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Core/Weather: Fixed weather updates to be thread safe
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@@ -21,64 +21,24 @@
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*/
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#include "WeatherMgr.h"
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#include "Containers.h"
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#include "DatabaseEnv.h"
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#include "Log.h"
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#include "MiscPackets.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "Timer.h"
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#include "Weather.h"
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#include "WorldSession.h"
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namespace WeatherMgr
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{
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namespace
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{
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typedef std::unordered_map<uint32, std::shared_ptr<Weather> > WeatherMap;
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typedef std::unordered_map<uint32, WeatherData> WeatherZoneMap;
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WeatherMap m_weathers;
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WeatherZoneMap mWeatherZoneMap;
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WeatherData const* GetWeatherData(uint32 zone_id)
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{
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WeatherZoneMap::const_iterator itr = mWeatherZoneMap.find(zone_id);
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return (itr != mWeatherZoneMap.end()) ? &itr->second : NULL;
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}
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std::unordered_map<uint32, WeatherData> _weatherData;
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}
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/// Find a Weather object by the given zoneid
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Weather* FindWeather(uint32 id)
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WeatherData const* GetWeatherData(uint32 zone_id)
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{
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WeatherMap::const_iterator itr = m_weathers.find(id);
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return (itr != m_weathers.end()) ? itr->second.get() : nullptr;
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}
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/// Remove a Weather object for the given zoneid
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void RemoveWeather(uint32 id)
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{
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// not called at the moment. Kept for completeness
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WeatherMap::iterator itr = m_weathers.find(id);
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if (itr != m_weathers.end())
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m_weathers.erase(itr);
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}
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/// Add a Weather object to the list
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Weather* AddWeather(uint32 zone_id)
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{
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WeatherData const* weatherChances = GetWeatherData(zone_id);
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// zone does not have weather, ignore
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if (!weatherChances)
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return NULL;
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Weather* w = new Weather(zone_id, weatherChances);
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m_weathers[w->GetZone()].reset(w);
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w->ReGenerate();
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w->UpdateWeather();
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return w;
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return Trinity::Containers::MapGetValuePtr(_weatherData, zone_id);
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}
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void LoadWeatherData()
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@@ -106,7 +66,7 @@ void LoadWeatherData()
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uint32 zone_id = fields[0].GetUInt32();
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WeatherData& wzc = mWeatherZoneMap[zone_id];
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WeatherData& wzc = _weatherData[zone_id];
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for (uint8 season = 0; season < WEATHER_SEASONS; ++season)
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{
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@@ -142,26 +102,4 @@ void LoadWeatherData()
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TC_LOG_INFO("server.loading", ">> Loaded %u weather definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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}
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void SendFineWeatherUpdateToPlayer(Player* player)
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{
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WorldPackets::Misc::Weather weather(WEATHER_STATE_FINE);
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player->GetSession()->SendPacket(weather.Write());
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}
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void Update(uint32 diff)
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{
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///- Send an update signal to Weather objects
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WeatherMap::iterator itr, next;
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for (itr = m_weathers.begin(); itr != m_weathers.end(); itr = next)
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{
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next = itr;
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++next;
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///- and remove Weather objects for zones with no player
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// As interval > WorldTick
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if (!itr->second->Update(diff))
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m_weathers.erase(itr);
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}
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}
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} // namespace
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