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authorChaz Brown <iamparadox@netscape.net>2009-09-15 16:32:28 -0400
committerChaz Brown <iamparadox@netscape.net>2009-09-15 16:32:28 -0400
commitd926d567b5862953d444e8dc6b97c704a444e6e8 (patch)
tree05e07c14c728a6a137fcc5845d73be3ee5579657 /src/game/InstanceSaveMgr.cpp
parent755d0f5d21dd65843142d8c2b1d2150c97e1d3ce (diff)
Fix Instance resets not occuring without restarting server, patch provided by Trazom
--HG-- branch : trunk
Diffstat (limited to 'src/game/InstanceSaveMgr.cpp')
-rw-r--r--src/game/InstanceSaveMgr.cpp4
1 files changed, 4 insertions, 0 deletions
diff --git a/src/game/InstanceSaveMgr.cpp b/src/game/InstanceSaveMgr.cpp
index 2c3161e2faf..f0df28c5c17 100644
--- a/src/game/InstanceSaveMgr.cpp
+++ b/src/game/InstanceSaveMgr.cpp
@@ -648,6 +648,10 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLe
uint64 next_reset = ((now + timeLeft + MINUTE) / DAY * DAY) + period + diff;
// update it in the DB
CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d'", next_reset, mapid);
+
+ // schedule next reset.
+ m_resetTimeByMapId[mapid] = (time_t) next_reset;
+ ScheduleReset(true, (time_t) next_reset, InstResetEvent(1, mapid));
}
MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();