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