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[Zoning] Fix zone race condition (#2479)
* Testing * Separate auto shutdown fix * Revert for PR * Invalidate lock in places where zoning is cancelled
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@ -232,8 +232,9 @@ Client::Client(EQStreamInterface* ieqs)
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linkdead_timer.Disable();
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zonesummon_id = 0;
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zonesummon_ignorerestrictions = 0;
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bZoning = false;
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zone_mode = ZoneUnsolicited;
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bZoning = false;
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m_lock_save_position = false;
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zone_mode = ZoneUnsolicited;
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casting_spell_id = 0;
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npcflag = false;
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npclevel = 0;
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@ -634,11 +635,14 @@ bool Client::Save(uint8 iCommitNow) {
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return false;
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/* Wrote current basics to PP for saves */
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m_pp.x = m_Position.x;
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m_pp.y = m_Position.y;
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m_pp.z = m_Position.z;
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if (!m_lock_save_position) {
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m_pp.x = m_Position.x;
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m_pp.y = m_Position.y;
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m_pp.z = m_Position.z;
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m_pp.heading = m_Position.w;
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}
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m_pp.guildrank = guildrank;
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m_pp.heading = m_Position.w;
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/* Mana and HP */
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if (GetHP() <= 0) {
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@ -11827,3 +11831,13 @@ bool Client::HasRecipeLearned(uint32 recipe_id)
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return false;
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}
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bool Client::IsLockSavePosition() const
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{
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return m_lock_save_position;
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}
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void Client::SetLockSavePosition(bool lock_save_position)
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{
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Client::m_lock_save_position = lock_save_position;
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}
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@ -1801,6 +1801,13 @@ private:
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int32 max_end;
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int32 current_endurance;
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// https://github.com/EQEmu/Server/pull/2479
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bool m_lock_save_position = false;
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public:
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bool IsLockSavePosition() const;
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void SetLockSavePosition(bool lock_save_position);
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private:
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PlayerProfile_Struct m_pp;
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ExtendedProfile_Struct m_epp;
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EQ::InventoryProfile m_inv;
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@ -365,6 +365,7 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
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zc2->success = ZONE_ERROR_NOTREADY;
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entity->CastToMob()->SetZone(ztz->current_zone_id, ztz->current_instance_id);
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entity->CastToClient()->SetZoning(false);
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entity->CastToClient()->SetLockSavePosition(false);
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}
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else {
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entity->CastToClient()->UpdateWho(1);
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@ -394,6 +394,8 @@ void Client::SendZoneCancel(ZoneChange_Struct *zc) {
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zone_mode = ZoneUnsolicited;
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// reset since we're not zoning anymore
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bZoning = false;
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// remove save position lock
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m_lock_save_position = false;
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}
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void Client::SendZoneError(ZoneChange_Struct *zc, int8 err)
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@ -413,6 +415,8 @@ void Client::SendZoneError(ZoneChange_Struct *zc, int8 err)
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zone_mode = ZoneUnsolicited;
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// reset since we're not zoning anymore
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bZoning = false;
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// remove save position lock
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m_lock_save_position = false;
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}
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void Client::DoZoneSuccess(ZoneChange_Struct *zc, uint16 zone_id, uint32 instance_id, float dest_x, float dest_y, float dest_z, float dest_h, int8 ignore_r) {
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@ -467,6 +471,8 @@ void Client::DoZoneSuccess(ZoneChange_Struct *zc, uint16 zone_id, uint32 instanc
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//Force a save so its waiting for them when they zone
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Save(2);
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m_lock_save_position = true;
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if (zone_id == zone->GetZoneID() && instance_id == zone->GetInstanceID()) {
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// No need to ask worldserver if we're zoning to ourselves (most
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// likely to a bind point), also fixes a bug since the default response was failure
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