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Core/DataStores: Delay building all DB2Manager containers after loading hotfix data to ignore rows marked as deleted by hotfixes
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@@ -29,6 +29,7 @@
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#include "Timer.h"
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#include "Util.h"
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#include "World.h"
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#include <algorithm>
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#include <array>
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#include <bitset>
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#include <boost/filesystem/directory.hpp>
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@@ -1030,6 +1031,15 @@ uint32 DB2Manager::LoadStores(std::string const& dataPath, LocaleConstant defaul
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return 0;
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}
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TC_LOG_INFO("server.loading", ">> Initialized {} DB2 data stores in {} ms", _stores.size(), GetMSTimeDiffToNow(oldMSTime));
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return availableDb2Locales.to_ulong();
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}
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void DB2Manager::IndexLoadedStores()
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{
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uint32 oldMSTime = getMSTime();
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for (AreaGroupMemberEntry const* areaGroupMember : sAreaGroupMemberStore)
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_areaGroupMembers[areaGroupMember->AreaGroupID].push_back(areaGroupMember->AreaID);
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@@ -1060,10 +1070,7 @@ uint32 DB2Manager::LoadStores(std::string const& dataPath, LocaleConstant defaul
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for (AzeriteItemMilestonePowerEntry const* azeriteItemMilestonePower : sAzeriteItemMilestonePowerStore)
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_azeriteItemMilestonePowers.push_back(azeriteItemMilestonePower);
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std::sort(_azeriteItemMilestonePowers.begin(), _azeriteItemMilestonePowers.end(), [](AzeriteItemMilestonePowerEntry const* a1, AzeriteItemMilestonePowerEntry const* a2)
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{
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return a1->RequiredLevel < a2->RequiredLevel;
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});
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std::ranges::sort(_azeriteItemMilestonePowers, {}, &AzeriteItemMilestonePowerEntry::RequiredLevel);
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{
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uint32 azeriteEssenceSlot = 0;
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@@ -1120,8 +1127,8 @@ uint32 DB2Manager::LoadStores(std::string const& dataPath, LocaleConstant defaul
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for (ChrClassesXPowerTypesEntry const* power : sChrClassesXPowerTypesStore)
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powers.insert(power);
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for (std::size_t i = 0; i < _powersByClass.size(); ++i)
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_powersByClass[i].fill(MAX_POWERS);
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for (std::array<uint32, MAX_POWERS>& powersForClass : _powersByClass)
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powersForClass.fill(MAX_POWERS);
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for (ChrClassesXPowerTypesEntry const* power : powers)
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{
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@@ -1271,10 +1278,10 @@ uint32 DB2Manager::LoadStores(std::string const& dataPath, LocaleConstant defaul
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for (auto& [curveId, curvePoints] : unsortedPoints)
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{
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std::sort(curvePoints.begin(), curvePoints.end(), [](CurvePointEntry const* point1, CurvePointEntry const* point2) { return point1->OrderIndex < point2->OrderIndex; });
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std::ranges::sort(curvePoints, {}, &CurvePointEntry::OrderIndex);
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std::vector<DBCPosition2D>& points = _curvePoints[curveId];
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points.resize(curvePoints.size());
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std::transform(curvePoints.begin(), curvePoints.end(), points.begin(), [](CurvePointEntry const* point) { return point->Pos; });
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std::ranges::transform(curvePoints, points.begin(), &CurvePointEntry::Pos);
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}
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}
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@@ -1355,10 +1362,7 @@ uint32 DB2Manager::LoadStores(std::string const& dataPath, LocaleConstant defaul
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for (MapDifficultyXConditionEntry const* mapDifficultyCondition : sMapDifficultyXConditionStore)
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mapDifficultyConditions.push_back(mapDifficultyCondition);
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std::sort(mapDifficultyConditions.begin(), mapDifficultyConditions.end(), [](MapDifficultyXConditionEntry const* left, MapDifficultyXConditionEntry const* right)
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{
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return left->OrderIndex < right->OrderIndex;
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});
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std::ranges::sort(mapDifficultyConditions, {}, &MapDifficultyXConditionEntry::OrderIndex);
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for (MapDifficultyXConditionEntry const* mapDifficultyCondition : mapDifficultyConditions)
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if (PlayerConditionEntry const* playerCondition = sPlayerConditionStore.LookupEntry(mapDifficultyCondition->PlayerConditionID))
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@@ -1549,8 +1553,7 @@ uint32 DB2Manager::LoadStores(std::string const& dataPath, LocaleConstant defaul
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std::vector<uint32> pathLength;
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pathLength.resize(pathCount); // 0 and some other indexes not used
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for (TaxiPathNodeEntry const* entry : sTaxiPathNodeStore)
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if (pathLength[entry->PathID] < entry->NodeIndex + 1u)
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pathLength[entry->PathID] = entry->NodeIndex + 1u;
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pathLength[entry->PathID] = std::max(pathLength[entry->PathID], entry->NodeIndex + 1u);
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// Set path length
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sTaxiPathNodesByPath.resize(pathCount); // 0 and some other indexes not used
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@@ -1709,9 +1712,7 @@ uint32 DB2Manager::LoadStores(std::string const& dataPath, LocaleConstant defaul
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for (PVPStatEntry const* pvpStat : sPVPStatStore)
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_pvpStatIdsByMap[pvpStat->MapID].insert(pvpStat->ID);
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TC_LOG_INFO("server.loading", ">> Initialized {} DB2 data stores in {} ms", _stores.size(), GetMSTimeDiffToNow(oldMSTime));
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return availableDb2Locales.to_ulong();
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TC_LOG_INFO("server.loading", ">> Indexed DB2 data stores in {} ms", GetMSTimeDiffToNow(oldMSTime));
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}
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DB2StorageBase const* DB2Manager::GetStorage(uint32 type) const
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@@ -421,6 +421,7 @@ public:
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static DB2Manager& Instance();
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uint32 LoadStores(std::string const& dataPath, LocaleConstant defaultLocale);
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void IndexLoadedStores();
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DB2StorageBase const* GetStorage(uint32 type) const;
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void LoadHotfixData(uint32 localeMask);
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@@ -1785,6 +1785,13 @@ bool World::SetInitialWorldSettings()
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LoginDatabase.PExecute("UPDATE realmlist SET icon = {}, timezone = {} WHERE id = '{}'", server_type, realm_zone, sRealmList->GetCurrentRealmId().Realm); // One-time query
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TC_LOG_INFO("server.loading", "Loading GameObject models...");
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if (!LoadGameObjectModelList(m_dataPath))
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{
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TC_LOG_FATAL("server.loading", "Unable to load gameobject models (part of vmaps), objects using WMO models will crash the client - server shutting down!");
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return false;
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}
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TC_LOG_INFO("server.loading", "Initialize data stores...");
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///- Load DB2s
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m_availableDbcLocaleMask = sDB2Manager.LoadStores(m_dataPath, m_defaultDbcLocale);
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@@ -1794,19 +1801,14 @@ bool World::SetInitialWorldSettings()
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return false;
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}
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TC_LOG_INFO("server.loading", "Loading GameObject models...");
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if (!LoadGameObjectModelList(m_dataPath))
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{
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TC_LOG_FATAL("server.loading", "Unable to load gameobject models (part of vmaps), objects using WMO models will crash the client - server shutting down!");
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return false;
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}
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TC_LOG_INFO("misc", "Loading hotfix blobs...");
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sDB2Manager.LoadHotfixBlob(m_availableDbcLocaleMask);
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TC_LOG_INFO("misc", "Loading hotfix info...");
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sDB2Manager.LoadHotfixData(m_availableDbcLocaleMask);
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TC_LOG_INFO("misc", "Loading hotfix optional data...");
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sDB2Manager.LoadHotfixOptionalData(m_availableDbcLocaleMask);
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TC_LOG_INFO("misc", "Indexing loaded data stores...");
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sDB2Manager.IndexLoadedStores();
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///- Load M2 fly by cameras
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LoadM2Cameras(m_dataPath);
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///- Load GameTables
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