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[10688] New version of patch for send real diff from last update.
In new version last update time stopred for specific Cell that store all world objects placed in it. All objects of Cell updated (or not updated) in same time. Original version provided by ciphercom.
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parent
464908f453
commit
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36 changed files with 183 additions and 151 deletions
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@ -406,7 +406,7 @@ uint32 Creature::ChooseDisplayId(const CreatureInfo *cinfo, const CreatureData *
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return display_id;
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}
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void Creature::Update(uint32 diff)
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void Creature::Update(uint32 update_diff, uint32 tick_diff)
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{
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if (m_needNotify)
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{
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@ -467,7 +467,7 @@ void Creature::Update(uint32 diff)
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if (m_isDeadByDefault)
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break;
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if (m_corpseDecayTimer <= diff)
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if (m_corpseDecayTimer <= update_diff)
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{
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// since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless
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uint16 poolid = GetDBTableGUIDLow() ? sPoolMgr.IsPartOfAPool<Creature>(GetDBTableGUIDLow()) : 0;
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@ -482,11 +482,11 @@ void Creature::Update(uint32 diff)
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}
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else
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{
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m_corpseDecayTimer -= diff;
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m_corpseDecayTimer -= update_diff;
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if (m_groupLootId)
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{
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if(diff < m_groupLootTimer)
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m_groupLootTimer -= diff;
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if(update_diff < m_groupLootTimer)
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m_groupLootTimer -= update_diff;
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else
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StopGroupLoot();
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}
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@ -498,7 +498,7 @@ void Creature::Update(uint32 diff)
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{
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if (m_isDeadByDefault)
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{
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if (m_corpseDecayTimer <= diff)
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if (m_corpseDecayTimer <= update_diff)
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{
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// since pool system can fail to roll unspawned object, this one can remain spawned, so must set respawn nevertheless
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uint16 poolid = GetDBTableGUIDLow() ? sPoolMgr.IsPartOfAPool<Creature>(GetDBTableGUIDLow()) : 0;
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@ -516,11 +516,11 @@ void Creature::Update(uint32 diff)
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}
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else
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{
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m_corpseDecayTimer -= diff;
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m_corpseDecayTimer -= update_diff;
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}
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}
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Unit::Update( diff );
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Unit::Update(update_diff, tick_diff);
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// creature can be dead after Unit::Update call
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// CORPSE/DEAD state will processed at next tick (in other case death timer will be updated unexpectedly)
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@ -531,7 +531,7 @@ void Creature::Update(uint32 diff)
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{
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// do not allow the AI to be changed during update
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m_AI_locked = true;
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i_AI->UpdateAI(diff);
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i_AI->UpdateAI(tick_diff); // AI not react good at real update delays (while freeze in non-active part of map)
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m_AI_locked = false;
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}
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@ -541,10 +541,10 @@ void Creature::Update(uint32 diff)
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break;
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if(m_regenTimer > 0)
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{
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if(diff >= m_regenTimer)
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if(update_diff >= m_regenTimer)
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m_regenTimer = 0;
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else
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m_regenTimer -= diff;
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m_regenTimer -= update_diff;
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}
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if (m_regenTimer != 0)
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break;
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