Core: Add new system for parallelizing client packet processing. Handle WorldSession updates in Map::Update() where we are safe to proceed. Patch by Ambal.
(And clean up tabs and whitespace while rummaging around in there) Closes issue 5084. --HG-- branch : trunk
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@@ -52,7 +52,7 @@ SmartAI::SmartAI(Creature *c) : CreatureAI(c)
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mRun = true;
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me->GetPosition(&mLastOOCPos);
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mCanAutoAttack = true;
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mCanCombatMove = true;
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@@ -206,7 +206,7 @@ void SmartAI::EndPath(bool fail)
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mCurrentWPID = 0;
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mWPPauseTimer = 0;
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mLastWP = NULL;
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if (mCanRepeatPath)
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StartPath(mRun, GetScript()->GetPathId(), mCanRepeatPath);
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else
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@@ -333,7 +333,7 @@ void SmartAI::UpdatePath(const uint32 diff)
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me->GetMotionMaster()->MovePoint(wp->id, wp->x, wp->y, wp->z);
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}
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}
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}
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}
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@@ -461,7 +461,7 @@ void SmartAI::EnterEvadeMode()
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me->GetMotionMaster()->MoveTargetedHome();
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}
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Reset();
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Reset();
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}
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void SmartAI::MoveInLineOfSight(Unit* who)
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@@ -667,7 +667,7 @@ void SmartAI::PassengerBoarded(Unit* who, int8 seatId, bool apply)
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void SmartAI::InitializeAI()
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{
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GetScript()->OnInitialize(me);
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if (!me->isDead())
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if (!me->isDead())
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Reset();
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GetScript()->ProcessEventsFor(SMART_EVENT_RESPAWN);
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}
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@@ -843,7 +843,7 @@ void SmartGameObjectAI::Reset()
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}
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// Called when a player opens a gossip dialog with the gameobject.
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bool SmartGameObjectAI::GossipHello(Player* player)
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bool SmartGameObjectAI::GossipHello(Player* player)
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{
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sLog.outDebug("SmartGameObjectAI::GossipHello");
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GetScript()->ProcessEventsFor(SMART_EVENT_GOSSIP_HELLO, player, 0 ,0 , false, NULL, go);
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