Redesign of ZoneServer::DeleteSpawns to avoid deadlocks

This commit is contained in:
Emagi 2025-07-01 07:39:51 -04:00
parent 398a4ef1f4
commit 40e83f5e2d

View File

@ -1504,70 +1504,67 @@ void ZoneServer::AddPendingDelete(Spawn* spawn) {
}
void ZoneServer::DeleteSpawns(bool delete_all) {
MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
MPendingSpawnRemoval.readlock(__FUNCTION__, __LINE__);
if(spawn_delete_list.size() > 0){
map<Spawn*, int32>::iterator itr;
map<Spawn*, int32>::iterator erase_itr;
int32 current_time = Timer::GetCurrentTime2();
Spawn* spawn = 0;
for (itr = spawn_delete_list.begin(); itr != spawn_delete_list.end(); ) {
if (delete_all || current_time >= itr->second){
// we haven't removed it from the spawn list yet..
if(!delete_all && m_pendingSpawnRemove.count(itr->first->GetID()))
continue;
spawn = itr->first;
lua_interface->SetLuaUserDataStale(spawn);
if (spellProcess) {
spellProcess->RemoveCaster(spawn, true);
}
// 1) Snapshot & clear deletelist
MSpawnDeleteList.writelock(__FUNCTION__, __LINE__);
std::vector<std::pair<Spawn*,int32>> to_process(
spawn_delete_list.begin(), spawn_delete_list.end()
);
spawn_delete_list.clear();
MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
if(movementMgr != nullptr) {
movementMgr->RemoveMob((Entity*)spawn);
}
MSpawnList.writelock(__FUNCTION__, __LINE__);
int32 current_time = Timer::GetCurrentTime2();
for (auto &entry : to_process) {
Spawn* spawn = entry.first;
int32 when = entry.second;
// delete brain if it has one
if(spawn->IsNPC()) {
NPC* tmpNPC = (NPC*)spawn;
if(tmpNPC->Brain())
tmpNPC->SetBrain(nullptr);
}
if (!delete_all && current_time < when)
continue;
MPendingSpawnRemoval.readlock(__FUNCTION__, __LINE__);
if(!delete_all && m_pendingSpawnRemove.count(spawn->GetID()))
continue;
MPendingSpawnRemoval.releasereadlock(__FUNCTION__, __LINE__);
erase_itr = itr++;
spawn_delete_list.erase(erase_itr);
MSpawnList.writelock(__FUNCTION__, __LINE__);
std::map<int32, Spawn*>::iterator sitr = spawn_list.find(spawn->GetID());
if(sitr != spawn_list.end()) {
spawn_list.erase(sitr);
}
if(spawn->IsCollector()) {
std::map<int32, Spawn*>::iterator subitr = subspawn_list[SUBSPAWN_TYPES::COLLECTOR].find(spawn->GetID());
if(subitr != subspawn_list[SUBSPAWN_TYPES::COLLECTOR].end()) {
subspawn_list[SUBSPAWN_TYPES::COLLECTOR].erase(subitr);
}
}
if(spawn->GetPickupItemID()) {
std::map<int32, Spawn*>::iterator subitr = subspawn_list[SUBSPAWN_TYPES::HOUSE_ITEM_SPAWN].find(spawn->GetPickupItemID());
if(subitr != subspawn_list[SUBSPAWN_TYPES::HOUSE_ITEM_SPAWN].end() && subitr->second == spawn) {
subspawn_list[SUBSPAWN_TYPES::HOUSE_ITEM_SPAWN].erase(subitr);
}
housing_spawn_map.erase(spawn->GetID());
}
MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
safe_delete(spawn);
}
else
itr++;
lua_interface->SetLuaUserDataStale(spawn);
if (spellProcess) {
spellProcess->RemoveCaster(spawn, true);
}
if(movementMgr != nullptr) {
movementMgr->RemoveMob((Entity*)spawn);
}
// delete brain if it has one
if(spawn->IsNPC()) {
NPC* tmpNPC = (NPC*)spawn;
if(tmpNPC->Brain())
tmpNPC->SetBrain(nullptr);
}
std::map<int32, Spawn*>::iterator sitr = spawn_list.find(spawn->GetID());
if(sitr != spawn_list.end()) {
spawn_list.erase(sitr);
}
if(spawn->IsCollector()) {
std::map<int32, Spawn*>::iterator subitr = subspawn_list[SUBSPAWN_TYPES::COLLECTOR].find(spawn->GetID());
if(subitr != subspawn_list[SUBSPAWN_TYPES::COLLECTOR].end()) {
subspawn_list[SUBSPAWN_TYPES::COLLECTOR].erase(subitr);
}
}
if(spawn->GetPickupItemID()) {
std::map<int32, Spawn*>::iterator subitr = subspawn_list[SUBSPAWN_TYPES::HOUSE_ITEM_SPAWN].find(spawn->GetPickupItemID());
if(subitr != subspawn_list[SUBSPAWN_TYPES::HOUSE_ITEM_SPAWN].end() && subitr->second == spawn) {
subspawn_list[SUBSPAWN_TYPES::HOUSE_ITEM_SPAWN].erase(subitr);
}
housing_spawn_map.erase(spawn->GetID());
}
safe_delete(spawn);
}
MPendingSpawnRemoval.releasereadlock(__FUNCTION__, __LINE__);
MSpawnDeleteList.releasewritelock(__FUNCTION__, __LINE__);
MSpawnList.releasewritelock(__FUNCTION__, __LINE__);
}
void ZoneServer::AddDamagedSpawn(Spawn* spawn){