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Fix Stockades crash: suppress area triggers on initial login, handle VK_ERROR_DEVICE_LOST
Root cause: LOGIN_VERIFY_WORLD path did not set areaTriggerCheckTimer_ or areaTriggerSuppressFirst_, so the Stockades exit portal (AT 503) fired immediately on login, teleporting the player back to Stormwind and crashing the GPU during the unexpected map transition. Fixes: - Set 5s area trigger cooldown + suppress-first in handleLoginVerifyWorld (same as SMSG_NEW_WORLD handler already did for teleports) - Add deviceLost_ flag to VkContext so beginFrame returns immediately once VK_ERROR_DEVICE_LOST is detected, preventing infinite retry loops - Track device lost from both fence wait and queue submit paths
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4 changed files with 18 additions and 0 deletions
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@ -73,6 +73,8 @@ public:
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bool isSwapchainDirty() const { return swapchainDirty; }
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void markSwapchainDirty() { swapchainDirty = true; }
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bool isDeviceLost() const { return deviceLost_; }
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// MSAA
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VkSampleCountFlagBits getMsaaSamples() const { return msaaSamples_; }
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void setMsaaSamples(VkSampleCountFlagBits samples);
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@ -131,6 +133,7 @@ private:
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std::vector<VkImageView> swapchainImageViews;
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std::vector<VkFramebuffer> swapchainFramebuffers;
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bool swapchainDirty = false;
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bool deviceLost_ = false;
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// Per-frame resources
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FrameData frames[MAX_FRAMES_IN_FLIGHT];
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@ -3456,6 +3456,12 @@ void GameHandler::handleLoginVerifyWorld(network::Packet& packet) {
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mountCallback_(0);
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}
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// Suppress area triggers on initial login — prevents exit portals from
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// immediately firing when spawning inside a dungeon/instance.
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activeAreaTriggers_.clear();
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areaTriggerCheckTimer_ = -5.0f;
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areaTriggerSuppressFirst_ = true;
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// Send CMSG_SET_ACTIVE_MOVER (required by some servers)
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if (playerGuid != 0 && socket) {
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auto activeMoverPacket = SetActiveMoverPacket::build(playerGuid);
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@ -946,6 +946,7 @@ void Renderer::applyMsaaChange() {
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void Renderer::beginFrame() {
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if (!vkCtx) return;
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if (vkCtx->isDeviceLost()) return;
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// Apply deferred MSAA change between frames (before any rendering state is used)
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if (msaaChangePending_) {
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@ -1297,6 +1297,8 @@ bool VkContext::recreateSwapchain(int width, int height) {
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}
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VkCommandBuffer VkContext::beginFrame(uint32_t& imageIndex) {
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if (deviceLost_) return VK_NULL_HANDLE;
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auto& frame = frames[currentFrame];
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// Wait for this frame's fence (with timeout to detect GPU hangs)
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@ -1309,6 +1311,9 @@ VkCommandBuffer VkContext::beginFrame(uint32_t& imageIndex) {
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}
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if (fenceResult != VK_SUCCESS) {
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LOG_ERROR("beginFrame[", beginFrameCounter, "] fence wait failed: ", (int)fenceResult);
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if (fenceResult == VK_ERROR_DEVICE_LOST) {
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deviceLost_ = true;
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}
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return VK_NULL_HANDLE;
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}
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@ -1363,6 +1368,9 @@ void VkContext::endFrame(VkCommandBuffer cmd, uint32_t imageIndex) {
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VkResult submitResult = vkQueueSubmit(graphicsQueue, 1, &submitInfo, frame.inFlightFence);
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if (submitResult != VK_SUCCESS) {
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LOG_ERROR("endFrame[", endFrameCounter, "] vkQueueSubmit FAILED: ", (int)submitResult);
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if (submitResult == VK_ERROR_DEVICE_LOST) {
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deviceLost_ = true;
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}
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}
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VkPresentInfoKHR presentInfo{};
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