feat(Core/WorldObjects): implement Heartbeat timers (#20872)

This commit is contained in:
Grimdhex
2024-12-13 08:50:45 +01:00
committed by GitHub
parent 993bdcb84e
commit a4e2b1d743
5 changed files with 26 additions and 10 deletions

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@@ -446,6 +446,8 @@ bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, u
void GameObject::Update(uint32 diff)
{
WorldObject::Update(diff);
if (AI())
AI()->UpdateAI(diff);
else if (!AIM_Initialize())

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@@ -1050,7 +1050,7 @@ void MovementInfo::OutDebug()
WorldObject::WorldObject(bool isWorldObject) : WorldLocation(),
LastUsedScriptID(0), m_name(""), m_isActive(false), m_visibilityDistanceOverride(), m_isWorldObject(isWorldObject), m_zoneScript(nullptr),
_zoneId(0), _areaId(0), _floorZ(INVALID_HEIGHT), _outdoors(false), _liquidData(), _updatePositionData(false), m_transport(nullptr),
m_currMap(nullptr), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_useCombinedPhases(true), m_notifyflags(0), m_executed_notifies(0)
m_currMap(nullptr), _heartbeatTimer(HEARTBEAT_INTERVAL), m_InstanceId(0), m_phaseMask(PHASEMASK_NORMAL), m_useCombinedPhases(true), m_notifyflags(0), m_executed_notifies(0)
{
m_serverSideVisibility.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE | GHOST_VISIBILITY_GHOST);
m_serverSideVisibilityDetect.SetValue(SERVERSIDE_VISIBILITY_GHOST, GHOST_VISIBILITY_ALIVE);
@@ -1058,9 +1058,18 @@ WorldObject::WorldObject(bool isWorldObject) : WorldLocation(),
sScriptMgr->OnWorldObjectCreate(this);
}
void WorldObject::Update(uint32 time_diff)
void WorldObject::Update(uint32 diff)
{
sScriptMgr->OnWorldObjectUpdate(this, time_diff);
m_Events.Update(diff);
_heartbeatTimer -= Milliseconds(diff);
while (_heartbeatTimer <= 0ms)
{
_heartbeatTimer += HEARTBEAT_INTERVAL;
Heartbeat();
}
sScriptMgr->OnWorldObjectUpdate(this, diff);
}
void WorldObject::SetWorldObject(bool on)
@@ -1134,6 +1143,8 @@ void WorldObject::CleanupsBeforeDelete(bool /*finalCleanup*/)
{
if (IsInWorld())
RemoveFromWorld();
m_Events.KillAllEvents(false); // non-delatable (currently cast spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
}
void WorldObject::_Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask)

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@@ -20,6 +20,7 @@
#include "Common.h"
#include "DataMap.h"
#include "EventProcessor.h"
#include "G3D/Vector3.h"
#include "GridDefines.h"
#include "GridReference.h"
@@ -96,6 +97,8 @@ struct PositionFullTerrainStatus;
typedef std::unordered_map<Player*, UpdateData> UpdateDataMapType;
typedef GuidUnorderedSet UpdatePlayerSet;
static constexpr Milliseconds HEARTBEAT_INTERVAL = 5s + 200ms;
class Object
{
public:
@@ -220,6 +223,8 @@ public:
[[nodiscard]] inline bool IsItem() const { return GetTypeId() == TYPEID_ITEM; }
virtual void Heartbeat() {}
virtual std::string GetDebugInfo() const;
DataMap CustomData;
@@ -408,7 +413,7 @@ protected:
public:
~WorldObject() override;
virtual void Update(uint32 /*time_diff*/);
virtual void Update(uint32 diff);
void _Create(ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask);
@@ -632,7 +637,9 @@ public:
std::string GetDebugInfo() const override;
// Event handler
ElunaEventProcessor* elunaEvents;
EventProcessor m_Events;
protected:
std::string m_name;
@@ -666,7 +673,7 @@ protected:
virtual bool IsAlwaysDetectableFor(WorldObject const* /*seer*/) const { return false; }
private:
Map* m_currMap; //current object's Map location
Milliseconds _heartbeatTimer;
//uint32 m_mapId; // object at map with map_id
uint32 m_InstanceId; // in map copy with instance id
uint32 m_phaseMask; // in area phase state

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@@ -386,7 +386,7 @@ void Unit::Update(uint32 p_time)
// WARNING! Order of execution here is important, do not change.
// Spells must be processed with event system BEFORE they go to _UpdateSpells.
// Or else we may have some SPELL_STATE_FINISHED spells stalled in pointers, that is bad.
m_Events.Update(p_time);
WorldObject::Update(p_time);
if (!IsInWorld())
return;
@@ -15760,7 +15760,6 @@ void Unit::CleanupBeforeRemoveFromMap(bool finalCleanup)
if (finalCleanup)
m_cleanupDone = true;
m_Events.KillAllEvents(false); // non-delatable (currently casted spells) will not deleted now but it will deleted at call in Map::RemoveAllObjectsInRemoveList
CombatStop();
ClearComboPoints();
ClearComboPointHolders();

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@@ -1952,9 +1952,6 @@ public:
float m_threatModifier[MAX_SPELL_SCHOOL];
float m_modAttackSpeedPct[3];
// Event handler
EventProcessor m_Events;
SpellImmuneList m_spellImmune[MAX_SPELL_IMMUNITY];
uint32 m_lastSanctuaryTime;