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

@@ -25,8 +25,9 @@
#include "Player.h"
#include "ScriptMgr.h"
#include "VMapFactory.h"
#include "VMapMgr2.h"
MapInstanced::MapInstanced(uint32 id, std::chrono::seconds expiry) : Map(id, expiry, 0, DUNGEON_DIFFICULTY_NORMAL)
MapInstanced::MapInstanced(uint32 id, time_t expiry) : Map(id, expiry, 0, DUNGEON_DIFFICULTY_NORMAL)
{
// fill with zero
memset(&GridMapReference, 0, MAX_NUMBER_OF_GRIDS * MAX_NUMBER_OF_GRIDS * sizeof(uint16));
@@ -260,6 +261,15 @@ bool MapInstanced::DestroyInstance(InstancedMaps::iterator& itr)
sScriptMgr->OnDestroyInstance(this, itr->second);
itr->second->UnloadAll();
// should only unload VMaps if this is the last instance
if (m_InstancedMaps.size() <= 1)
{
VMAP::VMapFactory::createOrGetVMapMgr()->unloadMap(itr->second->GetId());
MMAP::MMapFactory::createOrGetMMapMgr()->unloadMap(itr->second->GetId());
// in that case, unload grids of the base map, too
// so in the next map creation, (EnsureGridCreated actually) VMaps will be reloaded
Map::UnloadAll();
}
// erase map
delete itr->second;