* 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
* Fixed bug with not unloaded InstanceSave for BGs/ArenasPartly.
This bug introduced with recent InstanceSave creating for all maps.
* Avoid save respawn data to DB for BGs/Arenas.
No reason save to DB because BGs/Arenas reset at map unload.
* Always create InstanceSave for Map without recheck suggested data integrity.
Map::GetInstanceSave expected always return != NULL value.
* New table added for non-instanced maps (except BG/arena):
- `mangos`.`world_template` (script mapping to non instanced data)
- `characters`.`world` (saved script data string storage)
* InstancedData created for any map types including BGs/arenas, that allow have scripts
state for any maps, but BG/arena instance data not saved.
Note: Possible structures will renamed later for clarify apply to any type maps,
but avoid for now for simplify changes and hard affect to script library sources.
This can affect correct result in cases big guid values
(out of range for possitive part of int32 range) at x86 platforms.
Some other cases addded in addition to original patch fixes
where %d wrongly/unsafe used for unsigned values.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
Missing part of prev. related commit.
Also without this code at second reset after restart server will go to infinity loop.
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
ASSERT hard use in predictable way because diff. 3rd party libs code
redefine it inf different ways and hard make sure that used in end
of mangos define version. This is real detected problem make some
expected assert checks ignored and so bugs not detected as expected from code.
In addition made related changes:
* Common.h header expected to be first include in any src/game/header except most simple cases.
* Related FILE.h header expected to be first include in FILE.cpp
* Fixed some absent includes and type forwards for safe build without PCH enabled.
* Avoid using MANGOS_ASSERT in src/framework code
* Its has been added for raid/heroic instances in time adding
support MapDifficulty.dbc. Its wrongly assign reset events
for each instance instaed use generic event for map/difficulty pair.
In result at this event triggering instance can be attempt resetted
multiply time.
* Also comment this in InstanceResetEvent fields notes
* Use single function for erase element from save list.
* Make lock bool checks class local (it need be replaced by normal lock object in future)
* Remove redundent now friend class declarations.
* Store reset time for map/difficulty pairs.
* Use DBC data for reset time and max players instead `instance_template` fields (dropped)
for each existed map/difficulty pair.
* Fix some "heroic" related checks in spells/etc.
* Also, some minor things:
- Remove duplicate sWorldLog define.
- Add sRealmList macro for RealmList::Instance().
- Use sLog macro in scripting log functions.
* Replace platform seelction MaNGOS code for select format descriptor for uint64 by using ACE define.
I64FMTD renamed to UI64FMTD for more clear name.
* Add new define UI64LIT (base at ACE seelction) for build portables uint64 literals.
Please always use UI64LIT(0x00001) instead less portable 0x00001LL