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fix(Core/Grid): Implement missing GridUnload setting (#17569)
* Implement GridUnload setting * Minor fixes - Use GetOption instead of deprecated GetBoolDefault. - Added a missing check for instances in LoadMap - Replaced some numbers with global defines * Possible crashfix + minor improvements - Initialized initialOrientation which I had forgotten (likely cause of crash) - Readded a previous check in UpdateSplineMovement - Made i_objectsToRemove and i_worldObjects tos sets as they were previously, instead of unordered_set. * Update worldserver.conf.dist * Fix high CPU usage with preload grid enabled. This should be it.
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@@ -1372,13 +1372,22 @@ DetectPosCollision = 1
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CheckGameObjectLoS = 1
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#
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# GridUnload
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# Description: Unload grids to save memory. Can be disabled if enough memory is available
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# to speed up moving players to new grids.
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# Default: 1 - (enable, Unload grids)
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# 0 - (disable, Do not unload grids)
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GridUnload = 1
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#
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# PreloadAllNonInstancedMapGrids
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# Description: Preload all grids on all non-instanced maps. This will take a great amount
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# of additional RAM (ca. 9 GB) and causes the server to take longer to start,
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# but can increase performance if used on a server with a high amount of players.
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# It will also activate all creatures which are set active (e.g. the Fel Reavers
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# in Hellfire Peninsula) on server start.
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# Description: Preload all grids on all non-instanced maps. Requires GridUnload to be disabled.
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# This will take a great amount of additional RAM (ca. 9 GB) and causes the server
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# to take longer to start, but can increase performance if used on a server with a
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# high amount of players. It will also activate all creatures which are set active
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# (e.g. the Fel Reavers in Hellfire Peninsula) on server start.
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# Default: 0 - (Disabled)
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# 1 - (Enabled)
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