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

@@ -49,19 +49,20 @@ void WorldSession::HandleMoveWorldportAckOpcode(WorldPacket& /*recvData*/)
void WorldSession::HandleMoveWorldportAck()
{
Player* player = GetPlayer();
// ignore unexpected far teleports
if (!GetPlayer()->IsBeingTeleportedFar())
if (!player->IsBeingTeleportedFar())
return;
GetPlayer()->SetSemaphoreTeleportFar(0);
player->SetSemaphoreTeleportFar(0);
// get the teleport destination
WorldLocation const& loc = GetPlayer()->GetTeleportDest();
WorldLocation const& loc = player->GetTeleportDest();
// possible errors in the coordinate validity check
if (!MapMgr::IsValidMapCoord(loc))
{
KickPlayer("!MapMgr::IsValidMapCoord(loc)");
LogoutPlayer(false);
return;
}
@@ -69,198 +70,202 @@ void WorldSession::HandleMoveWorldportAck()
MapEntry const* mEntry = sMapStore.LookupEntry(loc.GetMapId());
InstanceTemplate const* mInstance = sObjectMgr->GetInstanceTemplate(loc.GetMapId());
Map* oldMap = GetPlayer()->GetMap();
if (GetPlayer()->IsInWorld())
Map* oldMap = player->GetMap();
if (player->IsInWorld())
{
LOG_ERROR("network.opcode", "Player (Name {}) is still in world when teleported from map {} to new map {}", GetPlayer()->GetName(), oldMap->GetId(), loc.GetMapId());
oldMap->RemovePlayerFromMap(GetPlayer(), false);
LOG_ERROR("network.opcode", "Player (Name {}) is still in world when teleported from map {} to new map {}", player->GetName(), oldMap->GetId(), loc.GetMapId());
oldMap->RemovePlayerFromMap(player, false);
}
// reset instance validity, except if going to an instance inside an instance
if (!GetPlayer()->m_InstanceValid && !mInstance)
if (!player->m_InstanceValid && !mInstance)
{
GetPlayer()->m_InstanceValid = true;
player->m_InstanceValid = true;
// pussywizard: m_InstanceValid can be false only by leaving a group in an instance => so remove temp binds that could not be removed because player was still on the map!
if (!sInstanceSaveMgr->PlayerIsPermBoundToInstance(GetPlayer()->GetGUID(), oldMap->GetId(), oldMap->GetDifficulty()))
sInstanceSaveMgr->PlayerUnbindInstance(GetPlayer()->GetGUID(), oldMap->GetId(), oldMap->GetDifficulty(), true);
if (!sInstanceSaveMgr->PlayerIsPermBoundToInstance(player->GetGUID(), oldMap->GetId(), oldMap->GetDifficulty()))
sInstanceSaveMgr->PlayerUnbindInstance(player->GetGUID(), oldMap->GetId(), oldMap->GetDifficulty(), true);
}
// relocate the player to the teleport destination
Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), GetPlayer());
Map* newMap = sMapMgr->CreateMap(loc.GetMapId(), player);
// the CanEnter checks are done in TeleporTo but conditions may change
// while the player is in transit, for example the map may get full
if (!newMap || newMap->CannotEnter(GetPlayer(), false))
if (!newMap || newMap->CannotEnter(player, false))
{
LOG_ERROR("network.opcode", "Map {} could not be created for player {}, porting player to homebind", loc.GetMapId(), GetPlayer()->GetGUID().ToString());
GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->m_homebindO);
LOG_ERROR("network.opcode", "Map {} could not be created for player {}, porting player to homebind", loc.GetMapId(), player->GetGUID().ToString());
player->TeleportTo(player->m_homebindMapId, player->m_homebindX, player->m_homebindY, player->m_homebindZ, player->m_homebindO);
return;
}
float z = loc.GetPositionZ() + GetPlayer()->GetHoverHeight();
GetPlayer()->Relocate(loc.GetPositionX(), loc.GetPositionY(), z, loc.GetOrientation());
float z = loc.GetPositionZ() + player->GetHoverHeight();
player->Relocate(loc.GetPositionX(), loc.GetPositionY(), z, loc.GetOrientation());
GetPlayer()->ResetMap();
GetPlayer()->SetMap(newMap);
player->ResetMap();
player->SetMap(newMap);
GetPlayer()->UpdatePositionData();
player->UpdatePositionData();
GetPlayer()->SendInitialPacketsBeforeAddToMap();
if (!GetPlayer()->GetMap()->AddPlayerToMap(GetPlayer()))
player->SendInitialPacketsBeforeAddToMap();
if (!player->GetMap()->AddPlayerToMap(player))
{
LOG_ERROR("network.opcode", "WORLD: failed to teleport player {} ({}) to map {} because of unknown reason!",
GetPlayer()->GetName(), GetPlayer()->GetGUID().ToString(), loc.GetMapId());
GetPlayer()->ResetMap();
GetPlayer()->SetMap(oldMap);
GetPlayer()->TeleportTo(GetPlayer()->m_homebindMapId, GetPlayer()->m_homebindX, GetPlayer()->m_homebindY, GetPlayer()->m_homebindZ, GetPlayer()->m_homebindO);
player->GetName(), player->GetGUID().ToString(), loc.GetMapId());
player->ResetMap();
player->SetMap(oldMap);
player->TeleportTo(player->m_homebindMapId, player->m_homebindX, player->m_homebindY, player->m_homebindZ, player->m_homebindO);
return;
}
oldMap->AfterPlayerUnlinkFromMap();
// pussywizard: transport teleport couldn't teleport us to the same map (some other teleport pending, reqs not met, etc.), but we still have transport set until player moves! clear it if map differs (crashfix)
if (Transport* t = _player->GetTransport())
if (!t->IsInMap(_player))
if (Transport* t = player->GetTransport())
if (!t->IsInMap(player))
{
t->RemovePassenger(_player);
_player->m_transport = nullptr;
_player->m_movementInfo.transport.Reset();
_player->m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
t->RemovePassenger(player);
player->m_transport = nullptr;
player->m_movementInfo.transport.Reset();
player->m_movementInfo.RemoveMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
}
if (!_player->getHostileRefMgr().IsEmpty())
_player->getHostileRefMgr().deleteReferences(true); // pussywizard: multithreading crashfix
if (!player->getHostileRefMgr().IsEmpty())
player->getHostileRefMgr().deleteReferences(true); // pussywizard: multithreading crashfix
CellCoord pair(Acore::ComputeCellCoord(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY()));
CellCoord pair(Acore::ComputeCellCoord(player->GetPositionX(), player->GetPositionY()));
Cell cell(pair);
if (!GridCoord(cell.GridX(), cell.GridY()).IsCoordValid())
{
KickPlayer("!GridCoord(cell.GridX(), cell.GridY()).IsCoordValid()");
LogoutPlayer(false);
return;
}
newMap->LoadGrid(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY());
if (!newMap->IsGridLoaded(player->GetPositionX(), player->GetPositionY()))
newMap->LoadGrid(player->GetPositionX(), player->GetPositionY());
// pussywizard: player supposed to enter bg map
if (_player->InBattleground())
if (player->InBattleground())
{
// but landed on another map, cleanup data
if (!mEntry->IsBattlegroundOrArena())
_player->SetBattlegroundId(0, BATTLEGROUND_TYPE_NONE, PLAYER_MAX_BATTLEGROUND_QUEUES, false, false, TEAM_NEUTRAL);
player->SetBattlegroundId(0, BATTLEGROUND_TYPE_NONE, PLAYER_MAX_BATTLEGROUND_QUEUES, false, false, TEAM_NEUTRAL);
// everything ok
else if (Battleground* bg = _player->GetBattleground())
else if (Battleground* bg = player->GetBattleground())
{
if (_player->IsInvitedForBattlegroundInstance()) // GMs are not invited, so they are not added to participants
bg->AddPlayer(_player);
if (player->IsInvitedForBattlegroundInstance()) // GMs are not invited, so they are not added to participants
bg->AddPlayer(player);
}
}
// pussywizard: arena spectator stuff
{
if (newMap->IsBattleArena() && ((BattlegroundMap*)newMap)->GetBG() && _player->HasPendingSpectatorForBG(((BattlegroundMap*)newMap)->GetInstanceId()))
if (newMap->IsBattleArena() && ((BattlegroundMap*)newMap)->GetBG() && player->HasPendingSpectatorForBG(((BattlegroundMap*)newMap)->GetInstanceId()))
{
_player->ClearReceivedSpectatorResetFor();
_player->SetIsSpectator(true);
ArenaSpectator::SendCommand(_player, "%sENABLE", SPECTATOR_ADDON_PREFIX);
((BattlegroundMap*)newMap)->GetBG()->AddSpectator(_player);
ArenaSpectator::HandleResetCommand(_player);
player->ClearReceivedSpectatorResetFor();
player->SetIsSpectator(true);
ArenaSpectator::SendCommand(player, "%sENABLE", SPECTATOR_ADDON_PREFIX);
((BattlegroundMap*)newMap)->GetBG()->AddSpectator(player);
ArenaSpectator::HandleResetCommand(player);
}
else
_player->SetIsSpectator(false);
player->SetIsSpectator(false);
GetPlayer()->SetPendingSpectatorForBG(0);
player->SetPendingSpectatorForBG(0);
if (uint32 inviteInstanceId = _player->GetPendingSpectatorInviteInstanceId())
if (uint32 inviteInstanceId = player->GetPendingSpectatorInviteInstanceId())
{
if (Battleground* tbg = sBattlegroundMgr->GetBattleground(inviteInstanceId, BATTLEGROUND_TYPE_NONE))
tbg->RemoveToBeTeleported(_player->GetGUID());
_player->SetPendingSpectatorInviteInstanceId(0);
tbg->RemoveToBeTeleported(player->GetGUID());
player->SetPendingSpectatorInviteInstanceId(0);
}
}
// xinef: do this again, player can be teleported inside bg->AddPlayer(_player)!!!!
CellCoord pair2(Acore::ComputeCellCoord(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY()));
// xinef: do this again, player can be teleported inside bg->AddPlayer(player)!!!!
CellCoord pair2(Acore::ComputeCellCoord(player->GetPositionX(), player->GetPositionY()));
Cell cell2(pair2);
if (!GridCoord(cell2.GridX(), cell2.GridY()).IsCoordValid())
{
KickPlayer("!GridCoord(cell2.GridX(), cell2.GridY()).IsCoordValid()");
return;
}
newMap->LoadGrid(GetPlayer()->GetPositionX(), GetPlayer()->GetPositionY());
GetPlayer()->SendInitialPacketsAfterAddToMap();
if (!newMap->IsGridLoaded(player->GetPositionX(), player->GetPositionY()))
newMap->LoadGrid(player->GetPositionX(), player->GetPositionY());
player->SendInitialPacketsAfterAddToMap();
// flight fast teleport case
if (GetPlayer()->IsInFlight())
if (player->IsInFlight())
{
if (!GetPlayer()->InBattleground())
if (!player->InBattleground())
{
// short preparations to continue flight
MovementGenerator* movementGenerator = GetPlayer()->GetMotionMaster()->top();
movementGenerator->Initialize(GetPlayer());
MovementGenerator* movementGenerator = player->GetMotionMaster()->top();
movementGenerator->Initialize(player);
return;
}
// battleground state prepare, stop flight
GetPlayer()->GetMotionMaster()->MovementExpired();
GetPlayer()->CleanupAfterTaxiFlight();
player->GetMotionMaster()->MovementExpired();
player->CleanupAfterTaxiFlight();
}
// resurrect character at enter into instance where his corpse exist after add to map
Corpse* corpse = GetPlayer()->GetMap()->GetCorpseByPlayer(GetPlayer()->GetGUID());
Corpse* corpse = player->GetMap()->GetCorpseByPlayer(player->GetGUID());
if (corpse && corpse->GetType() != CORPSE_BONES)
{
if (mEntry->IsDungeon())
{
GetPlayer()->ResurrectPlayer(0.5f);
GetPlayer()->SpawnCorpseBones();
player->ResurrectPlayer(0.5f);
player->SpawnCorpseBones();
}
}
if (!corpse && mEntry->IsDungeon())
{
// resurrect character upon entering instance when the corpse is not available anymore
if (GetPlayer()->GetCorpseLocation().GetMapId() == mEntry->MapID)
if (player->GetCorpseLocation().GetMapId() == mEntry->MapID)
{
GetPlayer()->ResurrectPlayer(0.5f);
GetPlayer()->RemoveCorpse();
player->ResurrectPlayer(0.5f);
player->RemoveCorpse();
}
}
bool allowMount = !mEntry->IsDungeon() || mEntry->IsBattlegroundOrArena();
if (mInstance)
{
Difficulty diff = GetPlayer()->GetDifficulty(mEntry->IsRaid());
Difficulty diff = player->GetDifficulty(mEntry->IsRaid());
if (MapDifficulty const* mapDiff = GetMapDifficultyData(mEntry->MapID, diff))
if (mapDiff->resetTime)
if (time_t timeReset = sInstanceSaveMgr->GetResetTimeFor(mEntry->MapID, diff))
{
uint32 timeleft = uint32(timeReset - GameTime::GetGameTime().count());
GetPlayer()->SendInstanceResetWarning(mEntry->MapID, diff, timeleft, true);
player->SendInstanceResetWarning(mEntry->MapID, diff, timeleft, true);
}
allowMount = mInstance->AllowMount;
}
// mount allow check
if (!allowMount)
_player->RemoveAurasByType(SPELL_AURA_MOUNTED);
player->RemoveAurasByType(SPELL_AURA_MOUNTED);
// update zone immediately, otherwise leave channel will cause crash in mtmap
uint32 newzone, newarea;
GetPlayer()->GetZoneAndAreaId(newzone, newarea);
GetPlayer()->UpdateZone(newzone, newarea);
player->GetZoneAndAreaId(newzone, newarea);
player->UpdateZone(newzone, newarea);
// honorless target
if (GetPlayer()->pvpInfo.IsHostile)
GetPlayer()->CastSpell(GetPlayer(), 2479, true);
if (player->pvpInfo.IsHostile)
player->CastSpell(player, 2479, true);
// in friendly area
else if (GetPlayer()->IsPvP() && !GetPlayer()->HasPlayerFlag(PLAYER_FLAGS_IN_PVP))
GetPlayer()->UpdatePvP(false, false);
else if (player->IsPvP() && !player->HasPlayerFlag(PLAYER_FLAGS_IN_PVP))
player->UpdatePvP(false, false);
// resummon pet
GetPlayer()->ResummonPetTemporaryUnSummonedIfAny();
player->ResummonPetTemporaryUnSummonedIfAny();
//lets process all delayed operations on successful teleport
GetPlayer()->ProcessDelayedOperations();
player->ProcessDelayedOperations();
}
void WorldSession::HandleMoveTeleportAck(WorldPacket& recvData)