feat(Core/Maps): Improve map object updater (#22392)

This commit is contained in:
Takenbacon
2025-07-11 07:00:16 -07:00
committed by GitHub
parent 9d6c7ad7ea
commit 1c3cbd3d9e
16 changed files with 285 additions and 181 deletions

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@@ -1419,18 +1419,6 @@ CheckGameObjectLoS = 1
PreloadAllNonInstancedMapGrids = 0
#
# SetAllCreaturesWithWaypointMovementActive
# Description: Set all creatures with waypoint movement active. This means that they will start
# movement once they are loaded (which happens on grid load) and keep moving even
# when no player is near. This will increase CPU usage significantly and can be
# used with enabled "PreloadAllNonInstancedMapGrids" to start waypoint movement on
# server startup.
# Default: 0 - (Disabled)
# 1 - (Enabled)
SetAllCreaturesWithWaypointMovementActive = 0
#
# DontCacheRandomMovementPaths
# Description: Random movement paths (calculated using MoveMaps) can be cached to save cpu time,

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@@ -2772,11 +2772,7 @@ bool Creature::LoadCreaturesAddon(bool reload)
//Load Path
if (cainfo->path_id != 0)
{
if (sWorld->getBoolConfig(CONFIG_SET_ALL_CREATURES_WITH_WAYPOINT_MOVEMENT_ACTIVE))
setActive(true);
m_path_id = cainfo->path_id;
}
if (!cainfo->auras.empty())
{
@@ -3896,3 +3892,27 @@ std::string Creature::GetDebugInfo() const
<< " WaypointPath: " << GetWaypointPath() << " SpawnId: " << GetSpawnId();
return sstr.str();
}
// Note: This is called in a tight (heavy) loop, is it critical that all checks are FAST and are hopefully only simple conditionals.
bool Creature::IsUpdateNeeded()
{
if (WorldObject::IsUpdateNeeded())
return true;
if (GetMap()->isCellMarked(GetCurrentCell().GetCellCoord().GetId()))
return true;
if (IsInCombat())
return true;
if (IsVisibilityOverridden())
return true;
if (GetMotionMaster()->HasMovementGeneratorType(WAYPOINT_MOTION_TYPE))
return true;
if (HasUnitState(UNIT_STATE_EVADE))
return true;
return false;
}

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@@ -39,7 +39,7 @@ class CreatureGroup;
#define MAX_VENDOR_ITEMS 150 // Limitation in 3.x.x item count in SMSG_LIST_INVENTORY
class Creature : public Unit, public GridObject<Creature>, public MovableMapObject
class Creature : public Unit, public GridObject<Creature>, public MovableMapObject, public UpdatableMapObject
{
public:
explicit Creature(bool isWorldObject = false);
@@ -436,6 +436,8 @@ public:
std::string GetDebugInfo() const override;
bool IsUpdateNeeded() override;
protected:
bool CreateFromProto(ObjectGuid::LowType guidlow, uint32 Entry, uint32 vehId, const CreatureData* data = nullptr);
bool InitEntry(uint32 entry, const CreatureData* data = nullptr);

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@@ -31,7 +31,7 @@ enum DynamicObjectType
DYNAMIC_OBJECT_FARSIGHT_FOCUS = 0x2,
};
class DynamicObject : public WorldObject, public GridObject<DynamicObject>, public MovableMapObject
class DynamicObject : public WorldObject, public GridObject<DynamicObject>, public MovableMapObject, public UpdatableMapObject
{
public:
DynamicObject(bool isWorldObject);

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@@ -3076,3 +3076,21 @@ std::string GameObject::GetDebugInfo() const
<< "SpawnId: " << GetSpawnId() << " GoState: " << std::to_string(GetGoState()) << " ScriptId: " << GetScriptId() << " AIName: " << GetAIName();
return sstr.str();
}
// Note: This is called in a tight (heavy) loop, is it critical that all checks are FAST and are hopefully only simple conditionals.
bool GameObject::IsUpdateNeeded()
{
if (WorldObject::IsUpdateNeeded())
return true;
if (GetMap()->isCellMarked(GetCurrentCell().GetCellCoord().GetId()))
return true;
if (IsVisibilityOverridden())
return true;
if (IsTransport())
return true;
return false;
}

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@@ -116,7 +116,7 @@ enum LootState
// 5 sec for bobber catch
#define FISHING_BOBBER_READY_TIME 5
class GameObject : public WorldObject, public GridObject<GameObject>, public MovableMapObject
class GameObject : public WorldObject, public GridObject<GameObject>, public MovableMapObject, public UpdatableMapObject
{
public:
explicit GameObject();
@@ -362,6 +362,8 @@ public:
void SaveStateToDB();
std::string GetDebugInfo() const override;
bool IsUpdateNeeded() override;
protected:
bool AIM_Initialize();
GameObjectModel* CreateModel();

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@@ -1188,6 +1188,7 @@ void WorldObject::AddToWorld()
{
Object::AddToWorld();
GetMap()->GetZoneAndAreaId(GetPhaseMask(), _zoneId, _areaId, GetPositionX(), GetPositionY(), GetPositionZ());
GetMap()->AddObjectToPendingUpdateList(this);
}
void WorldObject::RemoveFromWorld()
@@ -3220,3 +3221,27 @@ void WorldObject::RemoveAllowedLooter(ObjectGuid guid)
{
_allowedLooters.erase(guid);
}
bool WorldObject::IsUpdateNeeded()
{
if (isActiveObject())
return true;
return false;
}
bool WorldObject::CanBeAddedToMapUpdateList()
{
switch (GetTypeId())
{
case TYPEID_UNIT:
return IsCreature();
case TYPEID_DYNAMICOBJECT:
case TYPEID_GAMEOBJECT:
return true;
default:
return false;
}
return false;
}

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@@ -405,14 +405,58 @@ class MovableMapObject
protected:
MovableMapObject() = default;
private:
[[nodiscard]] Cell const& GetCurrentCell() const { return _currentCell; }
private:
void SetCurrentCell(Cell const& cell) { _currentCell = cell; }
Cell _currentCell;
MapObjectCellMoveState _moveState{MAP_OBJECT_CELL_MOVE_NONE};
};
class UpdatableMapObject
{
friend class Map;
public:
enum UpdateState : uint8
{
NotUpdating,
PendingAdd,
Updating
};
protected:
UpdatableMapObject() : _mapUpdateListOffset(0), _mapUpdateState(NotUpdating) { }
private:
void SetMapUpdateListOffset(std::size_t const offset)
{
ASSERT(_mapUpdateState == Updating, "Attempted to set update list offset when object is not in map update list");
_mapUpdateListOffset = offset;
}
size_t GetMapUpdateListOffset() const
{
ASSERT(_mapUpdateState == Updating, "Attempted to get update list offset when object is not in map update list");
return _mapUpdateListOffset;
}
void SetUpdateState(UpdateState state)
{
_mapUpdateState = state;
}
UpdateState GetUpdateState() const
{
return _mapUpdateState;
}
private:
std::size_t _mapUpdateListOffset;
UpdateState _mapUpdateState;
};
class WorldObject : public Object, public WorldLocation
{
protected:
@@ -639,6 +683,9 @@ public:
[[nodiscard]] GuidUnorderedSet const& GetAllowedLooters() const;
void RemoveAllowedLooter(ObjectGuid guid);
virtual bool IsUpdateNeeded();
bool CanBeAddedToMapUpdateList();
std::string GetDebugInfo() const override;
// Event handler

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@@ -1683,6 +1683,8 @@ template <class T>
void Player::UpdateVisibilityOf(T* target, UpdateData& data,
std::vector<Unit*>& visibleNow)
{
GetMap()->AddObjectToPendingUpdateList(target);
if (HaveAtClient(target))
{
if (!CanSeeOrDetect(target, false, true))

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@@ -116,6 +116,9 @@ void GridObjectUnloader::Visit(GridRefMgr<T>& m)
//Example: Flame Leviathan Turret 33139 is summoned when a creature is deleted
//TODO: Check if that script has the correct logic. Do we really need to summons something before deleting?
obj->CleanupsBeforeDelete();
obj->GetMap()->RemoveObjectFromMapUpdateList(obj);
///- object will get delinked from the manager when deleted
delete obj;
}

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@@ -354,19 +354,6 @@ void MessageDistDelivererToHostile::Visit(DynamicObjectMapType& m)
}
}
template<class T>
void ObjectUpdater::Visit(GridRefMgr<T>& m)
{
T* obj;
for (typename GridRefMgr<T>::iterator iter = m.begin(); iter != m.end(); )
{
obj = iter->GetSource();
++iter;
if (obj->IsInWorld() && (i_largeOnly == obj->IsVisibilityOverridden()))
obj->Update(i_timeDiff);
}
}
bool AnyDeadUnitObjectInRangeCheck::operator()(Player* u)
{
return !u->IsAlive() && !u->HasGhostAura() && i_searchObj->IsWithinDistInMap(u, i_range);
@@ -396,7 +383,3 @@ bool AnyDeadUnitSpellTargetInRangeCheck::operator()(Creature* u)
{
return AnyDeadUnitObjectInRangeCheck::operator()(u) && i_check(u);
}
template void ObjectUpdater::Visit<Creature>(CreatureMapType&);
template void ObjectUpdater::Visit<GameObject>(GameObjectMapType&);
template void ObjectUpdater::Visit<DynamicObject>(DynamicObjectMapType&);

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@@ -154,16 +154,6 @@ namespace Acore
}
};
struct ObjectUpdater
{
uint32 i_timeDiff;
bool i_largeOnly;
explicit ObjectUpdater(const uint32 diff, bool largeOnly) : i_timeDiff(diff), i_largeOnly(largeOnly) {}
template<class T> void Visit(GridRefMgr<T>& m);
void Visit(PlayerMapType&) {}
void Visit(CorpseMapType&) {}
};
// SEARCHERS & LIST SEARCHERS & WORKERS
// WorldObject searchers & workers

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@@ -80,6 +80,7 @@ Map::Map(uint32 id, uint32 InstanceId, uint8 SpawnMode, Map* _parent) :
m_parentMap = (_parent ? _parent : this);
_zonePlayerCountMap.clear();
_updatableObjectListRecheckTimer.SetInterval(UPDATABLE_OBJECT_LIST_RECHECK_TIMER);
//lets initialize visibility distance for map
Map::InitVisibilityDistance();
@@ -492,45 +493,7 @@ bool Map::AddToMap(MotionTransport* obj, bool /*checkTransport*/)
return true;
}
void Map::VisitNearbyCellsOfPlayer(Player* player, TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer>& gridVisitor,
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer>& worldVisitor,
TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer>& largeGridVisitor,
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer>& largeWorldVisitor)
{
// check for valid position
if (!player->IsPositionValid())
return;
// check normal grid activation range of the player
VisitNearbyCellsOf(player, gridVisitor, worldVisitor, largeGridVisitor, largeWorldVisitor);
// check maximum visibility distance for large creatures
CellArea area = Cell::CalculateCellArea(player->GetPositionX(), player->GetPositionY(), MAX_VISIBILITY_DISTANCE);
for (uint32 x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x)
{
for (uint32 y = area.low_bound.y_coord; y <= area.high_bound.y_coord; ++y)
{
// marked cells are those that have been visited
// don't visit the same cell twice
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if (isCellMarkedLarge(cell_id))
continue;
markCellLarge(cell_id);
CellCoord pair(x, y);
Cell cell(pair);
Visit(cell, largeGridVisitor);
Visit(cell, largeWorldVisitor);
}
}
}
void Map::VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer>& gridVisitor,
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer>& worldVisitor,
TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer>& largeGridVisitor,
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer>& largeWorldVisitor)
void Map::MarkNearbyCellsOf(WorldObject* obj)
{
// Check for valid position
if (!obj->IsPositionValid())
@@ -538,30 +501,13 @@ void Map::VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Acore::Objec
// Update mobs/objects in ALL visible cells around object!
CellArea area = Cell::CalculateCellArea(obj->GetPositionX(), obj->GetPositionY(), obj->GetGridActivationRange());
for (uint32 x = area.low_bound.x_coord; x <= area.high_bound.x_coord; ++x)
{
for (uint32 y = area.low_bound.y_coord; y <= area.high_bound.y_coord; ++y)
{
// marked cells are those that have been visited
// don't visit the same cell twice
uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
if (isCellMarked(cell_id))
continue;
markCell(cell_id);
CellCoord pair(x, y);
Cell cell(pair);
Visit(cell, gridVisitor);
Visit(cell, worldVisitor);
if (!isCellMarkedLarge(cell_id))
{
markCellLarge(cell_id);
Visit(cell, largeGridVisitor);
Visit(cell, largeWorldVisitor);
}
}
}
}
@@ -613,39 +559,10 @@ void Map::Update(const uint32 t_diff, const uint32 s_diff, bool /*thread*/)
return;
}
/// update active cells around players and active objects
_updatableObjectListRecheckTimer.Update(t_diff);
resetMarkedCells();
resetMarkedCellsLarge();
// Prepare object updaters
Acore::ObjectUpdater updater(t_diff, false);
// For creature
TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer> grid_object_update(updater);
// For pets
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer> world_object_update(updater);
// For large creatures
Acore::ObjectUpdater largeObjectUpdater(t_diff, true);
TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer> grid_large_object_update(largeObjectUpdater);
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer> world_large_object_update(largeObjectUpdater);
// pussywizard: container for far creatures in combat with players
std::vector<Creature*> updateList;
updateList.reserve(10);
// Update non-player active objects
for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end();)
{
WorldObject* obj = *m_activeNonPlayersIter;
++m_activeNonPlayersIter;
if (obj && obj->IsInWorld())
VisitNearbyCellsOf(obj, grid_object_update, world_object_update, grid_large_object_update, world_large_object_update);
}
// Update players and their associated objects
// Update players
for (m_mapRefIter = m_mapRefMgr.begin(); m_mapRefIter != m_mapRefMgr.end(); ++m_mapRefIter)
{
Player* player = m_mapRefIter->GetSource();
@@ -654,53 +571,37 @@ void Map::Update(const uint32 t_diff, const uint32 s_diff, bool /*thread*/)
continue;
player->Update(s_diff);
VisitNearbyCellsOfPlayer(player, grid_object_update, world_object_update, grid_large_object_update, world_large_object_update);
// If player is using far sight, update viewpoint
if (WorldObject* viewPoint = player->GetViewpoint())
if (_updatableObjectListRecheckTimer.Passed())
{
if (Creature* viewCreature = viewPoint->ToCreature())
{
VisitNearbyCellsOf(viewCreature, grid_object_update, world_object_update, grid_large_object_update, world_large_object_update);
}
else if (DynamicObject* viewObject = viewPoint->ToDynObject())
{
VisitNearbyCellsOf(viewObject, grid_object_update, world_object_update, grid_large_object_update, world_large_object_update);
}
}
MarkNearbyCellsOf(player);
// handle updates for creatures in combat with player and are more than X yards away
if (player->IsInCombat())
{
updateList.clear();
float rangeSq = player->GetGridActivationRange() - 1.0f;
rangeSq *= rangeSq;
HostileReference* ref = player->getHostileRefMgr().getFirst();
while (ref)
// If player is using far sight, update viewpoint
if (WorldObject* viewPoint = player->GetViewpoint())
{
if (Unit* unit = ref->GetSource()->GetOwner())
if (Creature* cre = unit->ToCreature())
if (cre->FindMap() == player->FindMap() && cre->GetExactDist2dSq(player) > rangeSq)
updateList.push_back(cre);
ref = ref->next();
if (Creature* viewCreature = viewPoint->ToCreature())
MarkNearbyCellsOf(viewCreature);
else if (DynamicObject* viewObject = viewPoint->ToDynObject())
MarkNearbyCellsOf(viewObject);
}
for (Creature* cre : updateList)
VisitNearbyCellsOf(cre, grid_object_update, world_object_update, grid_large_object_update, world_large_object_update);
}
}
// Update transports - pussywizard: transports updated after VisitNearbyCellsOf, grids around are loaded, everything ok
for (_transportsUpdateIter = _transports.begin(); _transportsUpdateIter != _transports.end();)
if (_updatableObjectListRecheckTimer.Passed())
{
MotionTransport* transport = *_transportsUpdateIter;
++_transportsUpdateIter;
// Mark all cells near active objects
for (m_activeNonPlayersIter = m_activeNonPlayers.begin(); m_activeNonPlayersIter != m_activeNonPlayers.end(); ++m_activeNonPlayersIter)
{
WorldObject* obj = *m_activeNonPlayersIter;
if (!obj || !obj->IsInWorld())
continue;
if (transport->IsInWorld())
transport->Update(t_diff);
MarkNearbyCellsOf(obj);
}
}
UpdateNonPlayerObjects(t_diff);
SendObjectUpdates();
///- Process necessary scripts
@@ -728,6 +629,101 @@ void Map::Update(const uint32 t_diff, const uint32 s_diff, bool /*thread*/)
METRIC_TAG("map_instanceid", std::to_string(GetInstanceId())));
}
void Map::UpdateNonPlayerObjects(uint32 const diff)
{
for (WorldObject* obj : _pendingAddUpdatableObjectList)
_AddObjectToUpdateList(obj);
_pendingAddUpdatableObjectList.clear();
if (_updatableObjectListRecheckTimer.Passed())
{
for (uint32 i = 0; i < _updatableObjectList.size();)
{
WorldObject* obj = _updatableObjectList[i];
if (!obj->IsInWorld())
{
++i;
continue;
}
obj->Update(diff);
if (!obj->IsUpdateNeeded())
{
_RemoveObjectFromUpdateList(obj);
// Intentional no iteration here, obj is swapped with last element in
// _updatableObjectList so next loop will update that object at the same index
}
else
++i;
}
_updatableObjectListRecheckTimer.Reset();
}
else
{
for (uint32 i = 0; i < _updatableObjectList.size(); ++i)
{
WorldObject* obj = _updatableObjectList[i];
if (!obj->IsInWorld())
continue;
obj->Update(diff);
}
}
}
void Map::AddObjectToPendingUpdateList(WorldObject* obj)
{
if (!obj->CanBeAddedToMapUpdateList())
return;
UpdatableMapObject* mapUpdatableObject = dynamic_cast<UpdatableMapObject*>(obj);
if (mapUpdatableObject->GetUpdateState() != UpdatableMapObject::UpdateState::NotUpdating)
return;
_pendingAddUpdatableObjectList.insert(obj);
mapUpdatableObject->SetUpdateState(UpdatableMapObject::UpdateState::PendingAdd);
}
// Internal use only
void Map::_AddObjectToUpdateList(WorldObject* obj)
{
UpdatableMapObject* mapUpdatableObject = dynamic_cast<UpdatableMapObject*>(obj);
ASSERT(mapUpdatableObject && mapUpdatableObject->GetUpdateState() == UpdatableMapObject::UpdateState::PendingAdd);
mapUpdatableObject->SetUpdateState(UpdatableMapObject::UpdateState::Updating);
mapUpdatableObject->SetMapUpdateListOffset(_updatableObjectList.size());
_updatableObjectList.push_back(obj);
}
// Internal use only
void Map::_RemoveObjectFromUpdateList(WorldObject* obj)
{
UpdatableMapObject* mapUpdatableObject = dynamic_cast<UpdatableMapObject*>(obj);
ASSERT(mapUpdatableObject && mapUpdatableObject->GetUpdateState() == UpdatableMapObject::UpdateState::Updating);
if (obj != _updatableObjectList.back())
{
dynamic_cast<UpdatableMapObject*>(_updatableObjectList.back())->SetMapUpdateListOffset(mapUpdatableObject->GetMapUpdateListOffset());
std::swap(_updatableObjectList[mapUpdatableObject->GetMapUpdateListOffset()], _updatableObjectList.back());
}
_updatableObjectList.pop_back();
mapUpdatableObject->SetUpdateState(UpdatableMapObject::UpdateState::NotUpdating);
}
void Map::RemoveObjectFromMapUpdateList(WorldObject* obj)
{
if (!obj->CanBeAddedToMapUpdateList())
return;
UpdatableMapObject* mapUpdatableObject = dynamic_cast<UpdatableMapObject*>(obj);
if (mapUpdatableObject->GetUpdateState() == UpdatableMapObject::UpdateState::PendingAdd)
_pendingAddUpdatableObjectList.erase(obj);
else if (mapUpdatableObject->GetUpdateState() == UpdatableMapObject::UpdateState::Updating)
_RemoveObjectFromUpdateList(obj);
}
void Map::HandleDelayedVisibility()
{
if (i_objectsForDelayedVisibility.empty())
@@ -795,7 +791,10 @@ void Map::RemoveFromMap(T* obj, bool remove)
obj->ResetMap();
if (remove)
{
RemoveObjectFromMapUpdateList(obj);
DeleteFromWorld(obj);
}
}
template<>
@@ -831,6 +830,10 @@ void Map::RemoveFromMap(MotionTransport* obj, bool remove)
obj->ResetMap();
// Transports are never actually deleted, but it *should* be safe to clear
// from update list when removing from world
RemoveObjectFromMapUpdateList(obj);
if (remove)
{
// if option set then object already saved at this moment

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@@ -34,6 +34,7 @@
#include "Position.h"
#include "SharedDefines.h"
#include "TaskScheduler.h"
#include "Timer.h"
#include "GridTerrainData.h"
#include <bitset>
#include <list>
@@ -85,6 +86,7 @@ struct ScriptAction
#define DEFAULT_HEIGHT_SEARCH 50.0f // default search distance to find height at nearby locations
#define MIN_UNLOAD_DELAY 1 // immediate unload
#define UPDATABLE_OBJECT_LIST_RECHECK_TIMER 30 * IN_MILLISECONDS // Time to recheck update object list
struct PositionFullTerrainStatus
{
@@ -181,14 +183,7 @@ public:
template<class T> bool AddToMap(T*, bool checkTransport = false);
template<class T> void RemoveFromMap(T*, bool);
void VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer>& gridVisitor,
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer>& worldVisitor,
TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer>& largeGridVisitor,
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer>& largeWorldVisitor);
void VisitNearbyCellsOfPlayer(Player* player, TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer>& gridVisitor,
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer>& worldVisitor,
TypeContainerVisitor<Acore::ObjectUpdater, GridTypeMapContainer>& largeGridVisitor,
TypeContainerVisitor<Acore::ObjectUpdater, WorldTypeMapContainer>& largeWorldVisitor);
void MarkNearbyCellsOf(WorldObject* obj);
virtual void Update(const uint32, const uint32, bool thread = true);
@@ -317,9 +312,6 @@ public:
void resetMarkedCells() { marked_cells.reset(); }
bool isCellMarked(uint32 pCellId) { return marked_cells.test(pCellId); }
void markCell(uint32 pCellId) { marked_cells.set(pCellId); }
void resetMarkedCellsLarge() { marked_cells_large.reset(); }
bool isCellMarkedLarge(uint32 pCellId) { return marked_cells_large.test(pCellId); }
void markCellLarge(uint32 pCellId) { marked_cells_large.set(pCellId); }
[[nodiscard]] bool HavePlayers() const { return !m_mapRefMgr.IsEmpty(); }
[[nodiscard]] uint32 GetPlayersCountExceptGMs() const;
@@ -512,6 +504,12 @@ public:
uint32 GetCreatedCellsInGridCount(uint16 const x, uint16 const y);
uint32 GetCreatedCellsInMapCount();
void AddObjectToPendingUpdateList(WorldObject* obj);
void RemoveObjectFromMapUpdateList(WorldObject* obj);
typedef std::vector<WorldObject*> UpdatableObjectList;
typedef std::unordered_set<WorldObject*> PendingAddUpdatableObjectList;
private:
template<class T> void InitializeObject(T* obj);
@@ -576,7 +574,6 @@ private:
Map* m_parentMap;
std::bitset<TOTAL_NUMBER_OF_CELLS_PER_MAP * TOTAL_NUMBER_OF_CELLS_PER_MAP> marked_cells;
std::bitset<TOTAL_NUMBER_OF_CELLS_PER_MAP * TOTAL_NUMBER_OF_CELLS_PER_MAP> marked_cells_large;
bool i_scriptLock;
std::unordered_set<WorldObject*> i_objectsToRemove;
@@ -610,6 +607,11 @@ private:
m_activeNonPlayers.erase(obj);
}
void UpdateNonPlayerObjects(uint32 const diff);
void _AddObjectToUpdateList(WorldObject* obj);
void _RemoveObjectFromUpdateList(WorldObject* obj);
std::unordered_map<ObjectGuid::LowType /*dbGUID*/, time_t> _creatureRespawnTimes;
std::unordered_map<ObjectGuid::LowType /*dbGUID*/, time_t> _goRespawnTimes;
@@ -637,6 +639,10 @@ private:
std::unordered_set<Corpse*> _corpseBones;
std::unordered_set<Object*> _updateObjects;
UpdatableObjectList _updatableObjectList;
PendingAddUpdatableObjectList _pendingAddUpdatableObjectList;
IntervalTimer _updatableObjectListRecheckTimer;
};
enum InstanceResetMethod

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@@ -926,6 +926,20 @@ MovementGeneratorType MotionMaster::GetMotionSlotType(int slot) const
return Impl[slot]->GetMovementGeneratorType();
}
bool MotionMaster::HasMovementGeneratorType(MovementGeneratorType type) const
{
if (empty() && type == IDLE_MOTION_TYPE)
return true;
for (int i = _top; i >= 0; --i)
{
if (Impl[i] && Impl[i]->GetMovementGeneratorType() == type)
return true;
}
return false;
}
// Xinef: Escort system
uint32 MotionMaster::GetCurrentSplineId() const
{

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@@ -240,6 +240,7 @@ public:
[[nodiscard]] MovementGeneratorType GetCurrentMovementGeneratorType() const;
[[nodiscard]] MovementGeneratorType GetMotionSlotType(int slot) const;
bool HasMovementGeneratorType(MovementGeneratorType type) const;
[[nodiscard]] uint32 GetCurrentSplineId() const; // Xinef: Escort system
void propagateSpeedChange();