mirror of
https://github.com/mangosfour/server.git
synced 2025-12-13 13:37:05 +00:00
[10677] Send to creature/etc Update call real diff from last update and use it.
Now in case when creature/etc some tices not updates in result stay in not active (no near players or active objects) cell some important timers (corpse decay, summon timers, group loot expire, aura durations, etc) will updates at real diff time from last prev. update call. Signed-off-by: VladimirMangos <vladimir@getmangos.com> For some systems added exclude use real diff time because current limitations like move generators. So its stay use last tick diff and considered freeze and skip all time while creature in not active map part.
This commit is contained in:
parent
62c0963f37
commit
555c1a9094
35 changed files with 162 additions and 149 deletions
|
|
@ -406,7 +406,7 @@ uint32 Creature::ChooseDisplayId(const CreatureInfo *cinfo, const CreatureData *
|
|||
return display_id;
|
||||
}
|
||||
|
||||
void Creature::Update(uint32 diff)
|
||||
void Creature::Update(uint32 update_diff, uint32 tick_diff)
|
||||
{
|
||||
if (m_needNotify)
|
||||
{
|
||||
|
|
@ -467,7 +467,7 @@ void Creature::Update(uint32 diff)
|
|||
if (m_isDeadByDefault)
|
||||
break;
|
||||
|
||||
if (m_corpseDecayTimer <= diff)
|
||||
if (m_corpseDecayTimer <= update_diff)
|
||||
{
|
||||
// since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless
|
||||
uint16 poolid = GetDBTableGUIDLow() ? sPoolMgr.IsPartOfAPool<Creature>(GetDBTableGUIDLow()) : 0;
|
||||
|
|
@ -482,11 +482,11 @@ void Creature::Update(uint32 diff)
|
|||
}
|
||||
else
|
||||
{
|
||||
m_corpseDecayTimer -= diff;
|
||||
m_corpseDecayTimer -= update_diff;
|
||||
if (m_groupLootId)
|
||||
{
|
||||
if(diff < m_groupLootTimer)
|
||||
m_groupLootTimer -= diff;
|
||||
if(update_diff < m_groupLootTimer)
|
||||
m_groupLootTimer -= update_diff;
|
||||
else
|
||||
StopGroupLoot();
|
||||
}
|
||||
|
|
@ -498,7 +498,7 @@ void Creature::Update(uint32 diff)
|
|||
{
|
||||
if (m_isDeadByDefault)
|
||||
{
|
||||
if (m_corpseDecayTimer <= diff)
|
||||
if (m_corpseDecayTimer <= update_diff)
|
||||
{
|
||||
// since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless
|
||||
uint16 poolid = GetDBTableGUIDLow() ? sPoolMgr.IsPartOfAPool<Creature>(GetDBTableGUIDLow()) : 0;
|
||||
|
|
@ -516,11 +516,11 @@ void Creature::Update(uint32 diff)
|
|||
}
|
||||
else
|
||||
{
|
||||
m_corpseDecayTimer -= diff;
|
||||
m_corpseDecayTimer -= update_diff;
|
||||
}
|
||||
}
|
||||
|
||||
Unit::Update( diff );
|
||||
Unit::Update(update_diff, tick_diff);
|
||||
|
||||
// creature can be dead after Unit::Update call
|
||||
// CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
|
||||
|
|
@ -531,7 +531,7 @@ void Creature::Update(uint32 diff)
|
|||
{
|
||||
// do not allow the AI to be changed during update
|
||||
m_AI_locked = true;
|
||||
i_AI->UpdateAI(diff);
|
||||
i_AI->UpdateAI(tick_diff); // AI not react good at real update delays (while freeze in non-active part of map)
|
||||
m_AI_locked = false;
|
||||
}
|
||||
|
||||
|
|
@ -541,10 +541,10 @@ void Creature::Update(uint32 diff)
|
|||
break;
|
||||
if(m_regenTimer > 0)
|
||||
{
|
||||
if(diff >= m_regenTimer)
|
||||
if(update_diff >= m_regenTimer)
|
||||
m_regenTimer = 0;
|
||||
else
|
||||
m_regenTimer -= diff;
|
||||
m_regenTimer -= update_diff;
|
||||
}
|
||||
if (m_regenTimer != 0)
|
||||
break;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue