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https://github.com/TrinityCore/TrinityCore.git
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*Big changes: *[6858] Prevent cheating with ignore waiting in login queue. *[6863] Arena team related clean ups and adding parts of w12x's arena patch. *Some Config changes and guild changes. --HG-- branch : trunk
87 lines
3.0 KiB
C++
87 lines
3.0 KiB
C++
/*
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* Copyright (C) 2005-2008 MaNGOS <http://www.mangosproject.org/>
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*
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* Copyright (C) 2008 Trinity <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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/** \file
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\ingroup Trinityd
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*/
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#include "WorldSocketMgr.h"
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#include "Common.h"
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#include "World.h"
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#include "WorldRunnable.h"
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#include "Timer.h"
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#include "ObjectAccessor.h"
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#include "MapManager.h"
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#include "Database/DatabaseEnv.h"
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#ifdef WIN32
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#define WORLD_SLEEP_CONST 50
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#else
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#define WORLD_SLEEP_CONST 100 //Is this still needed?? [On linux some time ago not working 50ms]
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#endif
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/// Heartbeat for the World
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void WorldRunnable::run()
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{
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///- Init new SQL thread for the world database
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WorldDatabase.ThreadStart(); // let thread do safe mySQL requests (one connection call enough)
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sWorld.InitResultQueue();
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uint32 realCurrTime = 0;
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uint32 realPrevTime = getMSTime();
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uint32 prevSleepTime = 0; // used for balanced full tick time length near WORLD_SLEEP_CONST
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///- While we have not World::m_stopEvent, update the world
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while (!World::IsStopped())
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{
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++World::m_worldLoopCounter;
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realCurrTime = getMSTime();
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uint32 diff = getMSTimeDiff(realPrevTime,realCurrTime);
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sWorld.Update( diff );
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realPrevTime = realCurrTime;
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// diff (D0) include time of previous sleep (d0) + tick time (t0)
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// we want that next d1 + t1 == WORLD_SLEEP_CONST
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// we can't know next t1 and then can use (t0 + d1) == WORLD_SLEEP_CONST requirement
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// d1 = WORLD_SLEEP_CONST - t0 = WORLD_SLEEP_CONST - (D0 - d0) = WORLD_SLEEP_CONST + d0 - D0
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if (diff <= WORLD_SLEEP_CONST+prevSleepTime)
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{
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prevSleepTime = WORLD_SLEEP_CONST+prevSleepTime-diff;
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ZThread::Thread::sleep(prevSleepTime);
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}
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else
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prevSleepTime = 0;
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}
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sWorld.KickAll(); // save and kick all players
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sWorld.UpdateSessions( 1 ); // real players unload required UpdateSessions call
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sWorldSocketMgr->StopNetwork();
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MapManager::Instance().UnloadAll(); // unload all grids (including locked in memory)
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///- End the database thread
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WorldDatabase.ThreadEnd(); // free mySQL thread resources
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}
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