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fix(Core/Grid): Address bugs and performance issues introduced by visibility notifier implementation (#17480)
* Bug fixes - Corrected std::chrono from seconds to milliseconds - Got rid of leftover code that caused objects to not show up on time * Removed logic to set gameobject as active - More alignement with TC. - Reduces CPU usage drastically * Revert back to using time_t instead of std chrono * Invoke SetNoCreate() method to reduce CPU usage drastically * Remove setActive from static and motion transports * Fix performance issues * Added SetFarVisible to WG and some dungeon scripts - Also removed setActive(true) from creatures in Wintergrasp. As for gameobjects they are set to active upon being damaged/destroyed and removed from active on rebuild (reset) * Removed comments related to VISIBILITY_COMPENSATION * Fix log * Deleted unused files + corrected a check * Added missing header * Removed unused parameter * Removed another unsued parameter * Changed vector to set for i_visibleNow - Changed vector to set for i_visibleNow in VisibleNotifer - Adjusted HaveAtClient to accept Object* - Adjusted SendUpdateToPlayer to send createobject packet only if not known to client
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@@ -38,6 +38,7 @@ namespace Movement
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static void WriteMonsterMove(const MoveSpline& mov, ByteBuffer& data);
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static void WriteStopMovement(Vector3 const& loc, uint32 splineId, ByteBuffer& data);
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static void WriteCreate(const MoveSpline& mov, ByteBuffer& data);
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static void WriteSplineSync(MoveSpline const& mov, ByteBuffer& data);
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};
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}
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#endif // AC_PACKET_BUILDER_H
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