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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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@@ -16,6 +16,7 @@
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*/
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#include "Spell.h"
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#include "ScriptMgr.h"
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#include "SpellAuras.h"
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#include "SpellScript.h"
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#include "SpellMgr.h"
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@@ -50,6 +51,12 @@ void _SpellScript::_Init(std::string const* scriptname, uint32 spellId)
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m_currentScriptState = SPELL_SCRIPT_STATE_NONE;
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m_scriptName = scriptname;
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m_scriptSpellId = spellId;
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#ifdef TRINITY_API_USE_DYNAMIC_LINKING
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// Acquire a strong reference to the binary code
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// to keep it loaded until all spells are destroyed.
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m_moduleReference = sScriptMgr->AcquireModuleReferenceOfScriptName(*scriptname);
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#endif // #ifndef TRINITY_API_USE_DYNAMIC_LINKING
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}
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std::string const* _SpellScript::_GetScriptName() const
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