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[8753] Next version assert fail at grid load fix.
Old version not work in result wrong guid use for check. Code moved to Creature::LoadFromDB where all data accessable fro proper search.
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ddd51cca6d
commit
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3 changed files with 12 additions and 20 deletions
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@ -1353,7 +1353,17 @@ bool Creature::LoadFromDB(uint32 guid, Map *map)
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}
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}
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m_DBTableGuid = guid;
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m_DBTableGuid = guid;
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if (map->GetInstanceId() != 0) guid = objmgr.GenerateLowGuid(HIGHGUID_UNIT);
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if (map->GetInstanceId() == 0)
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{
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// Creature can be loaded already in map if grid has been unloaded while creature walk to another grid
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// FIXME: until creature guids is global and for instances used dynamic generated guids
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// in instance possible load creature duplicates with same DB guid but different in game guids
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// This will be until implementing per-map creature guids
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if (map->GetCreature(MAKE_NEW_GUID(guid,data->id,HIGHGUID_UNIT)))
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return false;
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}
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else
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guid = objmgr.GenerateLowGuid(HIGHGUID_UNIT);
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uint16 team = 0;
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uint16 team = 0;
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if(!Create(guid,map,data->phaseMask,data->id,team,data))
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if(!Create(guid,map,data->phaseMask,data->id,team,data))
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@ -104,17 +104,6 @@ template<> void addUnitState(Creature *obj, CellPair const& cell_pair)
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obj->SetCurrentCell(cell);
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obj->SetCurrentCell(cell);
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}
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}
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template<class T> bool alreadyLoaded(Map* /*map*/, uint32 /*guid*/)
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{
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// Non creature objects not walk by grids
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return false;
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}
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template<> bool alreadyLoaded<Creature>(Map* map, uint32 guid)
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{
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return map->GetObjectsStore().find<Creature>(guid,(Creature*)NULL);
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}
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template <class T>
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template <class T>
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void LoadHelper(CellGuidSet const& guid_set, CellPair &cell, GridRefManager<T> &m, uint32 &count, Map* map)
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void LoadHelper(CellGuidSet const& guid_set, CellPair &cell, GridRefManager<T> &m, uint32 &count, Map* map)
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{
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{
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@ -124,13 +113,6 @@ void LoadHelper(CellGuidSet const& guid_set, CellPair &cell, GridRefManager<T> &
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{
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{
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uint32 guid = *i_guid;
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uint32 guid = *i_guid;
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// Note: this will fully correct work only at non-instanced maps,
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// at instanced maps will use dynamic selected guid
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// and then duplicate just will not detected and will be 2 creature with identical DB guid
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// with some chance
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if (alreadyLoaded<T>(map,guid))
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continue; // still loaded in another grid (move from respawn [this] grid early), we not need second copy
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T* obj = new T;
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T* obj = new T;
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//sLog.outString("DEBUG: LoadHelper from table: %s for (guid: %u) Loading",table,guid);
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//sLog.outString("DEBUG: LoadHelper from table: %s for (guid: %u) Loading",table,guid);
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if(!obj->LoadFromDB(guid, map))
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if(!obj->LoadFromDB(guid, map))
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@ -1,4 +1,4 @@
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#ifndef __REVISION_NR_H__
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#ifndef __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define __REVISION_NR_H__
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#define REVISION_NR "8752"
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#define REVISION_NR "8753"
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#endif // __REVISION_NR_H__
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#endif // __REVISION_NR_H__
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