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authorTreeston <treeston.mmoc@gmail.com>2019-07-08 11:33:09 +0200
committerTreeston <treeston.mmoc@gmail.com>2019-07-08 11:56:41 +0200
commit84b7b2e08ea55575cbe62d795383d4a5341ffd4d (patch)
treed0ce35d87614d0a45bc7747631e84949bf68d6c5 /src/server/game/Entities/GameObject
parentec1a77bca20487f86765620485db9b13bb03aee8 (diff)
Entities/Unit: Nuke Map::ForceRespawn from orbit, with the following implications:
- .npc respawn no longer causes stupid things to happen (Fixes #23014) - ::DeleteFromDB methods on Creature and GameObject rewritten to be as sensible as such a colossally stupid method can ever be. They're static now. - .npc delete and .gobj delete ported to new argument handling, and rewritten as per above. They can no longer crash the server when used in instances, too. Yay for that. - Adjusted various dusty cobwebbed hacks around the core (why does waypoint visualization use permanent spawns *shudder*) to still work too.
Diffstat (limited to 'src/server/game/Entities/GameObject')
-rw-r--r--src/server/game/Entities/GameObject/GameObject.cpp44
-rw-r--r--src/server/game/Entities/GameObject/GameObject.h2
2 files changed, 34 insertions, 12 deletions
diff --git a/src/server/game/Entities/GameObject/GameObject.cpp b/src/server/game/Entities/GameObject/GameObject.cpp
index 2212267b179..40a56400e19 100644
--- a/src/server/game/Entities/GameObject/GameObject.cpp
+++ b/src/server/game/Entities/GameObject/GameObject.cpp
@@ -30,6 +30,8 @@
#include "GroupMgr.h"
#include "Log.h"
#include "LootMgr.h"
+#include "Map.h"
+#include "MapManager.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "OutdoorPvPMgr.h"
@@ -1111,51 +1113,71 @@ bool GameObject::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap
return true;
}
-void GameObject::DeleteFromDB()
+/*static*/ bool GameObject::DeleteFromDB(ObjectGuid::LowType spawnId)
{
- GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, m_spawnId);
- sObjectMgr->DeleteGameObjectData(m_spawnId);
+ GameObjectData const* data = sObjectMgr->GetGameObjectData(spawnId);
+ if (!data)
+ return false;
SQLTransaction trans = WorldDatabase.BeginTransaction();
+ sMapMgr->DoForAllMapsWithMapId(data->spawnPoint.GetMapId(),
+ [spawnId, trans](Map* map) -> void
+ {
+ // despawn all active objects, and remove their respawns
+ std::vector<GameObject*> toUnload;
+ for (auto const& pair : Trinity::Containers::MapEqualRange(map->GetGameObjectBySpawnIdStore(), spawnId))
+ toUnload.push_back(pair.second);
+ for (GameObject* obj : toUnload)
+ map->AddObjectToRemoveList(obj);
+ map->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, spawnId, false, trans);
+ }
+ );
+
+ // delete data from memory
+ sObjectMgr->DeleteGameObjectData(spawnId);
+
+ // ... and the database
PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT);
- stmt->setUInt32(0, m_spawnId);
+ stmt->setUInt32(0, spawnId);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_SPAWNGROUP_MEMBER);
stmt->setUInt8(0, uint8(SPAWN_TYPE_GAMEOBJECT));
- stmt->setUInt32(1, m_spawnId);
+ stmt->setUInt32(1, spawnId);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_EVENT_GAMEOBJECT);
- stmt->setUInt32(0, m_spawnId);
+ stmt->setUInt32(0, spawnId);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_LINKED_RESPAWN);
- stmt->setUInt32(0, m_spawnId);
+ stmt->setUInt32(0, spawnId);
stmt->setUInt32(1, LINKED_RESPAWN_GO_TO_GO);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_LINKED_RESPAWN);
- stmt->setUInt32(0, m_spawnId);
+ stmt->setUInt32(0, spawnId);
stmt->setUInt32(1, LINKED_RESPAWN_GO_TO_CREATURE);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_LINKED_RESPAWN_MASTER);
- stmt->setUInt32(0, m_spawnId);
+ stmt->setUInt32(0, spawnId);
stmt->setUInt32(1, LINKED_RESPAWN_GO_TO_GO);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_LINKED_RESPAWN_MASTER);
- stmt->setUInt32(0, m_spawnId);
+ stmt->setUInt32(0, spawnId);
stmt->setUInt32(1, LINKED_RESPAWN_CREATURE_TO_GO);
trans->Append(stmt);
stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_GAMEOBJECT_ADDON);
- stmt->setUInt32(0, m_spawnId);
+ stmt->setUInt32(0, spawnId);
trans->Append(stmt);
WorldDatabase.CommitTransaction(trans);
+
+ return true;
}
/*********************************************************/
diff --git a/src/server/game/Entities/GameObject/GameObject.h b/src/server/game/Entities/GameObject/GameObject.h
index f47611cee9f..7abf6223cf5 100644
--- a/src/server/game/Entities/GameObject/GameObject.h
+++ b/src/server/game/Entities/GameObject/GameObject.h
@@ -118,7 +118,7 @@ class TC_GAME_API GameObject : public WorldObject, public GridObject<GameObject>
void SaveToDB();
void SaveToDB(uint32 mapid, uint8 spawnMask, uint32 phaseMask);
bool LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap, bool = true); // arg4 is unused, only present to match the signature on Creature
- void DeleteFromDB();
+ static bool DeleteFromDB(ObjectGuid::LowType spawnId);
void SetOwnerGUID(ObjectGuid owner)
{