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Core/Game: Rewrote the ScriptMgr to support script reloading.
* Finally this commit enables dynamic script hotswapping
and finished the PR #15671.
* Split the storage layout to use optimized storages
for database bound and unbound scripts.
* Add several unload workers to reload scripts correctly
-> Requires further investigation.
* Fixes memory leaks in ScriptMgr when dropping invalid scripts.
* Fixes VehicleScripts
* Makes OutdoorPvP scripts reloadable
* Makes InstanceMapScripts reloadable
* Makes CommandScripts reloadable
(cherry picked from commit 9cc97f226d)
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@@ -29,6 +29,8 @@
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#include "Pet.h"
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#include "WorldSession.h"
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#include "Opcodes.h"
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#include "ScriptReloadMgr.h"
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#include "ScriptMgr.h"
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BossBoundaryData::~BossBoundaryData()
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{
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@@ -36,6 +38,18 @@ BossBoundaryData::~BossBoundaryData()
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delete it->Boundary;
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}
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InstanceScript::InstanceScript(Map* map) : instance(map), completedEncounters(0)
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{
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#ifdef TRINITY_API_USE_DYNAMIC_LINKING
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uint32 scriptId = sObjectMgr->GetInstanceTemplate(map->GetId())->ScriptId;
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auto const scriptname = sObjectMgr->GetScriptName(scriptId);
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ASSERT(!scriptname.empty());
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// Acquire a strong reference from the script module
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// to keep it loaded until this object is destroyed.
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module_reference = sScriptMgr->AcquireModuleReferenceOfScriptName(scriptname);
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#endif // #ifndef TRINITY_API_USE_DYNAMIC_LINKING
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}
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void InstanceScript::SaveToDB()
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{
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std::string data = GetSaveData();
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