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* Pool System for correct full power work in instance need implement
MapPersistentState local pool system state for instanceable maps.
Unit this not implemented pool system must avoid creating/despawn/touch
instance map objects. Currently this work because instance map object use
dynamic generated guids and "invisible" for Pool System, with explcitly forbiden
for it spawn directly new objects. Code changes add explicit checks for preserve
this way work for time when instance object will use static guids. When local pool
state storing in persistent state this protection checks will possible drop.
Non-instanced working cases converted in local map object search calls.
* GameEvent Systems currently have code that work correctly only with objects at
non-instanced maps by same reasons as Pool System. But in different Pool System
case game event activate/deactivate expected applied to _all_ object copies in all
existed instanceable map copies. Code modified for work in expected way.
Direct spawn disabled for instanceable maps until swith to static guids.
Despawn code will make affect only for non-instanceavble maps unit swithc to static guids as-is.
This is preserve current code working result.
* Convert last case usage global creature search in aura code to map local case.
Player case also possible not need now after including caster damage/heal mods
part to aura base damage/heal. In any cases player case preserved in old way work.
NOTE: this last places dependent from global creature/gameobject guid search so look like this
make possible start direct work to switch instances use static guids instead dynamic generated
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= MaNGOS -- README = Copyright (C) 2005-2011 MaNGOS project <http://getmangos.com/> MaNGOS is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA In addition, as a special exception, the MaNGOS project gives permission to link the code of its release of MaNGOS with the OpenSSL project's "OpenSSL" library (or with modified versions of it that use the same license as the "OpenSSL" library), and distribute the linked executables. You must obey the GNU General Public License in all respects for all of the code used other than "OpenSSL". If you modify this file, you may extend this exception to your version of the file, but you are not obligated to do so. If you do not wish to do so, delete this exception statement from your version. Comments are welcome. - theluda <theluda@getmangos.com> == Welcome to MaNGOS == MaNGOS (the Massive Network Game Object Server) is an Open Source reference implementation for a MMORPG server system. Please see the file COPYING for license details. For further information on the MaNGOS project, please visit our project web site at <http://getmangos.com/> Documentation on various development related topics can be found in the doc/ subdirectory, including Doxygen-generated API documentation. The required SQL files for creating the database backend are included in the sql/ subdirectory. In case you are upgrading from an older MaNGOS release, make sure you as well take a look at the SQL files in the sql/updates/ sub- directory. In order to build and install MaNGOS under Linux, follow the instructions described in the INSTALL file. In case you have checked out MaNGOS from the GIT repository, please run $ autoreconf --install --force prior to building, as you may otherwise not be able to run a build.