diff options
Diffstat (limited to 'src/trinitycore/WorldRunnable.cpp')
-rw-r--r-- | src/trinitycore/WorldRunnable.cpp | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/src/trinitycore/WorldRunnable.cpp b/src/trinitycore/WorldRunnable.cpp index 8847f57cee3..06c0e69fa16 100644 --- a/src/trinitycore/WorldRunnable.cpp +++ b/src/trinitycore/WorldRunnable.cpp @@ -17,27 +17,33 @@ * 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() { @@ -46,17 +52,23 @@ 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 @@ -68,17 +80,23 @@ 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(); |