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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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@ -401,7 +401,7 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj, bool instantly)
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// for not loaded grid just update respawn time (avoid work for instances until implemented support)
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else if(!instantly)
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{
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map->GetInstanceSave()->SaveCreatureRespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
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map->GetPersistentState()->SaveCreatureRespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
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}
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}
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}
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@ -453,7 +453,7 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj, bool instantly)
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{
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// for spawned by default object only
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if (data->spawntimesecs >= 0)
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map->GetInstanceSave()->SaveGORespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
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map->GetPersistentState()->SaveGORespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
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}
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}
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}
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