fix(Core/Grid): Address bugs and performance issues introduced by visibility notifier implementation (#17480)

* Bug fixes

- Corrected std::chrono from seconds to milliseconds
- Got rid of leftover code that caused objects to not show up on time

* Removed logic to set gameobject as active

- More alignement with TC.
- Reduces CPU usage drastically

* Revert back to using time_t instead of std chrono

* Invoke SetNoCreate() method to reduce CPU usage drastically

* Remove setActive from static and motion transports

* Fix performance issues

* Added SetFarVisible to WG and some dungeon scripts

- Also removed setActive(true) from creatures in Wintergrasp. As for gameobjects they are set to active upon being damaged/destroyed and removed from active on rebuild (reset)

* Removed comments related to VISIBILITY_COMPENSATION

* Fix log

* Deleted unused files + corrected a check

* Added missing header

* Removed unused parameter

* Removed another unsued parameter

* Changed vector to set for i_visibleNow

- Changed vector to set for i_visibleNow in VisibleNotifer
- Adjusted HaveAtClient to accept Object*
- Adjusted SendUpdateToPlayer to send createobject packet only if not known to client
This commit is contained in:
AG
2023-10-23 10:37:11 +02:00
committed by GitHub
parent a56a224bd7
commit 60e27511c5
53 changed files with 509 additions and 586 deletions

View File

@@ -47,14 +47,6 @@ DynamicObject::~DynamicObject()
void DynamicObject::CleanupsBeforeDelete(bool finalCleanup /* = true */)
{
if (Transport* transport = GetTransport())
{
transport->RemovePassenger(this);
SetTransport(nullptr);
m_movementInfo.transport.Reset();
m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
}
WorldObject::CleanupsBeforeDelete(finalCleanup);
}
@@ -88,9 +80,6 @@ void DynamicObject::RemoveFromWorld()
UnbindFromCaster();
if (Transport* transport = GetTransport())
transport->RemovePassenger(this, true);
WorldObject::RemoveFromWorld();
GetMap()->GetObjectsStore().Remove<DynamicObject>(GetGUID());
@@ -125,17 +114,15 @@ bool DynamicObject::CreateDynamicObject(ObjectGuid::LowType guidlow, Unit* caste
SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
SetUInt32Value(DYNAMICOBJECT_CASTTIME, GameTime::GetGameTimeMS().count());
if (IsWorldObject())
setActive(true); //must before add to map to be put in world container
if (!GetMap()->AddToMap(this, true))
{
// Returning false will cause the object to be deleted - remove from transport
return false;
}
if (IsWorldObject())
{
setActive(true);
}
return true;
}