handle one 6x63 data race
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@@ -4676,7 +4676,9 @@ struct G_ActivateMagEffect_6x61 {
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// 6x62: Unknown
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// This command has a handler, but it does nothing even on DC NTE.
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// 6x63: Destroy floor item (used when too many items have been dropped)
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// 6x63: Destroy floor item
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// This is sent by the leader to destroy a floor item when there are 50 or more
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// items already on the ground on the current floor.
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struct G_DestroyFloorItem_6x5C_6x63 {
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G_UnusedHeader header;
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+1
-2
@@ -91,8 +91,7 @@ struct Lobby : public std::enable_shared_from_this<Lobby> {
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SERVER_DUPLICATE = 4,
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};
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std::weak_ptr<ServerState>
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server_state;
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std::weak_ptr<ServerState> server_state;
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PrefixedLogger log;
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uint32_t lobby_id;
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@@ -3243,6 +3243,12 @@ static void on_61_98(shared_ptr<Client> c, uint16_t command, uint32_t flag, stri
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c->update_channel_name();
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// If the player is BB and has just left a game, sync their save file to the
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// client to make sure it's up to date
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if ((c->version() == Version::BB_V4) && (command == 0x98)) {
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send_complete_player_bb(c);
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}
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if (command == 0x61) {
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if (c->pending_character_export) {
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unique_ptr<Client::PendingCharacterExport> pending_export = std::move(c->pending_character_export);
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@@ -3724,7 +3724,29 @@ static void on_destroy_floor_item(shared_ptr<Client> c, uint8_t command, uint8_t
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}
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auto s = c->require_server_state();
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auto fi = l->remove_item(cmd.floor, cmd.item_id, 0xFF);
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shared_ptr<Lobby::FloorItem> fi;
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try {
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fi = l->remove_item(cmd.floor, cmd.item_id, 0xFF);
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} catch (const out_of_range&) {
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}
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if (!fi) {
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// There are generally two data races that could occur here. Either the
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// player attempted to evict the item at the same time the server did (that
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// is, the client's and server's 6x63 commands crossed paths on the
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// network), or the player attempted to evict an item that was already
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// picked up. The former case is easy to handle; we can just ignore the
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// command. The latter case is more difficult - we have to know which
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// player picked up the item and send a 6x2B command to the sender, to sync
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// their item state with the server's again. We can't just look through the
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// players' inventories to find the item ID, since item IDs can be
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// destroyed when stackable items or Meseta are picked up.
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// TODO: We don't actually handle the evict/pickup conflict case. This case
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// is probably quite rare, but we should eventually handle it.
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l->log.info("Player %hhu attempted to destroy floor item %08" PRIX32 ", but it is missing",
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c->lobby_client_id, cmd.item_id.load());
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} else {
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auto name = s->describe_item(c->version(), fi->data, false);
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l->log.info("Player %hhu destroyed floor item %08" PRIX32 " (%s)", c->lobby_client_id, cmd.item_id.load(), name.c_str());
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@@ -3751,6 +3773,7 @@ static void on_destroy_floor_item(shared_ptr<Client> c, uint8_t command, uint8_t
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}
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}
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}
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}
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static void on_identify_item_bb(shared_ptr<Client> c, uint8_t command, uint8_t flag, void* data, size_t size) {
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auto l = c->require_lobby();
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