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Map local guids 6.x -> 3.3.35:
Implemented:ca83e14f8bee1c1b97be18e4ab6911bf37446b3ccb854a2b7b* This adds separate (per map) guid sequences depending on object type * Ported map object container from cmangos/mangos-wotlk@a2d396e * Added type container visitor for TypeUnorderedMapContainer * Implemented helper function to erase unique pairs from multimap containers * Moved object storage of all objects except players and transports to map level * Added containers linking database spawn id with creature/gameobject in world * Renamed DBTableGuid to spawnId * Added a separate spawn id sequence generator for creatures and gameobjects - this will be used in db tables * Moved building SMSG_UPDATE_OBJECT - updatefields changes broadcast to map update * Added new function to return but not increment guid * Adjusted .debug loadcells to show low guid in map before/after load * Added debug messages for creature spawn/destroy, for map guid debugging * Store all Gameobjects and Creatures added to OutdoorPvP, so the callback script can be removed when OutdoorPvP instance is destroyed.
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@@ -254,10 +254,10 @@ extern int main(int argc, char** argv)
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sWorldSocketMgr.StopNetwork();
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sInstanceSaveMgr->Unload();
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sOutdoorPvPMgr->Die();
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sMapMgr->UnloadAll(); // unload all grids (including locked in memory)
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sObjectAccessor->UnloadAll(); // unload 'i_player2corpse' storage and remove from world
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sScriptMgr->Unload();
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sOutdoorPvPMgr->Die();
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// set server offline
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LoginDatabase.DirectPExecute("UPDATE realmlist SET flag = flag | %u WHERE id = '%d'", REALM_FLAG_OFFLINE, realmID);
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