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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-21 13:07:31 +00:00
fix: PetComponent crashing due to nullptr access
Resolves an issue where item is null but is accessed but not doing that code and instead consulting the EntityManager for a valid Entity, alongside nullifying the m_Owner objectID should the pet be destroyed and timer still exist. Update PetComponent.cpp Add nullptr check Add back timer Update PetComponent.cpp speculative fix for a different crash Why are we accessing something before checking if its null
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33a8efdd22
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0d218fc5c7
@ -795,8 +795,6 @@ void PetComponent::Wander() {
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}
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void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) {
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AddDrainImaginationTimer(item, fromTaming);
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m_ItemId = item->GetId();
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m_DatabaseId = item->GetSubKey();
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@ -807,6 +805,7 @@ void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) {
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inventoryComponent->DespawnPet();
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m_Owner = inventoryComponent->GetParent()->GetObjectID();
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AddDrainImaginationTimer(fromTaming);
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auto* owner = GetOwner();
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@ -859,17 +858,14 @@ void PetComponent::Activate(Item* item, bool registerPet, bool fromTaming) {
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}
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}
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void PetComponent::AddDrainImaginationTimer(Item* item, bool fromTaming) {
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void PetComponent::AddDrainImaginationTimer(bool fromTaming) {
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if (Game::config->GetValue("pets_take_imagination") != "1") return;
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auto playerInventory = item->GetInventory();
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if (!playerInventory) return;
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auto playerInventoryComponent = playerInventory->GetComponent();
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if (!playerInventoryComponent) return;
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auto playerEntity = playerInventoryComponent->GetParent();
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if (!playerEntity) return;
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auto* playerEntity = Game::entityManager->GetEntity(m_Owner);
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if (!playerEntity) {
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LOG("owner was null or didnt exist!");
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return;
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}
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auto playerDestroyableComponent = playerEntity->GetComponent<DestroyableComponent>();
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if (!playerDestroyableComponent) return;
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@ -878,12 +874,16 @@ void PetComponent::AddDrainImaginationTimer(Item* item, bool fromTaming) {
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if (!fromTaming) playerDestroyableComponent->Imagine(-1);
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// Set this to a variable so when this is called back from the player the timer doesn't fire off.
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m_Parent->AddCallbackTimer(m_PetInfo.imaginationDrainRate, [playerDestroyableComponent, this, item]() {
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if (!playerDestroyableComponent) {
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LOG("No petComponent and/or no playerDestroyableComponent");
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m_Parent->AddCallbackTimer(m_PetInfo.imaginationDrainRate, [this]() {
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const auto* owner = Game::entityManager->GetEntity(m_Owner);
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if (!owner) {
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LOG("owner was null or didnt exist!");
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return;
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}
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const auto* playerDestroyableComponent = owner->GetComponent<DestroyableComponent>();
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if (!playerDestroyableComponent) return;
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// If we are out of imagination despawn the pet.
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if (playerDestroyableComponent->GetImagination() == 0) {
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this->Deactivate();
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@ -893,15 +893,13 @@ void PetComponent::AddDrainImaginationTimer(Item* item, bool fromTaming) {
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GameMessages::SendUseItemRequirementsResponse(playerEntity->GetObjectID(), playerEntity->GetSystemAddress(), eUseItemResponse::NoImaginationForPet);
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}
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this->AddDrainImaginationTimer(item);
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this->AddDrainImaginationTimer();
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});
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}
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void PetComponent::Deactivate() {
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GameMessages::SendPlayFXEffect(m_Parent->GetObjectID(), -1, u"despawn", "", LWOOBJID_EMPTY, 1, 1, true);
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GameMessages::SendMarkInventoryItemAsActive(m_Owner, false, eUnequippableActiveType::PET, m_ItemId, GetOwner()->GetSystemAddress());
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activePets.erase(m_Owner);
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m_Parent->Kill();
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@ -910,6 +908,8 @@ void PetComponent::Deactivate() {
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if (owner == nullptr) return;
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GameMessages::SendMarkInventoryItemAsActive(m_Owner, false, eUnequippableActiveType::PET, m_ItemId, owner->GetSystemAddress());
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GameMessages::SendAddPetToPlayer(m_Owner, 0, u"", LWOOBJID_EMPTY, LOT_NULL, owner->GetSystemAddress());
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GameMessages::SendRegisterPetID(m_Owner, LWOOBJID_EMPTY, owner->GetSystemAddress());
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@ -1034,6 +1034,7 @@ Entity* PetComponent::GetParentEntity() const {
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}
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PetComponent::~PetComponent() {
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m_Owner = LWOOBJID_EMPTY;
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}
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void PetComponent::SetPetNameForModeration(const std::string& petName) {
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@ -205,7 +205,7 @@ public:
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*
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* @param item The item that represents this pet in the inventory.
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*/
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void AddDrainImaginationTimer(Item* item, bool fromTaming = false);
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void AddDrainImaginationTimer(bool fromTaming = false);
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private:
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