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-rw-r--r--src/mangosd/WorldRunnable.cpp104
1 files changed, 0 insertions, 104 deletions
diff --git a/src/mangosd/WorldRunnable.cpp b/src/mangosd/WorldRunnable.cpp
deleted file mode 100644
index 607b60684a9..00000000000
--- a/src/mangosd/WorldRunnable.cpp
+++ /dev/null
@@ -1,104 +0,0 @@
-/*
- * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
- *
- * Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
- *
- * This program is free software; you can redistribute it and/or modify
- * it under the terms of the GNU General Public License as published by
- * the Free Software Foundation; either version 2 of the License, or
- * (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
- */
-
-/** \file
- \ingroup Trinityd
-*/
-
-#include "WorldSocketMgr.h"
-#include "Common.h"
-#include "World.h"
-#include "WorldRunnable.h"
-#include "Timer.h"
-#include "ObjectAccessor.h"
-#include "MapManager.h"
-#include "BattleGroundMgr.h"
-
-#include "Database/DatabaseEnv.h"
-
-#ifdef WIN32
-#define WORLD_SLEEP_CONST 50
-#else
-#define WORLD_SLEEP_CONST 100 //Is this still needed?? [On linux some time ago not working 50ms]
-#endif
-
-#ifdef WIN32
-#include "ServiceWin32.h"
-extern int m_ServiceStatus;
-#endif
-
-/// Heartbeat for the World
-void WorldRunnable::run()
-{
- ///- Init new SQL thread for the world database
- WorldDatabase.ThreadStart(); // let thread do safe mySQL requests (one connection call enough)
- CharacterDatabase.ThreadStart();
- LoginDatabase.ThreadStart();
- sWorld.InitResultQueue();
-
- uint32 realCurrTime = 0;
- uint32 realPrevTime = getMSTime();
-
- uint32 prevSleepTime = 0; // used for balanced full tick time length near WORLD_SLEEP_CONST
-
- ///- While we have not World::m_stopEvent, update the world
- while (!World::IsStopped())
- {
- ++World::m_worldLoopCounter;
- realCurrTime = getMSTime();
-
- uint32 diff = getMSTimeDiff(realPrevTime,realCurrTime);
-
- sWorld.Update( diff );
- realPrevTime = realCurrTime;
-
- // diff (D0) include time of previous sleep (d0) + tick time (t0)
- // we want that next d1 + t1 == WORLD_SLEEP_CONST
- // we can't know next t1 and then can use (t0 + d1) == WORLD_SLEEP_CONST requirement
- // d1 = WORLD_SLEEP_CONST - t0 = WORLD_SLEEP_CONST - (D0 - d0) = WORLD_SLEEP_CONST + d0 - D0
- if (diff <= WORLD_SLEEP_CONST+prevSleepTime)
- {
- prevSleepTime = WORLD_SLEEP_CONST+prevSleepTime-diff;
- ZThread::Thread::sleep(prevSleepTime);
- }
- else
- prevSleepTime = 0;
-
- #ifdef WIN32
- if (m_ServiceStatus == 0) World::StopNow(SHUTDOWN_EXIT_CODE);
- while (m_ServiceStatus == 2) Sleep(1000);
- #endif
- }
-
- sWorld.KickAll(); // save and kick all players
- sWorld.UpdateSessions( 1 ); // real players unload required UpdateSessions call
-
- // unload battleground templates before different singletons destroyed
- sBattleGroundMgr.DeleteAllBattleGrounds();
-
- sWorldSocketMgr->StopNetwork();
-
- MapManager::Instance().UnloadAll(); // unload all grids (including locked in memory)
-
- ///- End the database thread
- WorldDatabase.ThreadEnd(); // free mySQL thread resources
- CharacterDatabase.ThreadStart();
- LoginDatabase.ThreadEnd();
-}