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[6825] Update only the cells around players and do not update the same cell twice
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parent
8381d95a3d
commit
2bc0bc0f9a
3 changed files with 26 additions and 24 deletions
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@ -564,6 +564,12 @@ void Map::Update(const uint32 &t_diff)
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{
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resetMarkedCells();
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MaNGOS::ObjectUpdater updater(t_diff);
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// for creature
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TypeContainerVisitor<MaNGOS::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
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// for pets
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TypeContainerVisitor<MaNGOS::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
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//TODO: Player guard
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HashMapHolder<Player>::MapType& playerMap = HashMapHolder<Player>::GetContainer();
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for(HashMapHolder<Player>::MapType::iterator iter = playerMap.begin(); iter != playerMap.end(); ++iter)
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@ -592,33 +598,28 @@ void Map::Update(const uint32 &t_diff)
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end_cell >> 1; end_cell += 1; // lower right
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for(uint32 x = begin_cell.x_coord; x <= end_cell.x_coord; ++x)
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for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
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markCell(x,y);
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}
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MaNGOS::ObjectUpdater updater(t_diff);
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// for creature
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TypeContainerVisitor<MaNGOS::ObjectUpdater, GridTypeMapContainer > grid_object_update(updater);
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// for pets
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TypeContainerVisitor<MaNGOS::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
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for(int x = 0; x < TOTAL_NUMBER_OF_CELLS_PER_MAP; ++x)
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{
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for(int y = 0; y < TOTAL_NUMBER_OF_CELLS_PER_MAP; ++y)
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{
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if(isCellMarked(x,y))
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for(uint32 y = begin_cell.y_coord; y <= end_cell.y_coord; ++y)
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{
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CellPair pair(x,y);
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Cell cell(pair);
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cell.data.Part.reserved = CENTER_DISTRICT;
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cell.SetNoCreate();
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CellLock<NullGuard> cell_lock(cell, pair);
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cell_lock->Visit(cell_lock, grid_object_update, *this);
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cell_lock->Visit(cell_lock, world_object_update, *this);
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// marked cells are those that have been visited
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// don't visit the same cell twice
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uint32 cell_id = (y * TOTAL_NUMBER_OF_CELLS_PER_MAP) + x;
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if(!isCellMarked(cell_id))
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{
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markCell(cell_id);
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CellPair pair(x,y);
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Cell cell(pair);
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cell.data.Part.reserved = CENTER_DISTRICT;
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cell.SetNoCreate();
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CellLock<NullGuard> cell_lock(cell, pair);
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cell_lock->Visit(cell_lock, grid_object_update, *this);
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cell_lock->Visit(cell_lock, world_object_update, *this);
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}
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}
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}
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}
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// Don't unload grids if it's battleground, since we may have manually added GOs,creatures, those doesn't load from DB at grid re-load !
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// This isn't really bother us, since as soon as we have instanced BG-s, the whole map unloads as the BG gets ended
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if (IsBattleGroundOrArena())
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@ -230,8 +230,9 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj
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void UpdateObjectsVisibilityFor(Player* player, Cell cell, CellPair cellpair);
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void resetMarkedCells() { marked_cells.reset(); }
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bool isCellMarked(uint32 x, uint32 y) { return marked_cells.test(y * TOTAL_NUMBER_OF_CELLS_PER_MAP + x); }
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void markCell(uint32 x, uint32 y) { marked_cells.set(y * TOTAL_NUMBER_OF_CELLS_PER_MAP + x); }
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bool isCellMarked(uint32 pCellId) { return marked_cells.test(pCellId); }
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void markCell(uint32 pCellId) { marked_cells.set(pCellId); }
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private:
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void LoadVMap(int pX, int pY);
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void LoadMap(uint32 mapid, uint32 instanceid, int x,int y);
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "6824"
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#define REVISION_NR "6825"
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#endif // __REVISION_NR_H__
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