diff options
| author | historia <[not public]> | 2026-09-18 05:31:09 -0400 |
|---|---|---|
| committer | historia <[not public]> | 2026-09-18 05:31:09 -0400 |
| commit | 153acb7f644d755c45533b7c5311e3ffa47e8973 (patch) | |
| tree | 7645e6f7b65bc3830b078e3b9336d2e6b199d584 /internal/game/sys_combat.go | |
| parent | 87d08f0151e643951769e323995f1c5ed89ee200 (diff) | |
| download | thehouseoficarus-153acb7f644d755c45533b7c5311e3ffa47e8973.tar.gz | |
fix: harden engine across casino, economy, concurrency, security, and content
Diffstat (limited to 'internal/game/sys_combat.go')
| -rw-r--r-- | internal/game/sys_combat.go | 14 |
1 files changed, 14 insertions, 0 deletions
diff --git a/internal/game/sys_combat.go b/internal/game/sys_combat.go index 26dac2a..b2a2463 100644 --- a/internal/game/sys_combat.go +++ b/internal/game/sys_combat.go @@ -105,6 +105,20 @@ func (g *Game) checkAggro(sess *net.Session) { aggMob := mob keepRolling := func() (keep bool) { + // The retry subscription outlives the session that armed it (only + // mob/combat/room state ends it), so a player who has since logged + // out, disconnected, or logged in again on a new connection must + // not have combat started for them here: the mob's own subscribers + // would then keep fighting a character who is not in the world. + if sess.Player == nil || sess.IsDisconnecting() { + return false + } + g.charsMu.Lock() + current := g.loggedInChars[p.Name] + g.charsMu.Unlock() + if current != nil && current != sess { + return false + } if g.Combat.Get(p.Name) != nil { return false } |
