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https://github.com/mod-playerbots/azerothcore-wotlk.git
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refactor(Core): rename namespaces and macros to acore (#2454)
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@@ -308,7 +308,7 @@ template<>
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void Map::SwitchGridContainers(Creature* obj, bool on)
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{
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ASSERT(!obj->IsPermanentWorldObject());
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CellCoord p = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
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CellCoord p = acore::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
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if (!p.IsCoordValid())
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{
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sLog->outError("Map::SwitchGridContainers: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
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@@ -347,7 +347,7 @@ template<>
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void Map::SwitchGridContainers(GameObject* obj, bool on)
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{
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ASSERT(!obj->IsPermanentWorldObject());
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CellCoord p = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
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CellCoord p = acore::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
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if (!p.IsCoordValid())
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{
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sLog->outError("Map::SwitchGridContainers: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), p.x_coord, p.y_coord);
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@@ -404,7 +404,7 @@ void Map::EnsureGridCreated(const GridCoord &p)
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{
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if (getNGrid(p.x_coord, p.y_coord)) // pussywizard
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return;
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TRINITY_GUARD(ACE_Thread_Mutex, GridLock);
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ACORE_GUARD(ACE_Thread_Mutex, GridLock);
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EnsureGridCreated_i(p);
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}
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@@ -478,7 +478,7 @@ void Map::LoadAllCells()
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bool Map::AddPlayerToMap(Player* player)
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{
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CellCoord cellCoord = Trinity::ComputeCellCoord(player->GetPositionX(), player->GetPositionY());
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CellCoord cellCoord = acore::ComputeCellCoord(player->GetPositionX(), player->GetPositionY());
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if (!cellCoord.IsCoordValid())
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{
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sLog->outError("Map::Add: Player (GUID: %u) has invalid coordinates X:%f Y:%f grid cell [%u:%u]", player->GetGUIDLow(), player->GetPositionX(), player->GetPositionY(), cellCoord.x_coord, cellCoord.y_coord);
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@@ -533,7 +533,7 @@ bool Map::AddToMap(T* obj, bool checkTransport)
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return true;
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}
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CellCoord cellCoord = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
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CellCoord cellCoord = acore::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
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//It will create many problems (including crashes) if an object is not added to grid after creation
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//The correct way to fix it is to make AddToMap return false and delete the object if it is not added to grid
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//But now AddToMap is used in too many places, I will just see how many ASSERT failures it will cause
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@@ -585,7 +585,7 @@ bool Map::AddToMap(MotionTransport* obj, bool /*checkTransport*/)
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if (obj->IsInWorld())
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return true;
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CellCoord cellCoord = Trinity::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
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CellCoord cellCoord = acore::ComputeCellCoord(obj->GetPositionX(), obj->GetPositionY());
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if (!cellCoord.IsCoordValid())
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{
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sLog->outError("Map::Add: Object " UI64FMTD " has invalid coordinates X:%f Y:%f grid cell [%u:%u]", obj->GetGUID(), obj->GetPositionX(), obj->GetPositionY(), cellCoord.x_coord, cellCoord.y_coord);
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@@ -627,10 +627,11 @@ bool Map::IsGridLoaded(const GridCoord &p) const
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return (getNGrid(p.x_coord, p.y_coord) && isGridObjectDataLoaded(p.x_coord, p.y_coord));
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}
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void Map::VisitNearbyCellsOfPlayer(Player* player, TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor,
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TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor,
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TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &largeGridVisitor,
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TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &largeWorldVisitor)
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void Map::VisitNearbyCellsOfPlayer(Player* player, TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer> &gridVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer> &worldVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer> &largeGridVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer> &largeWorldVisitor)
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{
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// check for valid position
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if (!player->IsPositionValid())
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@@ -662,10 +663,10 @@ void Map::VisitNearbyCellsOfPlayer(Player* player, TypeContainerVisitor<Trinity:
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}
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}
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void Map::VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &gridVisitor,
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TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &worldVisitor,
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TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer> &largeGridVisitor,
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TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer> &largeWorldVisitor)
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void Map::VisitNearbyCellsOf(WorldObject* obj, TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer> &gridVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer> &worldVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer> &largeGridVisitor,
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer> &largeWorldVisitor)
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{
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// Check for valid position
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if (!obj->IsPositionValid())
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@@ -746,16 +747,17 @@ void Map::Update(const uint32 t_diff, const uint32 s_diff, bool /*thread*/)
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resetMarkedCells();
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resetMarkedCellsLarge();
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Trinity::ObjectUpdater updater(t_diff, false);
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acore::ObjectUpdater updater(t_diff, false);
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// for creature
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TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
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TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
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// for pets
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TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
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// for large creatures
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Trinity::ObjectUpdater largeObjectUpdater(t_diff, true);
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TypeContainerVisitor<Trinity::ObjectUpdater, GridTypeMapContainer > grid_large_object_update(largeObjectUpdater);
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TypeContainerVisitor<Trinity::ObjectUpdater, WorldTypeMapContainer > world_large_object_update(largeObjectUpdater);
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acore::ObjectUpdater largeObjectUpdater(t_diff, true);
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TypeContainerVisitor<acore::ObjectUpdater, GridTypeMapContainer > grid_large_object_update(largeObjectUpdater);
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TypeContainerVisitor<acore::ObjectUpdater, WorldTypeMapContainer > world_large_object_update(largeObjectUpdater);
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// pussywizard: container for far creatures in combat with players
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std::vector<Creature*> updateList; updateList.reserve(10);
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