Based on TC commit by DDuarte, ideas by Kretol and Aokromes
Add config setting GM.InvisibleAura to configure the to be used aura
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
Patch taken from insider's repo.
Also rename DoSummon function to DoSummonPet function.
Signed-off-by: stfx <stfx@hotmail.de>
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
Now safe allow this casts in like way after completed convertion to ObjectGuid use.
Also simplify code in result allowed auto cast to uint64.
Please _not_ add new uint64 storages (local and in structures) for guid values.
- Unit::CalculateSpellDuration split into two functions
- CalculateSpellDuration taking into account combo points and caster-side spell mods
- Unit::CalculateAuraDuration taking into account target-side spell mods
- Diminishing is now applied before duration reduction mods
- Implement saving per-effect periodic timers to DB (required for auras affected by haste)
Implemented generation mail template items at mails loading in case when
original mail send in time when receiver has been offline. Before like
receiver not receive items.
Small change in mail.has_items meaning. Now it set also in cases when items
generated for template but none items really added to mail. This not affect
mostly existed code work aceept case when mail with template loading.
* Creature/GameObject guid generators moved to Map
* For avoid wrong not converted cases generic function in ObjectMgr has been replaced by
specilized guid generation function like sObjectMgr.GeneratePlayerLowGuid().
This let catch all cases that need update in custom code or scripts.
* Drop many ObjectAcessor.h now dead code. This is also make mangos more thread safe.
* Restore one more time unix build broken in prev. commits.
Note: many cases when something not wotk in instance but work in continents
possible magicly start work after this commit. For example, some gm commands.
From large systems that need more chnages for start work in full power in instances
can be referecned pool/gamevent system. Last need just small hacks drop changes but
in will addded in independent commit.
UPDATE YOUR CONFIGS!
Defaults:
LoginDatabaseConnections = 1
WorldDatabaseConnections = 1
CharacterDatabaseConnections = 1
If you are not using <mtmaps> patch do not change the default settings - this is useless. You can try following option in your MySQL config to squeeze even more performance from your DB:
[mysqld]
transaction-isolation = READ-COMMITTED
Great thanks to Undergarun, kero99 and selector for making tests and providing very useful feedback and DB statistics! Have fun :)
Signed-off-by: Ambal <pogrebniak@gala.net>
* 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.
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>
* Not deleted normal item loot at first loot window close.
* Save current item loot content to DB for later continue looting.
* Cleanup spell effect SPELL_EFFECT_OPEN_LOCK check code
* Cleanup Player::AutoStoreLoot calls
Quest that can repeated each month are set by quest_template.SpecialFlags |0x04 flag
Quest are reset at midnight the first day of each month.
Note: for the time being, quest must also be set repeatable (SpecialFlags |0x01)
Signed-off-by: NoFantasy <nofantasy@nf.no>
Also
* Fixed some amount wrong uses low guids as full player guids.
* Add private without body ObjectGuid(uint32 const&) for catch wrong assigns low guids to ObjectGuid.
In some cases need assign "0" guid, then use ObjectGuid() instead.
* Fixed .pdump commands work.
This must fix another way duplicate aura adding to DB error.
It also prevent wrong stacking work for weapon equip bufs
in cases when its allowed for both wepoan indepndently apply.
Some opcode handlers have many code with possible deep calling
far teleports by some reason (death, quest script, etc).
This can be triggering unexpected lost Map context and crashs result.
Note: player login opcode still have disbled delayed teleports (old way work)
just becase Player object created in it and not have flag set.
Calling point look not 100% safe but at this commit this way not chnages for while.