*Massive cleanup (\n\n -> \n, *\n -> \n, cleanup for(...) to for (...), and some other cleanups by hand)

*Fix a possible crash in Spell::DoAllEffectOnTarget

--HG--
branch : trunk
This commit is contained in:
maximius
2009-10-17 15:35:07 -07:00
parent f21f47005d
commit 26b5e033ff
2257 changed files with 750 additions and 103852 deletions

View File

@@ -17,33 +17,27 @@
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
/** \file
\ingroup Trinityd
*/
#include "Common.h"
#include "ObjectAccessor.h"
#include "World.h"
#include "WorldSocketMgr.h"
#include "Database/DatabaseEnv.h"
#include "BattleGroundMgr.h"
#include "MapManager.h"
#include "Timer.h"
#include "WorldRunnable.h"
#if (defined(WIN32) || defined(SHORT_SLEEP))
#define WORLD_SLEEP_CONST 50
#else
#define WORLD_SLEEP_CONST 100 //Is this still needed?? [On linux some time ago not working 50ms]
#endif
#ifdef WIN32
#include "ServiceWin32.h"
extern int m_ServiceStatus;
#endif
/// Heartbeat for the World
void WorldRunnable::run()
{
@@ -52,23 +46,17 @@ void WorldRunnable::run()
CharacterDatabase.ThreadStart();
loginDatabase.ThreadStart();
sWorld.InitResultQueue();
uint32 realCurrTime = 0;
uint32 realPrevTime = getMSTime();
uint32 prevSleepTime = 0; // used for balanced full tick time length near WORLD_SLEEP_CONST
///- While we have not World::m_stopEvent, update the world
while (!World::IsStopped())
{
++World::m_worldLoopCounter;
realCurrTime = getMSTime();
uint32 diff = getMSTimeDiff(realPrevTime,realCurrTime);
sWorld.Update( diff );
realPrevTime = realCurrTime;
// diff (D0) include time of previous sleep (d0) + tick time (t0)
// we want that next d1 + t1 == WORLD_SLEEP_CONST
// we can't know next t1 and then can use (t0 + d1) == WORLD_SLEEP_CONST requirement
@@ -80,23 +68,17 @@ void WorldRunnable::run()
}
else
prevSleepTime = 0;
#ifdef WIN32
if (m_ServiceStatus == 0) World::StopNow(SHUTDOWN_EXIT_CODE);
while (m_ServiceStatus == 2) Sleep(1000);
#endif
}
sWorld.KickAll(); // save and kick all players
sWorld.UpdateSessions( 1 ); // real players unload required UpdateSessions call
// unload battleground templates before different singletons destroyed
sBattleGroundMgr.DeleteAllBattleGrounds();
sWorldSocketMgr->StopNetwork();
MapManager::Instance().UnloadAll(); // unload all grids (including locked in memory)
///- End the database thread
WorldDatabase.ThreadEnd(); // free mySQL thread resources
CharacterDatabase.ThreadStart();