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
+23 -2
View File
@@ -2974,7 +2974,25 @@ namespace Game.Entities
{
GameObject obj = ObjectAccessor.GetGameObject(this, guid);
if (obj != null)
obj.BuildValuesUpdateBlockForPlayer(udata, this);
{
switch (obj.GetGoType())
{
case GameObjectTypes.QuestGiver:
case GameObjectTypes.Chest:
case GameObjectTypes.Goober:
case GameObjectTypes.Generic:
if (Global.ObjectMgr.IsGameObjectForQuests(obj.GetEntry()))
{
ObjectFieldData objMask = new ObjectFieldData();
GameObjectFieldData goMask = new GameObjectFieldData();
objMask.MarkChanged(obj.m_objectData.DynamicFlags);
obj.BuildValuesUpdateForPlayerWithMask(udata, objMask._changesMask, goMask._changesMask, this);
}
break;
default:
break;
}
}
}
else if (guid.IsCreatureOrVehicle())
{
@@ -3001,7 +3019,10 @@ namespace Game.Entities
if (buildUpdateBlock)
{
obj.BuildValuesUpdateBlockForPlayer(udata, this);
ObjectFieldData objMask = new ObjectFieldData();
UnitData unitMask = new UnitData();
unitMask.MarkChanged(obj.m_unitData.NpcFlags, 0); // NpcFlags[0] has UNIT_NPC_FLAG_SPELLCLICK
obj.BuildValuesUpdateForPlayerWithMask(udata, objMask._changesMask, unitMask._changesMask, this);
break;
}
}
+43 -2
View File
@@ -7558,17 +7558,58 @@ namespace Game.Entities
UpdateMask mask = new UpdateMask(191);
m_unitData.AppendAllowedFieldsMaskForFlag(mask, flags);
m_unitData.WriteUpdate(buffer, mask, flags, this, target);
m_unitData.WriteUpdate(buffer, mask, true, this, target);
UpdateMask mask2 = new UpdateMask(161);
m_playerData.AppendAllowedFieldsMaskForFlag(mask2, flags);
m_playerData.WriteUpdate(buffer, mask2, flags, this, target);
m_playerData.WriteUpdate(buffer, mask2, true, this, target);
data.WriteUInt32(buffer.GetSize());
data.WriteUInt32(valuesMask.GetBlock(0));
data.WriteBytes(buffer);
}
void BuildValuesUpdateForPlayerWithMask(UpdateData data, UpdateMask requestedObjectMask, UpdateMask requestedUnitMask, UpdateMask requestedPlayerMask, UpdateMask requestedActivePlayerMask, Player target)
{
UpdateFieldFlag flags = GetUpdateFieldFlagsFor(target);
UpdateMask valuesMask = new UpdateMask((int)TypeId.Max);
if (requestedObjectMask.IsAnySet())
valuesMask.Set((int)TypeId.Object);
m_unitData.FilterDisallowedFieldsMaskForFlag(requestedUnitMask, flags);
if (requestedUnitMask.IsAnySet())
valuesMask.Set((int)TypeId.Unit);
if (requestedPlayerMask.IsAnySet())
valuesMask.Set((int)TypeId.Player);
if (target == this && requestedActivePlayerMask.IsAnySet())
valuesMask.Set((int)TypeId.ActivePlayer);
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.Unit])
m_unitData.WriteUpdate(buffer, requestedUnitMask, true, this, target);
if (valuesMask[(int)TypeId.Player])
m_playerData.WriteUpdate(buffer, requestedPlayerMask, true, this, target);
if (valuesMask[(int)TypeId.ActivePlayer])
m_activePlayerData.WriteUpdate(buffer, requestedActivePlayerMask, 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_playerData);