diff options
Diffstat (limited to 'src/trinitycore/WorldRunnable.cpp')
-rw-r--r-- | src/trinitycore/WorldRunnable.cpp | 18 |
1 files changed, 0 insertions, 18 deletions
diff --git a/src/trinitycore/WorldRunnable.cpp b/src/trinitycore/WorldRunnable.cpp index 06c0e69fa16..8847f57cee3 100644 --- a/src/trinitycore/WorldRunnable.cpp +++ b/src/trinitycore/WorldRunnable.cpp @@ -17,33 +17,27 @@ * 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 "Common.h" #include "ObjectAccessor.h" #include "World.h" #include "WorldSocketMgr.h" #include "Database/DatabaseEnv.h" - #include "BattleGroundMgr.h" #include "MapManager.h" #include "Timer.h" #include "WorldRunnable.h" - #if (defined(WIN32) || defined(SHORT_SLEEP)) #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() { @@ -52,23 +46,17 @@ void WorldRunnable::run() 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 @@ -80,23 +68,17 @@ void WorldRunnable::run() } 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(); |