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[11126] Rewrite InstanceSaveMgr related code.
* For better fit name to related map type class InstanceMap renamed -> DungeonMap. This clarify usage Instanceable()/IsDungeon() because BG/Arenas maps also instanceable maps. * InstanceSave have many code related to only DungeonMap case, so it replaced by 3 new classes: - MapPersistentState as base class, used for non-instanceable maps (continents and some other) (!Instenceable()) - DungeonPersistentState subclass of MapPersistentState, used for DungeonMap states (IsDungoen()) - BattlegroundPersistentState subclass of MapPersistentState, used for BattlegroundMap states (IsBattleGroundOrArena()) Now all dungeon resets code moved to subclass and all player/gpoup bound functions/structures also use it. * Map::GetInstanceSave renamed to Map::GetPersistentState and DungeonMap have specialized version return DungeonPersistentState (same pointer in fact with proper subcalss type) * InstanceResetScheduler renamed to DungeonResetScheduler
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22 changed files with 683 additions and 550 deletions
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@ -187,7 +187,7 @@ void WorldSession::HandleMoveWorldportAckOpcode()
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{
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if (mapDiff->resetTime)
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{
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if (time_t timeReset = sInstanceSaveMgr.GetScheduler().GetResetTimeFor(mEntry->MapID,diff))
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if (time_t timeReset = sMapPersistentStateMgr.GetScheduler().GetResetTimeFor(mEntry->MapID,diff))
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{
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uint32 timeleft = uint32(timeReset - time(NULL));
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GetPlayer()->SendInstanceResetWarning(mEntry->MapID, diff, timeleft);
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