Use actor/target generations to invalidate targets on ownership change
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@@ -273,6 +273,7 @@ namespace OpenRA
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// momentarily remove from world so the ownership queries don't get confused
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w.Remove(this);
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Owner = newOwner;
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Generation++;
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w.Add(this);
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foreach (var t in this.TraitsImplementing<INotifyOwnerChanged>())
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@@ -15,7 +15,6 @@ namespace OpenRA.Traits
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public static Target[] NoTargets = {};
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Actor actor;
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Player owner;
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PPos pos;
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bool valid;
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int generation;
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@@ -26,7 +25,6 @@ namespace OpenRA.Traits
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{
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actor = a,
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valid = (a != null),
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owner = (a != null) ? a.Owner : null,
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generation = a.Generation,
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};
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}
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@@ -41,7 +39,7 @@ namespace OpenRA.Traits
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public static readonly Target None = new Target();
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public bool IsValid { get { return valid && (actor == null || (actor.IsInWorld && !actor.IsDead() && actor.Owner == owner && actor.Generation == generation)); } }
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public bool IsValid { get { return valid && (actor == null || (actor.IsInWorld && !actor.IsDead() && actor.Generation == generation)); } }
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public PPos PxPosition { get { return IsActor ? actor.Trait<IHasLocation>().PxPosition : pos; } }
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public PPos CenterLocation { get { return PxPosition; } }
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