refactor(Core/GameObject): Move the GameObject state save handling to… (#18080)

* refactor(Core/GameObject): Move the GameObject state save handling to instance level

* Update GameObject.h

* remove leftover

* small improvements
This commit is contained in:
Andrew
2024-01-01 01:51:33 -03:00
committed by GitHub
parent a1212a52b0
commit a11434b24f
14 changed files with 100 additions and 192 deletions

View File

@@ -10135,72 +10135,6 @@ uint32 ObjectMgr::GetQuestMoneyReward(uint8 level, uint32 questMoneyDifficulty)
return 0;
}
void ObjectMgr::LoadInstanceSavedGameobjectStateData()
{
uint32 oldMSTime = getMSTime();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SELECT_INSTANCE_SAVED_DATA);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (!result)
{
// There's no gameobject with this GUID saved on the DB
LOG_INFO("sql.sql", ">> Loaded 0 Instance saved gameobject state data. DB table `instance_saved_go_state_data` is empty.");
return;
}
Field* fields;
uint32 count = 0;
do
{
fields = result->Fetch();
GameobjectInstanceSavedStateList.push_back({ fields[0].Get<uint32>(), fields[1].Get<uint32>(), fields[2].Get<unsigned short>() });
count++;
} while (result->NextRow());
LOG_INFO("server.loading", ">> Loaded {} instance saved gameobject state data in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
LOG_INFO("server.loading", " ");
}
uint8 ObjectMgr::GetInstanceSavedGameobjectState(uint32 id, uint32 guid)
{
for (auto it = GameobjectInstanceSavedStateList.begin(); it != GameobjectInstanceSavedStateList.end(); it++)
{
if (it->m_guid == guid && it->m_instance == id)
{
return it->m_state;
}
}
return 3; // Any state higher than 2 to get the default state
}
bool ObjectMgr::FindInstanceSavedGameobjectState(uint32 id, uint32 guid)
{
for (auto it = GameobjectInstanceSavedStateList.begin(); it != GameobjectInstanceSavedStateList.end(); it++)
{
if (it->m_guid == guid && it->m_instance == id)
{
return true;
}
}
return false;
}
void ObjectMgr::SetInstanceSavedGameobjectState(uint32 id, uint32 guid, uint8 state)
{
for (auto it = GameobjectInstanceSavedStateList.begin(); it != GameobjectInstanceSavedStateList.end(); it++)
{
if (it->m_guid == guid && it->m_instance == id)
{
it->m_state = state;
}
}
}
void ObjectMgr::NewInstanceSavedGameobjectState(uint32 id, uint32 guid, uint8 state)
{
GameobjectInstanceSavedStateList.push_back({ id, guid, state });
}
void ObjectMgr::SendServerMail(Player* player, uint32 id, uint32 reqLevel, uint32 reqPlayTime, uint32 rewardMoneyA, uint32 rewardMoneyH, uint32 rewardItemA, uint32 rewardItemCountA, uint32 rewardItemH, uint32 rewardItemCountH, std::string subject, std::string body, uint8 active) const
{
if (active)