- Actions will not be dependent on processing moment
- Increased GameObjects cooldown resolution to milliseconds, fixes arming time of traps to be exactly one second and not something from range (1000, 1999)
- Created GameTime namespace and UpdateTime class and moved there some code out of world
Changes list:
- Added CharacterGuidByNameContainer which contains name -> guid unordered map (updated along CharacterInfo)
- Extended CharacterInfo structure with GuildId
- Extended CharacterInfo structure with ArenaTeamId[3], for all possible teams (2v2, 3v3, 5v5)
- Removed CHAR_SEL_GUID_BY_NAME and CHAR_SEL_CHAR_GUID_BY_NAME synchronous queries, name -> guid can be now retrieved in World::GetCharacterGuidByName
- Removed CHAR_SEL_GUID_RACE_ACC_BY_NAME synchronous query, guid can be retrieved by name and rest of the data can be retrieved by guid
- Removed CHAR_SEL_CHAR_LEVEL synchronous query, level can be retrieved by guid
- Changed CHAR_SEL_CHARACTER_ACTIONS_SPEC to asynchronous query, action bars are now loaded asynchronously
- Removed CHAR_SEL_CHARACTER_NAME_CLASS synchronous query, guid can be retrieved by name and rest of the data can be retrieved by guid
- Removed CHAR_SEL_PLAYER_ARENA_TEAMS and CHAR_SEL_ARENA_TEAM_ID_BY_PLAYER_GUID synchronous queries, arena teams are now stored in CharacterInfo
- Replaced synchronous db calls with CharacterInfo lookups
- Removed ObjectMgr::GetPlayerGUIDByName, as it used db query
- Replaced some unnecessary UpdateObjectVisibility() calls because they were either duplicated (called few lines above in other function) or it is enough to call DestroyForNearbyPlayers because object is being removed or should be invisible and DestroyForNearbyPlayers is faster
- Corrected typo in Player::DestroyForPlayer, only items in slots 0 to EQUIPMENT_SLOT_END are sent to other players
- Renamed Player::GetGuildIdFromDB to Player::GetGuildIdFromCharacterInfo and changed the function to use CharacterInfo structure
- Renamed Player::GetArenaTeamIdFromDB to Player::GetArenaTeamIdFromCharacterInfo and changed the function to use CharacterInfo structure
- Renamed Player::GetLevelFromDB to Player::GetLevelFromCharacterInfo and changed the function to use CharacterInfo structure
- Removed GameEventMgr::_questToEventLinks and associated functions, eventId is now stored in Quest class under _eventIdForQuest variable
- Changed some functions checking quest status to use other functions for quest status check instead of duplicating code
- Removed callback from add friend, because we can get the guid from appropriate storage, no need to make db query
- Removed callback from add ignore, because we can get the guid from appropriate storage, no need to make db query
- Added callback to unwrap wrapped items asynchronously
- Removed synchronous select in tutorials to check if we have any entries in db, if any entry exists in db, m_TutorialsChanged variable will have TUTORIALS_FLAG_LOADED_FROM_DB flag added and it is no longer necessary to query database
- SPELL_AURA_MOD_TOTAL_THREAT should be temporary and not added/subtracted from total, only computed
- Cleanup of reference related code
- Kill getLast() and reverse iterator obsevers, LinkedList iterator can't be used as a standard reverse_iterator (ie with operator++). They weren't used anyways
Fix Map::GetWaterOrGroundLevel() checking dynamic object only in phase 1 instead of current Unit phase.
Improve DynamicMapTree::getHeight() dynamic object check by casting the ray at +0.5f from the passed Z coordinate, this value will be tuned to improve even more the results.
- Option to preload basemaps upon server load (BaseMapLoadAllGrids)
- Option to preload instance maps upon map load (InstanceMapLoadAllGrids)
- Change default logging to only log mmap errors to server log
- Add new public to map to load all cells in map
- change debug loadcells to use new function instead
* This fixes the height at which player is instantly killed when falling from The Frozen Throne
* Set PLAYER_FLAGS_IS_OUT_OF_BOUNDS on players under the map to enable release spirit button while still falling
Note: Extracting new maps is required
(cherry picked from commit 4f78efd463)
# Conflicts:
# dep/PackageList.txt
# src/server/game/DataStores/DBCStructure.h
# src/server/game/Entities/Player/Player.cpp
# src/server/game/Handlers/MovementHandler.cpp
# src/tools/map_extractor/CMakeLists.txt
# src/tools/map_extractor/System.cpp
# src/tools/map_extractor/adt.h
# src/tools/map_extractor/loadlib.cpp
- Stop tools from complaining about leaks.
- Also, list -> vector.
- Fix an ambiguous constructor warning.
- Fix a bug with Gormok and Sindragosa (Fixes#16280).
- Migrate boundary logic to Maps/AreaBoundary instead of having it sit in InstanceScript (to possibly allow use for other purposes).
- Implement the first five boundary types in Maps/AreaBoundary.cpp.
- Add boundary checks to Creature's update logic
- Add boundary data for all Northrend raids
- Add boundary initialization structures and methods to InstanceScript
- Modify EnterEvadeMode signature. It now passes a value from the EvadeReason enum as parameter to allow special casing depending on evade reason
- Remove previous (weird) boundary code that had them linked to GO spawns
- Fix a bug where a player could maintain a conflicting non-perm solo bind if they were in the instance when invited to group. Closes#16150.
- If a group is created while the leader is in an instance that nobody is bound to, the group will take over the instance and bind to it. This stops the homebind timer when reforming group after disconnects and the like.
- Rename Map::CanEnter to Map::CannotEnter. Return value changed from boolean (true means player can enter) to enum Map::EnterState (CAN_ENTER=0 means player can enter, any other value is a reason for deny).
- Move hack-y player error messages from within Map::CanEnter to the function calling CanEnter as appropriate (primarily WorldSession::HandleAreaTriggerOpcode).
- Modify WorldSession::HandleAreaTriggerOpcode to properly revive the player upon touching the portal leading to the instance they died in even if they are currently unable to zone in. Fixes and closes#15758.
- Modify Player::LoadFromDB to properly spawn players in the instance they logged off in if possible. Fixes and closes#15561.
- Modify permanent save behavior to be blizzlike: Players can always enter an instance they are saved to (assuming there are no map constraints against it), but get a homebind timer if the instance is already in use.