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XTZGZoReX

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Everything posted by XTZGZoReX

  1. Thanks . Haven't seen much of pasdVn's work (*checks patches section*), but I personally think qsa would make a good dev.
  2. Sure.. We already did it for money, gender, etc.
  3. Very nice catch there.
  4. You could also make wrapper classes for some platform-specific things, just make sure Unix, Mac, and Win supports it.
  5. Yep, so Ambal is right - MultiMaNGOS is what you want for such a case.
  6. If it require Player class anyway, why not just have method in Player::SetPlayerCharmed? Please try to avoid for(; loops! Try keeping the loop condition inside the for() statement, if possible.Otherwise, good job!
  7. When "map restart" happens it is in fact entire process, because they use one process per world map.
  8. The thread pool has a number of threads that constantly run over a task list and check for new tasks. Each time it finds a new task, it then processes it. So no, it won't limit the amount of active maps in any way.
  9. I plan to do number 3 and 5, possibly 4.
  10. Not gonna happen, however. This is a totally different approach from what we really want to do (thread pool).However, this patch have some very good ideas (like the get-map-by-thread-id) that can be used later.
  11. If you need help with implementing a thread pool, you're more than welcome to poke me (I'm Zor on Rizon) .
  12. ??? How this possible? If anything, I think it's some weird issue with your compiler/OS. A pointer can't be "not null but appear null" according to C++ standards.
  13. Erm no. It can only return a pointer. false is NOT a pointer.
  14. We might want to grab some retail packet logs as well. If anyone could supply logs of entering/leaving zones with outdoor PvP, that'd be great.
  15. Well, you're the man. I have no clue about world states.
  16. We have to do it one step at a time. It's a very complex and hard thing to do.
  17. I thought you said the GetZoneId() call would be dangerous?
  18. I'm not sure why it is like this in balrok's branch - in my repo, it's correct: You'll have to explain exactly what won't work with MaNGOS 'that way'. Also, my repo is _not_ a Trinity derivative - it's based on MaNGOS sources.
  19. After speaking to balrok, it seems he missed some of my changes when merging into his repo - should be fixed asap. Go poke him if you want "asap" to be faster .
  20. This is totally useless. I need line numbers and variables.
  21. You use a Read_Write_Mutex when you read much more than you write. Generally this is useful for something like ObjectMgr's GetPlayer() function. Otherwise, normal mutexes are fine.
  22. Seems OK to me.
  23. That was a screwup on my part. Should be fixed in balrok's repo by now. Also, more candy for you guys: http://bitbucket.org/kane/infinitycore/changeset/41105a8b0e9a/ -- balrok is going to merge this in as well.
  24. New v3 posted. Should be final patch. Thanks to balrok for suggestion.
  25. Inside an OutdoorPvP class, the _map can _never_ be NULL, because, if it is, then there wouldn't be anything that could even call any methods on the OutdoorPvP object.Because if there is no world map, there are no players on it, and therefore, no one to call opvp events. So map must never be null in the places where ->GetMap() is called. Also, check this: http://bitbucket.org/kane/infinitycore/changeset/4b305e9b9b1e/
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