* 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 wrong arenaid use at leave arena queue.
* Fixed memory lost and etc at not virtual EndBattleground call
* Fixed crash at arena join with fake data from client.
* Code cleanups.
* Player's knockback movement now smooth and doesn't looks like teleporting
* Cleanup WorldSession::HandleMovementOpcodes, separated opcode specific and generic movement handlers code
* Handle Feign Death aura interrupting into more appropriate place
* Also fix triggered by related checks unread packet tail spam cases.
* Fix one case when expected death at fall controlled player
under ground has been possible avoided
Now movements of controlled unit are visible for nearby players,
even when controller too far from controlled unit
This new type of packet broadcasting used in HandleMovementOpcodes handler only,
maybe it can be used somewhere else.
(based on SilverIce's repo commit d2387ca)
Signed-off-by: VladimirMangos <vladimir@getmangos.com>
* This allow pet use own speed (and all speed affects appiedto pet itself) in combat.
* Apply this speed synhronization to minipets/guardians also.
* Also rename Unit::SetSpeed to SetSpeedRate as more close to real functionality.
* Use AddMonsterMoveFlag instead SetMonsterMoveFlags for set walk-mode
* Apply walk/run mode to all copntrolled units (except totems).
* Synchronize walk/run mode at pet creating/loading.
or actualy i didn't introduce a new crash there.. the old crash
just changed a bit..
after we force the player to logout without valid mapcoords the player wasn't in
world anymore and through that Getplayer()->GetMap()->RemoveFromWorld()
caused a crash..
i changed now the error handling inside farteleport there.. instead of forcing
a logout without saving, i just port him to his homebind
which will be much nicer
(minor cleanup with the other homebind teleportation.. we don't need to check
for the error there.. homebind realy should be a valid coord)
* 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.