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authorGiacomo Pozzoni <giacomopoz@gmail.com>2020-04-11 12:07:57 +0000
committerGitHub <noreply@github.com>2020-04-11 14:07:57 +0200
commit4f33fd3932d362466ee017111895bf14fcc79c88 (patch)
treea446a043eaa8d5b6c84ce0389be85c9e09e85d88 /src/server/game/Maps/Map.h
parenteb31ae9b1839ff26246d68584937825bd7ce7932 (diff)
Core/Pooling: Remove respawn times from the database when despawning a pool (#24422)
* Core/Pooling: Remove respawn times from the database when despawning a pool Remove respawn times from the database when despawning a pool. This is needed when a Game Event ends but there are still some respawn times saved in the database. * Remove respawn time of active pool objects even if they are not spawned
Diffstat (limited to 'src/server/game/Maps/Map.h')
-rw-r--r--src/server/game/Maps/Map.h6
1 files changed, 5 insertions, 1 deletions
diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h
index 7b8812d6304..fca66292cb4 100644
--- a/src/server/game/Maps/Map.h
+++ b/src/server/game/Maps/Map.h
@@ -771,6 +771,7 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
bool AddRespawnInfo(RespawnInfo const& info);
void UnloadAllRespawnInfos();
void DeleteRespawnInfo(RespawnInfo* info, CharacterDatabaseTransaction dbTrans = nullptr);
+ void DeleteRespawnInfoFromDB(SpawnObjectType type, ObjectGuid::LowType spawnId, CharacterDatabaseTransaction dbTrans = nullptr);
public:
void GetRespawnInfo(std::vector<RespawnInfo*>& respawnData, SpawnObjectTypeMask types) const;
@@ -781,10 +782,13 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
Respawn(info, dbTrans);
}
void Respawn(RespawnInfo* info, CharacterDatabaseTransaction dbTrans = nullptr);
- void RemoveRespawnTime(SpawnObjectType type, ObjectGuid::LowType spawnId, CharacterDatabaseTransaction dbTrans = nullptr)
+ void RemoveRespawnTime(SpawnObjectType type, ObjectGuid::LowType spawnId, CharacterDatabaseTransaction dbTrans = nullptr, bool alwaysDeleteFromDB = false)
{
if (RespawnInfo* info = GetRespawnInfo(type, spawnId))
DeleteRespawnInfo(info, dbTrans);
+ // Some callers might need to make sure the database doesn't contain any respawn time
+ else if (alwaysDeleteFromDB)
+ DeleteRespawnInfoFromDB(type, spawnId, dbTrans);
}
size_t DespawnAll(SpawnObjectType type, ObjectGuid::LowType spawnId);