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authorShauren <shauren.trinity@gmail.com>2025-04-16 16:16:49 +0200
committerShauren <shauren.trinity@gmail.com>2025-04-16 16:16:49 +0200
commit821ecf8fa3b6b922ba178cde7593ef5d84ef734b (patch)
treed603527d78911133528897928fba90689eb70945 /src/server/game/Maps/Map.cpp
parent4dd4cfef8fef1037d44a631f95c0fa6a29597c93 (diff)
Core/Players: Improve setting ActivePlayerData::TransportServerTime by including TIME_SYNC and CMSG_QUEUED_MESSAGES_END values in its calculation
* This removes delay on nearby object visibility after login and teleport
Diffstat (limited to 'src/server/game/Maps/Map.cpp')
-rw-r--r--src/server/game/Maps/Map.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index 1f6749f8e10..e260e6aac54 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -1853,6 +1853,9 @@ void Map::SendInitSelf(Player* player)
WorldPacket packet;
data.BuildPacket(&packet);
player->SendDirectMessage(&packet);
+
+ // client will respond to SMSG_UPDATE_OBJECT that contains ThisIsYou = true with CMSG_MOVE_INIT_ACTIVE_MOVER_COMPLETE
+ player->GetSession()->RegisterTimeSync(WorldSession::SPECIAL_INIT_ACTIVE_MOVER_TIME_SYNC_COUNTER);
}
void Map::SendInitTransports(Player* player)