[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:
cipherCOM 2010-11-03 06:49:18 +03:00 committed by VladimirMangos
parent 62c0963f37
commit 555c1a9094
35 changed files with 162 additions and 149 deletions

View file

@ -1175,7 +1175,7 @@ void Player::SetDrunkValue(uint16 newDrunkenValue, uint32 itemId)
SendMessageToSet(&data, true);
}
void Player::Update( uint32 p_time )
void Player::Update(uint32 update_diff, uint32 tick_diff)
{
if(!IsInWorld())
return;
@ -1195,25 +1195,21 @@ void Player::Update( uint32 p_time )
//used to implement delayed far teleports
SetCanDelayTeleport(true);
Unit::Update( p_time );
Unit::Update(update_diff, tick_diff);
SetCanDelayTeleport(false);
// update player only attacks
if(uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
{
setAttackTimer(RANGED_ATTACK, (p_time >= ranged_att ? 0 : ranged_att - p_time) );
}
if (uint32 ranged_att = getAttackTimer(RANGED_ATTACK))
setAttackTimer(RANGED_ATTACK, (update_diff >= ranged_att ? 0 : ranged_att - update_diff) );
if(uint32 off_att = getAttackTimer(OFF_ATTACK))
{
setAttackTimer(OFF_ATTACK, (p_time >= off_att ? 0 : off_att - p_time) );
}
if (uint32 off_att = getAttackTimer(OFF_ATTACK))
setAttackTimer(OFF_ATTACK, (update_diff >= off_att ? 0 : off_att - update_diff) );
time_t now = time (NULL);
UpdatePvPFlag(now);
UpdateContestedPvP(p_time);
UpdateContestedPvP(update_diff);
UpdateDuelFlag(now);
@ -1231,7 +1227,7 @@ void Player::Update( uint32 p_time )
while (iter != m_timedquests.end())
{
QuestStatusData& q_status = mQuestStatus[*iter];
if( q_status.m_timer <= p_time )
if (q_status.m_timer <= update_diff)
{
uint32 quest_id = *iter;
++iter; // current iter will be removed in FailQuest
@ -1239,7 +1235,7 @@ void Player::Update( uint32 p_time )
}
else
{
q_status.m_timer -= p_time;
q_status.m_timer -= update_diff;
if (q_status.uState != QUEST_NEW) q_status.uState = QUEST_CHANGED;
++iter;
}
@ -1342,49 +1338,49 @@ void Player::Update( uint32 p_time )
if (m_regenTimer)
{
if(p_time >= m_regenTimer)
if (update_diff >= m_regenTimer)
m_regenTimer = 0;
else
m_regenTimer -= p_time;
m_regenTimer -= update_diff;
}
if (m_weaponChangeTimer > 0)
{
if(p_time >= m_weaponChangeTimer)
if (update_diff >= m_weaponChangeTimer)
m_weaponChangeTimer = 0;
else
m_weaponChangeTimer -= p_time;
m_weaponChangeTimer -= update_diff;
}
if (m_zoneUpdateTimer > 0)
{
if(p_time >= m_zoneUpdateTimer)
if (update_diff >= m_zoneUpdateTimer)
{
uint32 newzone, newarea;
GetZoneAndAreaId(newzone,newarea);
if( m_zoneUpdateId != newzone )
if (m_zoneUpdateId != newzone)
UpdateZone(newzone,newarea); // also update area
else
{
// use area updates as well
// needed for free far all arenas for example
if( m_areaUpdateId != newarea )
if (m_areaUpdateId != newarea)
UpdateArea(newarea);
m_zoneUpdateTimer = ZONE_UPDATE_INTERVAL;
}
}
else
m_zoneUpdateTimer -= p_time;
m_zoneUpdateTimer -= update_diff;
}
if (m_timeSyncTimer > 0)
{
if(p_time >= m_timeSyncTimer)
if (update_diff >= m_timeSyncTimer)
SendTimeSync();
else
m_timeSyncTimer -= p_time;
m_timeSyncTimer -= update_diff;
}
if (isAlive())
@ -1400,31 +1396,31 @@ void Player::Update( uint32 p_time )
if (m_deathState == JUST_DIED)
KillPlayer();
if(m_nextSave > 0)
if (m_nextSave > 0)
{
if(p_time >= m_nextSave)
if (update_diff >= m_nextSave)
{
// m_nextSave reseted in SaveToDB call
SaveToDB();
DETAIL_LOG("Player '%s' (GUID: %u) saved", GetName(), GetGUIDLow());
}
else
m_nextSave -= p_time;
m_nextSave -= update_diff;
}
//Handle Water/drowning
HandleDrowning(p_time);
HandleDrowning(update_diff);
//Handle detect stealth players
if (m_DetectInvTimer > 0)
{
if (p_time >= m_DetectInvTimer)
if (update_diff >= m_DetectInvTimer)
{
HandleStealthedUnitsDetection();
m_DetectInvTimer = 3000;
}
else
m_DetectInvTimer -= p_time;
m_DetectInvTimer -= update_diff;
}
// Played time
@ -1438,27 +1434,27 @@ void Player::Update( uint32 p_time )
if (m_drunk)
{
m_drunkTimer += p_time;
m_drunkTimer += update_diff;
if (m_drunkTimer > 10*IN_MILLISECONDS)
HandleSobering();
}
// not auto-free ghost from body in instances
if(m_deathTimer > 0 && !GetBaseMap()->Instanceable())
if (m_deathTimer > 0 && !GetBaseMap()->Instanceable())
{
if(p_time >= m_deathTimer)
if(update_diff >= m_deathTimer)
{
m_deathTimer = 0;
BuildPlayerRepop();
RepopAtGraveyard();
}
else
m_deathTimer -= p_time;
m_deathTimer -= update_diff;
}
UpdateEnchantTime(p_time);
UpdateHomebindTime(p_time);
UpdateEnchantTime(update_diff);
UpdateHomebindTime(update_diff);
// group update
SendUpdateToOutOfRangeGroupMembers();