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Core/Objects: implement internal heartbeat timer for WorldObjects (#29941)
This is the first step of porting the functionality of #25822 by cutting each change into a nicely self-contained commit --------- Co-authored-by: Mykhailo Redko <ovitnez@gmail.com>
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@@ -880,7 +880,7 @@ void MovementInfo::OutDebug()
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WorldObject::WorldObject(bool isWorldObject) : Object(), WorldLocation(), LastUsedScriptID(0),
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m_movementInfo(), m_name(), m_isActive(false), m_isFarVisible(false), m_isStoredInWorldObjectGridContainer(isWorldObject), m_zoneScript(nullptr),
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m_transport(nullptr), m_zoneId(0), m_areaId(0), m_staticFloorZ(VMAP_INVALID_HEIGHT), m_outdoors(false), m_liquidStatus(LIQUID_MAP_NO_WATER),
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m_currMap(nullptr), m_InstanceId(0), _dbPhase(0), m_notifyflags(0)
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m_currMap(nullptr), m_InstanceId(0), _dbPhase(0), m_notifyflags(0), _heartbeatTimer(HEARTBEAT_INTERVAL)
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{
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m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
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m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE);
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@@ -904,6 +904,13 @@ WorldObject::~WorldObject()
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void WorldObject::Update(uint32 diff)
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{
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m_Events.Update(diff);
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_heartbeatTimer -= Milliseconds(diff);
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while (_heartbeatTimer <= 0ms)
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{
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_heartbeatTimer += HEARTBEAT_INTERVAL;
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Heartbeat();
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}
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}
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void WorldObject::SetIsStoredInWorldObjectGridContainer(bool on)
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@@ -145,6 +145,7 @@ namespace UF
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}
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float const DEFAULT_COLLISION_HEIGHT = 2.03128f; // Most common value in dbc
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static constexpr Milliseconds const HEARTBEAT_INTERVAL = 5s + 200ms;
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class TC_GAME_API Object
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{
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@@ -823,6 +824,8 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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virtual bool IsInvisibleDueToDespawn([[maybe_unused]] WorldObject const* seer) const { return false; }
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//difference from IsAlwaysVisibleFor: 1. after distance check; 2. use owner or charmer as seer
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virtual bool IsAlwaysDetectableFor([[maybe_unused]] WorldObject const* seer) const { return false; }
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virtual void Heartbeat() { }
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private:
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Map* m_currMap; // current object's Map location
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@@ -837,6 +840,8 @@ class TC_GAME_API WorldObject : public Object, public WorldLocation
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std::unique_ptr<SmoothPhasing> _smoothPhasing;
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Milliseconds _heartbeatTimer;
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virtual bool _IsWithinDist(WorldObject const* obj, float dist2compare, bool is3D, bool incOwnRadius = true, bool incTargetRadius = true) const;
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bool CanDetect(WorldObject const* obj, bool ignoreStealth, bool checkAlert = false) const;
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