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fix(Player/SpellQueue): bandaid crashfix #21103
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cc @walkline |
From this crashlog, we see that the spell cast request has invalid values. The more interesting question is how the values became invalid. I saw some other recent crashlogs - one and two - which make me think that something bad is happening, such as using a dangling pointer (using a deleted player) or a race condition (e.g., double parallel updates of the same map or instance). |
Agree with walkline. No real sense to have a invalid spell here. Probably a deeper issue. @sogladev also why clearing the queue instead to ignoring it? (Simple question, I don't remember all the process of your system) |
If the front of std::deque contains invalid data then the queue behavior is undefined. So it's best to clear the entire thing than trying to consider the next element to be valid. I also question when std::deque contains invalid data that the pointer to the next element is also invalid, pointing to undefined memory. Now, I'm not sure what happens if .clear() is called 😆 |
Changes Proposed:
This PR proposes changes to:
if there's an invalid spell in the queue, clear the queue and return
Issues Addressed:
SOURCE:
The changes have been validated through:
Tests Performed:
This PR has been:
How to Test the Changes:
Known Issues and TODO List:
How to Test AzerothCore PRs
When a PR is ready to be tested, it will be marked as [WAITING TO BE TESTED].
You can help by testing PRs and writing your feedback here on the PR's page on GitHub. Follow the instructions here:
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REMEMBER: when testing a PR that changes something generic (i.e. a part of code that handles more than one specific thing), the tester should not only check that the PR does its job (e.g. fixing spell XXX) but especially check that the PR does not cause any regression (i.e. introducing new bugs).
For example: if a PR fixes spell X by changing a part of code that handles spells X, Y, and Z, we should not only test X, but we should test Y and Z as well.