Core/PacketIO: Implement building SMSG_UPDATE_OBJECT only for selected fields and use that to fix quest objects not glowing after accepting quests

Port From (https://github.com/TrinityCore/TrinityCore/commit/bbfbb7d4bfa869755e702b40b53dbd295f8c964d)
This commit is contained in:
hondacrx
2020-05-01 12:23:24 -04:00
parent e31ca45d54
commit 1224abafe8
17 changed files with 900 additions and 259 deletions
+27
View File
@@ -271,6 +271,33 @@ namespace Game.Entities
data.WriteBytes(buffer);
}
void BuildValuesUpdateForPlayerWithMask(UpdateData data, UpdateMask requestedObjectMask, UpdateMask requestedDynamicObjectMask, Player target)
{
UpdateMask valuesMask = new UpdateMask((int)TypeId.Max);
if (requestedObjectMask.IsAnySet())
valuesMask.Set((int)TypeId.Object);
if (requestedDynamicObjectMask.IsAnySet())
valuesMask.Set((int)TypeId.DynamicObject);
WorldPacket buffer = new WorldPacket();
buffer.WriteUInt32(valuesMask.GetBlock(0));
if (valuesMask[(int)TypeId.Object])
m_objectData.WriteUpdate(buffer, requestedObjectMask, true, this, target);
if (valuesMask[(int)TypeId.DynamicObject])
m_dynamicObjectData.WriteUpdate(buffer, requestedDynamicObjectMask, true, this, target);
WorldPacket buffer1 = new WorldPacket();
buffer1.WriteUInt8((byte)UpdateType.Values);
buffer1.WritePackedGuid(GetGUID());
buffer1.WriteUInt32(buffer.GetSize());
buffer1.WriteBytes(buffer.GetData());
data.AddUpdateBlock(buffer1);
}
public override void ClearUpdateMask(bool remove)
{
m_values.ClearChangesMask(m_dynamicObjectData);