[11158] Fixed respawn times loading for instances.

Now MapPersistentState will created for instances at repawn time load if any not expired timers
still exist.
This commit is contained in:
VladimirMangos 2011-02-14 00:25:17 +03:00
parent 85a8a3eed9
commit 654dac1e11
2 changed files with 26 additions and 16 deletions

View file

@ -821,8 +821,7 @@ void MapPersistentStateManager::LoadCreatureRespawnTimes()
uint32 count = 0;
QueryResult *result = CharacterDatabase.Query("SELECT guid, respawntime, instance FROM creature_respawn");
QueryResult *result = CharacterDatabase.Query("SELECT guid, respawntime, map, instance, difficulty, resettime FROM creature_respawn LEFT JOIN instance ON instance = id");
if(!result)
{
barGoLink bar(1);
@ -843,21 +842,27 @@ void MapPersistentStateManager::LoadCreatureRespawnTimes()
uint32 loguid = fields[0].GetUInt32();
uint64 respawn_time = fields[1].GetUInt64();
uint32 instanceId = fields[2].GetUInt32();
uint32 mapId = fields[2].GetUInt32();
uint32 instanceId = fields[3].GetUInt32();
uint8 difficulty = fields[4].GetUInt8();
time_t resetTime = (time_t)fields[5].GetUInt64();
CreatureData const* data = sObjectMgr.GetCreatureData(loguid);
if (!data)
continue;
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
if (mapId != data->mapid)
continue;
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
if (!mapEntry || (mapEntry->Instanceable() != (instanceId != 0)))
continue;
// instances loaded early and respawn data must exist only for existed instances (state loaded) or non-instanced maps
MapPersistentState* state = instanceId
? GetPersistentState(data->mapid, instanceId)
: AddPersistentState(mapEntry, 0, REGULAR_DIFFICULTY, 0, false, true);
if(difficulty >= (!mapEntry->Instanceable() ? REGULAR_DIFFICULTY : (mapEntry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY)))
continue;
MapPersistentState* state = AddPersistentState(mapEntry, instanceId, Difficulty(difficulty), resetTime, mapEntry->IsDungeon(), true);
if (!state)
continue;
@ -880,7 +885,7 @@ void MapPersistentStateManager::LoadGameobjectRespawnTimes()
uint32 count = 0;
QueryResult *result = CharacterDatabase.Query("SELECT guid, respawntime, instance FROM gameobject_respawn");
QueryResult *result = CharacterDatabase.Query("SELECT guid, respawntime, map, instance, difficulty, resettime FROM gameobject_respawn LEFT JOIN instance ON instance = id");
if(!result)
{
@ -902,22 +907,27 @@ void MapPersistentStateManager::LoadGameobjectRespawnTimes()
uint32 loguid = fields[0].GetUInt32();
uint64 respawn_time = fields[1].GetUInt64();
uint32 instanceId = fields[2].GetUInt32();
uint32 mapId = fields[2].GetUInt32();
uint32 instanceId = fields[3].GetUInt32();
uint8 difficulty = fields[4].GetUInt8();
time_t resetTime = (time_t)fields[5].GetUInt64();
GameObjectData const* data = sObjectMgr.GetGOData(loguid);
if (!data)
continue;
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
if (mapId != data->mapid)
continue;
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
if (!mapEntry || (mapEntry->Instanceable() != (instanceId != 0)))
continue;
// instances loaded early and respawn data must exist only for existed instances (state loaded) or non-instanced maps
MapPersistentState* state = instanceId
? GetPersistentState(data->mapid, instanceId)
: AddPersistentState(mapEntry, 0, REGULAR_DIFFICULTY, 0, false, true);
if(difficulty >= (!mapEntry->Instanceable() ? REGULAR_DIFFICULTY : (mapEntry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY)))
continue;
MapPersistentState* state = AddPersistentState(mapEntry, instanceId, Difficulty(difficulty), resetTime, mapEntry->IsDungeon(), true);
if (!state)
continue;