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[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.
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4 changed files with 42 additions and 13 deletions
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@ -1058,10 +1058,13 @@ void World::SetInitialWorldSettings()
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sLog.outString( ">>> Game Event Data loaded" );
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sLog.outString();
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sLog.outString( "Loading Creature Respawn Data..." ); // must be after PackInstances(), LoadCreatures(), sPoolMgr.LoadFromDB(), sGameEventMgr.LoadFromDB();
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sLog.outString( "Creating map persistent states for non-instanceable maps..." ); // must be after PackInstances(), LoadCreatures(), sPoolMgr.LoadFromDB(), sGameEventMgr.LoadFromDB();
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sMapPersistentStateMgr.InitWorldMaps();
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sLog.outString( "Loading Creature Respawn Data..." ); // must be after LoadCreatures(), and sMapPersistentStateMgr.InitWorldMaps()
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sMapPersistentStateMgr.LoadCreatureRespawnTimes();
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sLog.outString( "Loading Gameobject Respawn Data..." ); // must be after PackInstances(), LoadGameobjects(), sPoolMgr.LoadFromDB(), sGameEventMgr.LoadFromDB();
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sLog.outString( "Loading Gameobject Respawn Data..." ); // must be after LoadGameobjects(), and sMapPersistentStateMgr.InitWorldMaps()
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sMapPersistentStateMgr.LoadGameobjectRespawnTimes();
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sLog.outString( "Loading UNIT_NPC_FLAG_SPELLCLICK Data..." );
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