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authorShauren <shauren.trinity@gmail.com>2017-06-05 19:25:42 +0200
committerShauren <shauren.trinity@gmail.com>2017-06-05 19:25:42 +0200
commit2639056071597edfdf74b31a16ce644610a1b6d9 (patch)
treeef88f4eed4bd327f32ea7e9ba2370235677333eb /src/server/game/Instances/InstanceSaveMgr.cpp
parent672bc29df96e67c6588f1f1e75da52ce8b8cdc1d (diff)
Core/Instances: Fixed and optimized instance id reuse
Diffstat (limited to 'src/server/game/Instances/InstanceSaveMgr.cpp')
-rw-r--r--src/server/game/Instances/InstanceSaveMgr.cpp5
1 files changed, 0 insertions, 5 deletions
diff --git a/src/server/game/Instances/InstanceSaveMgr.cpp b/src/server/game/Instances/InstanceSaveMgr.cpp
index 2b5841d2fc4..bce01828896 100644
--- a/src/server/game/Instances/InstanceSaveMgr.cpp
+++ b/src/server/game/Instances/InstanceSaveMgr.cpp
@@ -323,11 +323,6 @@ void InstanceSaveManager::LoadResetTimes()
uint32 instanceId = fields[0].GetUInt32();
- // Instances are pulled in ascending order from db and nextInstanceId is initialized with 1,
- // so if the instance id is used, increment until we find the first unused one for a potential new instance
- if (sMapMgr->GetNextInstanceId() == instanceId)
- sMapMgr->SetNextInstanceId(instanceId + 1);
-
// Mark instance id as being used
sMapMgr->RegisterInstanceId(instanceId);