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

@@ -545,7 +545,8 @@ bool Vehicle::IsVehicleInUse()
void Vehicle::TeleportVehicle(float x, float y, float z, float ang)
{
_me->GetMap()->LoadGrid(x, y);
if (!_me->GetMap()->IsGridLoaded(x, y))
_me->GetMap()->LoadGrid(x, y);
_me->NearTeleportTo(x, y, z, ang, true);
for (SeatMap::const_iterator itr = Seats.begin(); itr != Seats.end(); ++itr)