Core/Event: prevent seasonal quests from resetting at server restart (#17455)

Closes #16015.
Closes #16413.
(cherry picked from commit fb6d4dd98f)
This commit is contained in:
SnapperRy
2016-08-23 15:49:38 +02:00
committed by joschiwald
parent a6209e6d6d
commit 6a8ca9b0bf

View File

@@ -139,6 +139,9 @@ bool GameEventMgr::StartEvent(uint16 event_id, bool overwrite)
if (data.end <= data.start)
data.end = data.start + data.length;
}
// When event is started, set its worldstate to current time
sWorld->setWorldState(event_id, time(NULL));
return false;
}
else
@@ -174,6 +177,9 @@ void GameEventMgr::StopEvent(uint16 event_id, bool overwrite)
RemoveActiveEvent(event_id);
UnApplyEvent(event_id);
// When event is stopped, clean up its worldstate
sWorld->setWorldState(event_id, 0);
if (overwrite && !serverwide_evt)
{
data.start = time(NULL) - data.length * MINUTE;
@@ -1034,6 +1040,8 @@ uint32 GameEventMgr::Update() // return the next e
}
else
{
// If event is inactive, periodically clean up its worldstate
sWorld->setWorldState(itr, 0);
//TC_LOG_DEBUG("misc", "GameEvent %u is not active", itr->first);
if (IsActiveEvent(itr))
deactivate.insert(itr);
@@ -1116,8 +1124,10 @@ void GameEventMgr::ApplyNewEvent(uint16 event_id)
UpdateEventNPCVendor(event_id, true);
// update bg holiday
UpdateBattlegroundSettings();
// check for seasonal quest reset.
sWorld->ResetEventSeasonalQuests(event_id);
// If event's worldstate is 0, it means the event hasn't been started yet. In that case, reset seasonal quests.
// When event ends (if it expires or if it's stopped via commands) worldstate will be set to 0 again, ready for another seasonal quest reset.
if (sWorld->getWorldState(event_id) == 0)
sWorld->ResetEventSeasonalQuests(event_id);
}
void GameEventMgr::UpdateEventNPCFlags(uint16 event_id)