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* fix(Core): Save gameobject state on instances Currently, azerothcore doesn't save gameobject states on instances. Whenever there's a re-start or crash, the instance's gameobjects and their states aren't saved, producing un-wanted behaviours and blocking instances at times. Implemented CRUD for new table `instance_saved_data` that holds the states of gameobjects. - When worldserver launches and gameobjects are loaded, this will check if this object's state exists on the DB and sets the previous state. - On instance deletion (reset) these states are also removed based on the instance ID. - Whenever a gameobject state changes inside a dungeon or raid, we save on the database the set state. * Select query to synchronous and used FindMap() * loading gameobject states on create * reseting instance saved data * missing reset methods and on create state * database structure * Update src/server/game/Entities/GameObject/GameObject.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/game/Entities/GameObject/GameObject.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/game/Entities/GameObject/GameObject.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/game/Entities/GameObject/GameObject.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/game/Entities/Player/PlayerMisc.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/game/Groups/Group.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * codestyle * table changes * table style * codestyle * table changes for columns * data sanitization * todo: - Finish loading db data into the containers - Using containers to find data - How to get data from ObjectMGR inside Gameobject? * loading on start up and db changes * Removing unused data structure * Uninitialised integer * Whitespace * clean-up and hooks to save states on memory * Codestyle MySQL deprecated backticks * i dont understand codefactor * build * Update data/sql/updates/pending_db_world/rev_1643395587559675400.sql Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/game/Globals/ObjectMgr.h Co-authored-by: Kargatum <dowlandtop@yandex.com> * review changes * unecessary removal * pushback instead of emplace * wrong database update * Update ObjectMgr.cpp * missing check * removing entry from the PR * missing removals * last delete * build * aha! Found the culprit for the sudden assert errors * type safety, save only important gameobjects * static cast to unsigned short * Update data/sql/updates/pending_db_characters/rev_1643629468629316100.sql Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * type changes * queries fix * fix build * enabling which gameobjects to save on the database * deadmines iron clad door * Adjustment to gameobject onj create state and instances: - Gnomeregan doors and Grubbis boss state - Deadmines missing doors - Stratholme gameobjects state saved * forgot emi blastfuse change to despawn * Leaving group logic * codestyle * fixing merge issues * prevent bad behaviour * brain meltdown * Update data/sql/updates/pending_db_characters/rev_1643629468629316100.sql * Update data/sql/updates/pending_db_world/rev_1649359139539727000.sql Co-authored-by: Claudiodfc <54484196+claudiodfc@users.noreply.github.com> Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> Co-authored-by: Kargatum <dowlandtop@yandex.com> Co-authored-by: Skjalf <47818697+Nyeriah@users.noreply.github.com>
51 lines
1.5 KiB
C++
51 lines
1.5 KiB
C++
/*
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* This file is part of the AzerothCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU Affero General Public License as published by the
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* Free Software Foundation; either version 3 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU Affero General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef DEF_DEADMINES_H
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#define DEF_DEADMINES_H
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#include "CreatureAIImpl.h"
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#define DeadminesScriptName "instance_deadmines"
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enum DataTypes
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{
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TYPE_RHAHK_ZOR = 0,
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TYPE_CANNON = 1,
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MAX_ENCOUNTERS = 2
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};
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enum GameObjects
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{
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GO_FACTORY_DOOR = 13965,
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GO_HEAVY_DOOR_1 = 17153,
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GO_HEAVY_DOOR_2 = 17154,
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GO_IRON_CLAD_DOOR = 16397,
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GO_DOOR_LEVER_1 = 101831,
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GO_DOOR_LEVER_2 = 101833,
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GO_DOOR_LEVER_3 = 101834,
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GO_CANNON = 16398,
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};
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template <class AI, class T>
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inline AI* GetDeadminesAI(T* obj)
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{
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return GetInstanceAI<AI>(obj, DeadminesScriptName);
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}
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#endif
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