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
@@ -329,11 +329,6 @@ namespace Game.Entities
_changesMask = new UpdateMask(changeMask);
}
public virtual void WriteCreate(WorldPacket data, T owner, Player receiver) { }
public virtual void WriteUpdate(WorldPacket data, T owner, Player receiver) { }
public virtual void WriteCreate(WorldPacket data, UpdateFieldFlag fieldVisibilityFlags, T owner, Player receiver) { }
public virtual void WriteUpdate(WorldPacket data, UpdateFieldFlag fieldVisibilityFlags, T owner, Player receiver) { }
public abstract void ClearChangesMask();
public UpdateMask GetUpdateMask()
@@ -410,15 +405,13 @@ namespace Game.Entities
public UpdateField<U> ModifyValue<U>(UpdateField<U> updateField) where U : new()
{
_changesMask.Set(updateField.BlockBit);
_changesMask.Set(updateField.Bit);
MarkChanged(updateField);
return updateField;
}
public ref U ModifyValue<U>(UpdateFieldArray<U> updateField, int index) where U : new()
{
_changesMask.Set(updateField.Bit);
_changesMask.Set(updateField.FirstElementBit + index);
MarkChanged(updateField, index);
return ref updateField._values[index];
}
@@ -444,6 +437,40 @@ namespace Game.Entities
return new DynamicUpdateFieldSetter<U>(updateField, index);
}
public void MarkChanged<U>(UpdateField<U> updateField) where U : new()
{
_changesMask.Set(updateField.BlockBit);
_changesMask.Set(updateField.Bit);
}
public void MarkChanged<U>(UpdateFieldArray<U> updateField, int index) where U : new()
{
_changesMask.Set(updateField.Bit);
_changesMask.Set(updateField.FirstElementBit + index);
}
public void WriteCompleteDynamicFieldUpdateMask(int size, WorldPacket data)
{
data.WriteBits(size, 32);
if (size > 32)
{
if (data.HasUnfinishedBitPack())
for (int block = 0; block < size / 32; ++block)
data.WriteBits(0xFFFFFFFFu, 32);
else
for (int block = 0; block < size / 32; ++block)
data.WriteUInt32(0xFFFFFFFFu);
}
else if (size == 32)
{
data.WriteBits(0xFFFFFFFFu, 32);
return;
}
if ((size % 32) != 0)
data.WriteBits(0xFFFFFFFFu, size % 32);
}
}
public class DynamicUpdateFieldSetter<T> : IUpdateField<T> where T : new()