From 9cc97f226d79e8e0bbe1fdc386ec9f065c0a2226 Mon Sep 17 00:00:00 2001 From: Naios Date: Fri, 11 Mar 2016 17:09:26 +0100 Subject: Core/Game: Rewrote the ScriptMgr to support script reloading. * Finally this commit enables dynamic script hotswapping and finished the PR #15671. * Split the storage layout to use optimized storages for database bound and unbound scripts. * Add several unload workers to reload scripts correctly -> Requires further investigation. * Fixes memory leaks in ScriptMgr when dropping invalid scripts. * Fixes VehicleScripts * Makes OutdoorPvP scripts reloadable * Makes InstanceMapScripts reloadable * Makes CommandScripts reloadable --- src/server/game/Instances/InstanceScript.cpp | 14 ++++++++++++++ 1 file changed, 14 insertions(+) (limited to 'src/server/game/Instances/InstanceScript.cpp') diff --git a/src/server/game/Instances/InstanceScript.cpp b/src/server/game/Instances/InstanceScript.cpp index 8892be38d37..b4c56c32394 100644 --- a/src/server/game/Instances/InstanceScript.cpp +++ b/src/server/game/Instances/InstanceScript.cpp @@ -29,6 +29,8 @@ #include "Pet.h" #include "WorldSession.h" #include "Opcodes.h" +#include "ScriptReloadMgr.h" +#include "ScriptMgr.h" BossBoundaryData::~BossBoundaryData() { @@ -36,6 +38,18 @@ BossBoundaryData::~BossBoundaryData() delete it->Boundary; } +InstanceScript::InstanceScript(Map* map) : instance(map), completedEncounters(0) +{ +#ifdef TRINITY_API_USE_DYNAMIC_LINKING + uint32 scriptId = sObjectMgr->GetInstanceTemplate(map->GetId())->ScriptId; + auto const scriptname = sObjectMgr->GetScriptName(scriptId); + ASSERT(!scriptname.empty()); + // Acquire a strong reference from the script module + // to keep it loaded until this object is destroyed. + module_reference = sScriptMgr->AcquireModuleReferenceOfScriptName(scriptname); +#endif // #ifndef TRINITY_API_USE_DYNAMIC_LINKING +} + void InstanceScript::SaveToDB() { std::string data = GetSaveData(); -- cgit v1.2.3