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MArtemis

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  1. This patch only addresses the problem of extremely large reset times (> 4000 days). If the reseting of the 1 day instances resets all instances regardless of their reset-delay this is another bug, which is unrelated to this patch.
  2. Same problem using trinitycore. This patch fixes it for trinity; should also work for mangos, i guess. (Fix ported to mangos, not tested) diff --git a/src/game/InstanceSaveMgr.cpp b/src/game/InstanceSaveMgr.cpp index c194624..15344ae 100644 --- a/src/game/InstanceSaveMgr.cpp +++ b/src/game/InstanceSaveMgr.cpp @@ -612,6 +612,11 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLe uint64 next_reset = ((now + timeLeft + MINUTE) / DAY * DAY) + period + diff; // update it in the DB CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d'", next_reset, mapid); + + // schedule next reset. + m_resetTimeByMapId[mapid] = (time_t) next_reset; + ScheduleReset(true, (time_t) (next_reset - 3600), InstResetEvent(1, mapid)); + } MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
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