[11188] Make sure that all WorldPersistentState objects created before pool system start.

Un-instenceable maps shared pool system state, that initilized once.
For proper initilized pools in like case need have all mon-instanceable maps states created
before it.
This commit is contained in:
VladimirMangos 2011-02-19 03:28:13 +03:00
parent 972c08a878
commit 01f68f4187
4 changed files with 42 additions and 13 deletions

View file

@ -1058,10 +1058,13 @@ void World::SetInitialWorldSettings()
sLog.outString( ">>> Game Event Data loaded" );
sLog.outString();
sLog.outString( "Loading Creature Respawn Data..." ); // must be after PackInstances(), LoadCreatures(), sPoolMgr.LoadFromDB(), sGameEventMgr.LoadFromDB();
sLog.outString( "Creating map persistent states for non-instanceable maps..." ); // must be after PackInstances(), LoadCreatures(), sPoolMgr.LoadFromDB(), sGameEventMgr.LoadFromDB();
sMapPersistentStateMgr.InitWorldMaps();
sLog.outString( "Loading Creature Respawn Data..." ); // must be after LoadCreatures(), and sMapPersistentStateMgr.InitWorldMaps()
sMapPersistentStateMgr.LoadCreatureRespawnTimes();
sLog.outString( "Loading Gameobject Respawn Data..." ); // must be after PackInstances(), LoadGameobjects(), sPoolMgr.LoadFromDB(), sGameEventMgr.LoadFromDB();
sLog.outString( "Loading Gameobject Respawn Data..." ); // must be after LoadGameobjects(), and sMapPersistentStateMgr.InitWorldMaps()
sMapPersistentStateMgr.LoadGameobjectRespawnTimes();
sLog.outString( "Loading UNIT_NPC_FLAG_SPELLCLICK Data..." );