Core/Scenes: Delay scenes sent when not in world until adding to map

Port From (https://github.com/TrinityCore/TrinityCore/commit/6d93f0a5f79c5465341a850279466ce36232e72e)
This commit is contained in:
hondacrx
2021-10-05 13:48:39 -04:00
parent d9355fc4c7
commit cf248ca95a
3 changed files with 28 additions and 9 deletions
+11 -8
View File
@@ -718,21 +718,24 @@ namespace Game.Entities
if (flags.ActivePlayer)
{
bool HasSceneInstanceIDs = false;
Player player = ToPlayer();
bool HasSceneInstanceIDs = !player.GetSceneMgr().GetSceneTemplateByInstanceMap().Empty();
bool HasRuneState = ToUnit().GetPowerIndex(PowerType.Runes) != (int)PowerType.Max;
data.WriteBit(HasSceneInstanceIDs);
data.WriteBit(HasRuneState);
data.FlushBits();
//if (HasSceneInstanceIDs)
//{
// *data << uint(SceneInstanceIDs.size());
// for (std::size_t i = 0; i < SceneInstanceIDs.size(); ++i)
// *data << uint(SceneInstanceIDs[i]);
//}
if (HasSceneInstanceIDs)
{
data.WriteInt32(player.GetSceneMgr().GetSceneTemplateByInstanceMap().Count);
foreach (var pair in player.GetSceneMgr().GetSceneTemplateByInstanceMap())
data.WriteUInt32(pair.Key);
}
if (HasRuneState)
{
Player player = ToPlayer();
float baseCd = player.GetRuneBaseCooldown();
uint maxRunes = (uint)player.GetMaxPower(PowerType.Runes);