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