Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Framework.Database;
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using Framework.GameMath;
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using Game.Achievements;
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using Game.DataStorage;
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using Game.Maps;
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using System;
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using System.Collections.Generic;
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namespace Game.Scenarios
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{
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public class ScenarioManager : Singleton<ScenarioManager>
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{
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ScenarioManager() { }
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public InstanceScenario CreateInstanceScenario(Map map, int team)
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{
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var dbData = _scenarioDBData.LookupByKey(Tuple.Create(map.GetId(), (byte)map.GetDifficultyID()));
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// No scenario registered for this map and difficulty in the database
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if (dbData == null)
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return null;
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uint scenarioID = 0;
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switch (team)
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{
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case TeamId.Alliance:
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scenarioID = dbData.Scenario_A;
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break;
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case TeamId.Horde:
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scenarioID = dbData.Scenario_H;
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break;
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default:
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break;
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}
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var scenarioData = _scenarioData.LookupByKey(scenarioID);
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if (scenarioData == null)
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{
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Log.outError(LogFilter.Scenario, "Table `scenarios` contained data linking scenario (Id: {0}) to map (Id: {1}), difficulty (Id: {2}) but no scenario data was found related to that scenario Id.",
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scenarioID, map.GetId(), map.GetDifficultyID());
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return null;
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}
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return new InstanceScenario(map, scenarioData);
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}
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public void LoadDBData()
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{
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_scenarioDBData.Clear();
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uint oldMSTime = Time.GetMSTime();
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SQLResult result = DB.World.Query("SELECT map, difficulty, scenario_A, scenario_H FROM scenarios");
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if (result.IsEmpty())
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{
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Log.outInfo(LogFilter.ServerLoading, "Loaded 0 scenarios. DB table `scenarios` is empty!");
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return;
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}
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do
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{
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uint mapId = result.Read<uint>(0);
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byte difficulty = result.Read<byte>(1);
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uint scenarioAllianceId = result.Read<uint>(2);
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if (scenarioAllianceId > 0 && !_scenarioData.ContainsKey(scenarioAllianceId))
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{
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Log.outError(LogFilter.Sql, "ScenarioMgr.LoadDBData: DB Table `scenarios`, column scenario_A contained an invalid scenario (Id: {0})!", scenarioAllianceId);
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continue;
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}
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uint scenarioHordeId = result.Read<uint>(3);
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if (scenarioHordeId > 0 && !_scenarioData.ContainsKey(scenarioHordeId))
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{
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Log.outError(LogFilter.Sql, "ScenarioMgr.LoadDBData: DB Table `scenarios`, column scenario_H contained an invalid scenario (Id: {0})!", scenarioHordeId);
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continue;
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}
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if (scenarioHordeId == 0)
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scenarioHordeId = scenarioAllianceId;
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ScenarioDBData data = new ScenarioDBData();
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data.MapID = mapId;
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data.DifficultyID = difficulty;
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data.Scenario_A = scenarioAllianceId;
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data.Scenario_H = scenarioHordeId;
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_scenarioDBData[Tuple.Create(mapId, difficulty)] = data;
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}
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while (result.NextRow());
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Log.outInfo(LogFilter.ServerLoading, "Loaded {0} instance scenario entries in {1} ms", _scenarioDBData.Count, Time.GetMSTimeDiffToNow(oldMSTime));
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}
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public void LoadDB2Data()
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{
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_scenarioData.Clear();
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Dictionary<uint, Dictionary<byte, ScenarioStepRecord>> scenarioSteps = new Dictionary<uint, Dictionary<byte, ScenarioStepRecord>>();
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uint deepestCriteriaTreeSize = 0;
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foreach (ScenarioStepRecord step in CliDB.ScenarioStepStorage.Values)
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{
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if (!scenarioSteps.ContainsKey(step.ScenarioID))
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scenarioSteps[step.ScenarioID] = new Dictionary<byte, ScenarioStepRecord>();
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scenarioSteps[step.ScenarioID][step.Step] = step;
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CriteriaTree tree = Global.CriteriaMgr.GetCriteriaTree(step.CriteriaTreeID);
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if (tree != null)
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{
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uint criteriaTreeSize = 0;
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CriteriaManager.WalkCriteriaTree(tree, treeFunc =>
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{
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++criteriaTreeSize;
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});
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deepestCriteriaTreeSize = Math.Max(deepestCriteriaTreeSize, criteriaTreeSize);
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}
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}
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//ASSERT(deepestCriteriaTreeSize < MAX_ALLOWED_SCENARIO_POI_QUERY_SIZE, "MAX_ALLOWED_SCENARIO_POI_QUERY_SIZE must be at least {0}", deepestCriteriaTreeSize + 1);
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foreach (ScenarioRecord scenario in CliDB.ScenarioStorage.Values)
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{
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ScenarioData data = new ScenarioData();
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data.Entry = scenario;
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data.Steps = scenarioSteps.LookupByKey(scenario.Id);
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_scenarioData[scenario.Id] = data;
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}
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}
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public void LoadScenarioPOI()
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{
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uint oldMSTime = Time.GetMSTime();
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_scenarioPOIStore.Clear(); // need for reload case
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uint count = 0;
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// 0 1 2 6 7 8 9 10 11 12
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SQLResult result = DB.World.Query("SELECT CriteriaTreeID, BlobIndex, Idx1, MapID, WorldMapAreaId, Floor, Priority, Flags, WorldEffectID, PlayerConditionID FROM scenario_poi ORDER BY CriteriaTreeID, Idx1");
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if (result.IsEmpty())
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{
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Log.outInfo(LogFilter.ServerLoading, "Loaded 0 scenario POI definitions. DB table `scenario_poi` is empty.");
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return;
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}
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// 0 1 2 3
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SQLResult points = DB.World.Query("SELECT CriteriaTreeID, Idx1, X, Y FROM scenario_poi_points ORDER BY CriteriaTreeID DESC, Idx1, Idx2");
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List<Vector2>[][] POIs = new List<Vector2>[0][];
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if (!points.IsEmpty())
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{
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// The first result should have the highest criteriaTreeId
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uint criteriaTreeIdMax = result.Read<uint>(0);
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POIs = new List<Vector2>[criteriaTreeIdMax + 1][];
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do
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{
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int CriteriaTreeID = points.Read<int>(0);
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int Idx1 = points.Read<int>(1);
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int X = points.Read<int>(2);
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int Y = points.Read<int>(3);
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if (POIs[CriteriaTreeID].Length <= Idx1 + 1)
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POIs[CriteriaTreeID] = new List<Vector2>[Idx1 + 10];
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POIs[CriteriaTreeID][Idx1].Add(new Vector2(X, Y));
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} while (points.NextRow());
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}
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do
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{
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int CriteriaTreeID = result.Read<int>(0);
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int BlobIndex = result.Read<int>(1);
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int Idx1 = result.Read<int>(2);
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int MapID = result.Read<int>(3);
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int WorldMapAreaId = result.Read<int>(4);
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int Floor = result.Read<int>(5);
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int Priority = result.Read<int>(6);
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int Flags = result.Read<int>(7);
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int WorldEffectID = result.Read<int>(8);
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int PlayerConditionID = result.Read<int>(9);
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if (Global.CriteriaMgr.GetCriteriaTree((uint)CriteriaTreeID) == null)
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Log.outError(LogFilter.Sql, "`scenario_poi` CriteriaTreeID ({0}) Idx1 ({1}) does not correspond to a valid criteria tree", CriteriaTreeID, Idx1);
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if (CriteriaTreeID < POIs.Length && Idx1 < POIs[CriteriaTreeID].Length)
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_scenarioPOIStore.Add((uint)CriteriaTreeID, new ScenarioPOI(BlobIndex, MapID, WorldMapAreaId, Floor, Priority, Flags, WorldEffectID, PlayerConditionID, POIs[CriteriaTreeID][Idx1]));
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else
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Log.outError(LogFilter.ServerLoading, "Table scenario_poi references unknown scenario poi points for criteria tree id {0} POI id {1}", CriteriaTreeID, BlobIndex);
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++count;
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} while (result.NextRow());
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Log.outInfo(LogFilter.ServerLoading, "Loaded {0} scenario POI definitions in {1} ms", count, Time.GetMSTimeDiffToNow(oldMSTime));
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}
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public List<ScenarioPOI> GetScenarioPOIs(uint CriteriaTreeID)
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{
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if (!_scenarioPOIStore.ContainsKey(CriteriaTreeID))
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return null;
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return _scenarioPOIStore[CriteriaTreeID];
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}
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Dictionary<uint, ScenarioData> _scenarioData = new Dictionary<uint, ScenarioData>();
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MultiMap<uint, ScenarioPOI> _scenarioPOIStore = new MultiMap<uint, ScenarioPOI>();
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Dictionary<Tuple<uint, byte>, ScenarioDBData> _scenarioDBData = new Dictionary<Tuple<uint, byte>, ScenarioDBData>();
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}
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public class ScenarioData
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{
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public ScenarioRecord Entry;
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public Dictionary<byte, ScenarioStepRecord> Steps = new Dictionary<byte, ScenarioStepRecord>();
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}
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class ScenarioDBData
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{
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public uint MapID;
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public byte DifficultyID;
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public uint Scenario_A;
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public uint Scenario_H;
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}
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public class ScenarioPOI
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{
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public ScenarioPOI(int blobIndex, int mapID, int worldMapAreaID, int floor, int priority, int flags, int worldEffectID, int playerConditionID, List<Vector2> points)
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{
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BlobIndex = blobIndex;
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MapID = mapID;
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WorldMapAreaID = worldMapAreaID;
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Floor = floor;
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Priority = priority;
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Flags = flags;
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WorldEffectID = worldEffectID;
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PlayerConditionID = playerConditionID;
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Points = points;
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}
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public int BlobIndex;
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public int MapID;
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public int WorldMapAreaID;
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public int Floor;
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public int Priority;
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public int Flags;
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public int WorldEffectID;
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public int PlayerConditionID;
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public List<Vector2> Points = new List<Vector2>();
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}
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}
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