missionComponent, const uint32_t missionId) {
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auto* missionsTable = CDClientManager::Instance().GetTable<CDMissionsTable>();
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info = missionsTable->GetPtrByMissionID(missionId);
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auto* mis = missionsTable->GetPtrByMissionID(missionId);
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info = *mis;
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if (info == &CDMissionsTable::Default) {
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if (mis == &CDMissionsTable::Default) {
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Game::logger->Log("Missions", "Failed to find mission (%i)!", missionId);
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return;
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@ -137,7 +138,7 @@ void Mission::UpdateXml(tinyxml2::XMLElement* element) {
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element->DeleteChildren();
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element->SetAttribute("id", static_cast<unsigned int>(info->id));
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element->SetAttribute("id", static_cast<unsigned int>(info.id));
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if (m_Completions > 0) {
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element->SetAttribute("cct", static_cast<unsigned int>(m_Completions));
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@ -212,11 +213,11 @@ User* Mission::GetUser() const {
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}
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uint32_t Mission::GetMissionId() const {
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return info->id;
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return info.id;
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}
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const CDMissions& Mission::GetClientInfo() const {
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return *info;
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return info;
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}
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uint32_t Mission::GetCompletions() const {
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@ -240,15 +241,15 @@ eMissionState Mission::GetMissionState() const {
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}
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bool Mission::IsAchievement() const {
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return !info->isMission;
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return !info.isMission;
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}
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bool Mission::IsMission() const {
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return info->isMission;
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return info.isMission;
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}
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bool Mission::IsRepeatable() const {
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return info->repeatable;
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return info.repeatable;
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}
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bool Mission::IsComplete() const {
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@ -284,7 +285,7 @@ void Mission::MakeAvalible() {
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}
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void Mission::Accept() {
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SetMissionTypeState(eMissionLockState::NEW, info->defined_type, info->defined_subtype);
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SetMissionTypeState(eMissionLockState::NEW, info.defined_type, info.defined_subtype);
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SetMissionState(m_Completions > 0 ? eMissionState::COMPLETE_ACTIVE : eMissionState::ACTIVE);
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@ -321,16 +322,16 @@ void Mission::Complete(const bool yieldRewards) {
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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if (characterComponent != nullptr) {
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characterComponent->TrackMissionCompletion(!info->isMission);
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characterComponent->TrackMissionCompletion(!info.isMission);
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}
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auto* missionComponent = entity->GetComponent<MissionComponent>();
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missionComponent->Progress(eMissionTaskType::META, info->id);
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missionComponent->Progress(eMissionTaskType::META, info.id);
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missionComponent->Progress(eMissionTaskType::RACING, info->id, (LWOOBJID)eRacingTaskParam::COMPLETE_ANY_RACING_TASK);
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missionComponent->Progress(eMissionTaskType::RACING, info.id, (LWOOBJID)eRacingTaskParam::COMPLETE_ANY_RACING_TASK);
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missionComponent->Progress(eMissionTaskType::RACING, info->id, (LWOOBJID)eRacingTaskParam::COMPLETE_TRACK_TASKS);
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missionComponent->Progress(eMissionTaskType::RACING, info.id, (LWOOBJID)eRacingTaskParam::COMPLETE_TRACK_TASKS);
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auto* missionEmailTable = CDClientManager::Instance().GetTable<CDMissionEmailTable>();
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@ -441,24 +442,24 @@ void Mission::YieldRewards() {
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}
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int32_t coinsToSend = 0;
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if (info->LegoScore > 0) {
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eLootSourceType lootSource = info->isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
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if (info.LegoScore > 0) {
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eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
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if (levelComponent->GetLevel() >= Game::zoneManager->GetWorldConfig()->levelCap) {
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// Since the character is at the level cap we reward them with coins instead of UScore.
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coinsToSend += info->LegoScore * Game::zoneManager->GetWorldConfig()->levelCapCurrencyConversion;
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coinsToSend += info.LegoScore * Game::zoneManager->GetWorldConfig()->levelCapCurrencyConversion;
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} else {
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characterComponent->SetUScore(characterComponent->GetUScore() + info->LegoScore);
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GameMessages::SendModifyLEGOScore(entity, entity->GetSystemAddress(), info->LegoScore, lootSource);
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characterComponent->SetUScore(characterComponent->GetUScore() + info.LegoScore);
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GameMessages::SendModifyLEGOScore(entity, entity->GetSystemAddress(), info.LegoScore, lootSource);
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}
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}
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if (m_Completions > 0) {
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std::vector<std::pair<LOT, uint32_t>> items;
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items.emplace_back(info->reward_item1_repeatable, info->reward_item1_repeat_count);
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items.emplace_back(info->reward_item2_repeatable, info->reward_item2_repeat_count);
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items.emplace_back(info->reward_item3_repeatable, info->reward_item3_repeat_count);
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items.emplace_back(info->reward_item4_repeatable, info->reward_item4_repeat_count);
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items.emplace_back(info.reward_item1_repeatable, info.reward_item1_repeat_count);
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items.emplace_back(info.reward_item2_repeatable, info.reward_item2_repeat_count);
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items.emplace_back(info.reward_item3_repeatable, info.reward_item3_repeat_count);
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items.emplace_back(info.reward_item4_repeatable, info.reward_item4_repeat_count);
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for (const auto& pair : items) {
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// Some missions reward zero of an item and so they must be allowed through this clause,
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@ -478,9 +479,9 @@ void Mission::YieldRewards() {
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inventoryComponent->AddItem(pair.first, count, IsMission() ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT);
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}
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if (info->reward_currency_repeatable > 0 || coinsToSend > 0) {
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eLootSourceType lootSource = info->isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
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character->SetCoins(character->GetCoins() + info->reward_currency_repeatable + coinsToSend, lootSource);
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if (info.reward_currency_repeatable > 0 || coinsToSend > 0) {
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eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
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character->SetCoins(character->GetCoins() + info.reward_currency_repeatable + coinsToSend, lootSource);
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}
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return;
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@ -488,10 +489,10 @@ void Mission::YieldRewards() {
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std::vector<std::pair<LOT, int32_t>> items;
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items.emplace_back(info->reward_item1, info->reward_item1_count);
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items.emplace_back(info->reward_item2, info->reward_item2_count);
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items.emplace_back(info->reward_item3, info->reward_item3_count);
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items.emplace_back(info->reward_item4, info->reward_item4_count);
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items.emplace_back(info.reward_item1, info.reward_item1_count);
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items.emplace_back(info.reward_item2, info.reward_item2_count);
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items.emplace_back(info.reward_item3, info.reward_item3_count);
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items.emplace_back(info.reward_item4, info.reward_item4_count);
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for (const auto& pair : items) {
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// Some missions reward zero of an item and so they must be allowed through this clause,
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@ -511,58 +512,58 @@ void Mission::YieldRewards() {
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inventoryComponent->AddItem(pair.first, count, IsMission() ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT);
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}
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if (info->reward_currency > 0 || coinsToSend > 0) {
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eLootSourceType lootSource = info->isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
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character->SetCoins(character->GetCoins() + info->reward_currency + coinsToSend, lootSource);
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if (info.reward_currency > 0 || coinsToSend > 0) {
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eLootSourceType lootSource = info.isMission ? eLootSourceType::MISSION : eLootSourceType::ACHIEVEMENT;
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character->SetCoins(character->GetCoins() + info.reward_currency + coinsToSend, lootSource);
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}
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if (info->reward_maxinventory > 0) {
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if (info.reward_maxinventory > 0) {
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auto* inventory = inventoryComponent->GetInventory(ITEMS);
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inventory->SetSize(inventory->GetSize() + info->reward_maxinventory);
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inventory->SetSize(inventory->GetSize() + info.reward_maxinventory);
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}
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if (info->reward_bankinventory > 0) {
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if (info.reward_bankinventory > 0) {
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auto* inventory = inventoryComponent->GetInventory(eInventoryType::VAULT_ITEMS);
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auto modelInventory = inventoryComponent->GetInventory(eInventoryType::VAULT_MODELS);
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inventory->SetSize(inventory->GetSize() + info->reward_bankinventory);
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modelInventory->SetSize(modelInventory->GetSize() + info->reward_bankinventory);
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inventory->SetSize(inventory->GetSize() + info.reward_bankinventory);
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modelInventory->SetSize(modelInventory->GetSize() + info.reward_bankinventory);
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}
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if (info->reward_reputation > 0) {
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missionComponent->Progress(eMissionTaskType::EARN_REPUTATION, 0, 0L, "", info->reward_reputation);
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if (info.reward_reputation > 0) {
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missionComponent->Progress(eMissionTaskType::EARN_REPUTATION, 0, 0L, "", info.reward_reputation);
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auto character = entity->GetComponent<CharacterComponent>();
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if (character) {
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character->SetReputation(character->GetReputation() + info->reward_reputation);
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character->SetReputation(character->GetReputation() + info.reward_reputation);
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GameMessages::SendUpdateReputation(entity->GetObjectID(), character->GetReputation(), entity->GetSystemAddress());
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}
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}
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if (info->reward_maxhealth > 0) {
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destroyableComponent->SetMaxHealth(destroyableComponent->GetMaxHealth() + static_cast<float>(info->reward_maxhealth), true);
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if (info.reward_maxhealth > 0) {
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destroyableComponent->SetMaxHealth(destroyableComponent->GetMaxHealth() + static_cast<float>(info.reward_maxhealth), true);
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}
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if (info->reward_maximagination > 0) {
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destroyableComponent->SetMaxImagination(destroyableComponent->GetMaxImagination() + static_cast<float>(info->reward_maximagination), true);
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if (info.reward_maximagination > 0) {
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destroyableComponent->SetMaxImagination(destroyableComponent->GetMaxImagination() + static_cast<float>(info.reward_maximagination), true);
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}
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Game::entityManager->SerializeEntity(entity);
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if (info->reward_emote > 0) {
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character->UnlockEmote(info->reward_emote);
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if (info.reward_emote > 0) {
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character->UnlockEmote(info.reward_emote);
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}
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if (info->reward_emote2 > 0) {
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character->UnlockEmote(info->reward_emote2);
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if (info.reward_emote2 > 0) {
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character->UnlockEmote(info.reward_emote2);
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}
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if (info->reward_emote3 > 0) {
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character->UnlockEmote(info->reward_emote3);
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if (info.reward_emote3 > 0) {
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character->UnlockEmote(info.reward_emote3);
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}
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if (info->reward_emote4 > 0) {
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character->UnlockEmote(info->reward_emote4);
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if (info.reward_emote4 > 0) {
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character->UnlockEmote(info.reward_emote4);
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}
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}
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@ -599,7 +600,7 @@ void Mission::SetMissionState(const eMissionState state, const bool sendingRewar
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return;
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}
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GameMessages::SendNotifyMission(entity, entity->GetParentUser()->GetSystemAddress(), info->id, static_cast<int>(state), sendingRewards);
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GameMessages::SendNotifyMission(entity, entity->GetParentUser()->GetSystemAddress(), info.id, static_cast<int>(state), sendingRewards);
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}
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void Mission::SetMissionTypeState(eMissionLockState state, const std::string& type, const std::string& subType) {
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@ -245,7 +245,7 @@ private:
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/**
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* The database information that corresponds to this mission
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*/
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const CDMissions* info;
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CDMissions info;
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/**
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* The current state this mission is in
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