mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-13 09:17:18 +00:00
feat(Core/WorldObjects): implement Heartbeat timers (#20872)
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@@ -446,6 +446,8 @@ bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, u
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void GameObject::Update(uint32 diff)
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{
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WorldObject::Update(diff);
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if (AI())
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AI()->UpdateAI(diff);
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else if (!AIM_Initialize())
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@@ -1050,7 +1050,7 @@ void MovementInfo::OutDebug()
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WorldObject::WorldObject(bool isWorldObject) : WorldLocation(),
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LastUsedScriptID(0), m_name(""), m_isActive(false), m_visibilityDistanceOverride(), m_isWorldObject(isWorldObject), m_zoneScript(nullptr),
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_zoneId(0), _areaId(0), _floorZ(INVALID_HEIGHT), _outdoors(false), _liquidData(), _updatePositionData(false), m_transport(nullptr),
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m_currMap(nullptr), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_useCombinedPhases(true), m_notifyflags(0), m_executed_notifies(0)
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m_currMap(nullptr), _heartbeatTimer(HEARTBEAT_INTERVAL), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_useCombinedPhases(true), m_notifyflags(0), m_executed_notifies(0)
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{
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m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
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m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE);
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@@ -1058,9 +1058,18 @@ WorldObject::WorldObject(bool isWorldObject) : WorldLocation(),
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sScriptMgr->OnWorldObjectCreate(this);
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}
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void WorldObject::Update(uint32 time_diff)
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void WorldObject::Update(uint32 diff)
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{
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sScriptMgr->OnWorldObjectUpdate(this, time_diff);
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m_Events.Update(diff);
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_heartbeatTimer -= Milliseconds(diff);
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while (_heartbeatTimer <= 0ms)
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{
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_heartbeatTimer += HEARTBEAT_INTERVAL;
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Heartbeat();
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}
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sScriptMgr->OnWorldObjectUpdate(this, diff);
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}
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void WorldObject::SetWorldObject(bool on)
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@@ -1134,6 +1143,8 @@ void WorldObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
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{
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if (IsInWorld())
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RemoveFromWorld();
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m_Events.KillAllEvents(false); // non-delatable (currently cast spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
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}
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void WorldObject::_Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask)
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@@ -20,6 +20,7 @@
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#include "Common.h"
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#include "DataMap.h"
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#include "EventProcessor.h"
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#include "G3D/Vector3.h"
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#include "GridDefines.h"
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#include "GridReference.h"
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@@ -96,6 +97,8 @@ struct PositionFullTerrainStatus;
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typedef std::unordered_map<Player*, UpdateData> UpdateDataMapType;
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typedef GuidUnorderedSet UpdatePlayerSet;
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static constexpr Milliseconds HEARTBEAT_INTERVAL = 5s + 200ms;
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class Object
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{
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public:
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@@ -220,6 +223,8 @@ public:
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[[nodiscard]] inline bool IsItem() const { return GetTypeId() == TYPEID_ITEM; }
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virtual void Heartbeat() {}
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virtual std::string GetDebugInfo() const;
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DataMap CustomData;
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@@ -408,7 +413,7 @@ protected:
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public:
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~WorldObject() override;
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virtual void Update(uint32 /*time_diff*/);
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virtual void Update(uint32 diff);
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void _Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask);
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@@ -632,7 +637,9 @@ public:
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std::string GetDebugInfo() const override;
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// Event handler
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ElunaEventProcessor* elunaEvents;
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EventProcessor m_Events;
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protected:
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std::string m_name;
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@@ -666,7 +673,7 @@ protected:
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virtual bool IsAlwaysDetectableFor(WorldObject const* /*seer*/) const { return false; }
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private:
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Map* m_currMap; //current object's Map location
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Milliseconds _heartbeatTimer;
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//uint32 m_mapId; // object at map with map_id
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uint32 m_InstanceId; // in map copy with instance id
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uint32 m_phaseMask; // in area phase state
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@@ -386,7 +386,7 @@ void Unit::Update(uint32 p_time)
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// WARNING! Order of execution here is important, do not change.
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// Spells must be processed with event system BEFORE they go to _UpdateSpells.
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// Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad.
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m_Events.Update(p_time);
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WorldObject::Update(p_time);
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if (!IsInWorld())
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return;
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@@ -15760,7 +15760,6 @@ void Unit::CleanupBeforeRemoveFromMap(bool finalCleanup)
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if (finalCleanup)
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m_cleanupDone = true;
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m_Events.KillAllEvents(false); // non-delatable (currently casted spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
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CombatStop();
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ClearComboPoints();
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ClearComboPointHolders();
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@@ -1952,9 +1952,6 @@ public:
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float m_threatModifier[MAX_SPELL_SCHOOL];
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float m_modAttackSpeedPct[3];
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// Event handler
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EventProcessor m_Events;
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SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY];
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uint32 m_lastSanctuaryTime;
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