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

@@ -1521,17 +1521,11 @@ void Player::UpdatePotionCooldown(Spell* spell)
SetLastPotionId(0);
}
template void Player::UpdateVisibilityOf(Player* target, UpdateData& data,
std::vector<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data,
std::vector<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data,
std::vector<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data,
std::vector<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(DynamicObject* target,
UpdateData& data,
std::vector<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(Player* target, UpdateData& data, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(Creature* target, UpdateData& data, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(Corpse* target, UpdateData& data, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(GameObject* target, UpdateData& data, std::set<Unit*>& visibleNow);
template void Player::UpdateVisibilityOf(DynamicObject* target, UpdateData& data, std::set<Unit*>& visibleNow);
void Player::UpdateVisibilityForPlayer(bool mapChange)
{
@@ -1543,7 +1537,7 @@ void Player::UpdateVisibilityForPlayer(bool mapChange)
}
// updates visibility of all objects around point of view for current player
Acore::VisibleNotifier notifier(*this, mapChange);
Acore::VisibleNotifier notifier(*this);
Cell::VisitAllObjects(m_seer, notifier, GetSightRange());
notifier.SendToSelf(); // send gathered data
}
@@ -1564,15 +1558,13 @@ void Player::UpdateObjectVisibility(bool forced)
}
template <class T>
inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, T* target,
std::vector<Unit*>& /*v*/)
inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, T* target, std::set<Unit*>& /*v*/)
{
s64.insert(target->GetGUID());
}
template <>
inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, GameObject* target,
std::vector<Unit*>& /*v*/)
inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, GameObject* target, std::set<Unit*>& /*v*/)
{
// @HACK: This is to prevent objects like deeprun tram from disappearing
// when player moves far from its spawn point while riding it
@@ -1581,19 +1573,17 @@ inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, GameObject* target,
}
template <>
inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, Creature* target,
std::vector<Unit*>& v)
inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, Creature* target, std::set<Unit*>& v)
{
s64.insert(target->GetGUID());
v.push_back(target);
v.insert(target);
}
template <>
inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, Player* target,
std::vector<Unit*>& v)
inline void UpdateVisibilityOf_helper(GuidUnorderedSet& s64, Player* target, std::set<Unit*>& v)
{
s64.insert(target->GetGUID());
v.push_back(target);
v.insert(target);
}
template <class T>
@@ -1609,8 +1599,7 @@ inline void BeforeVisibilityDestroy<Creature>(Creature* t, Player* p)
}
template <class T>
void Player::UpdateVisibilityOf(T* target, UpdateData& data,
std::vector<Unit*>& visibleNow)
void Player::UpdateVisibilityOf(T* target, UpdateData& data, std::set<Unit*>& visibleNow)
{
if (HaveAtClient(target))
{