Core/Realms: Realmlist refactors
* Removed global realm variable from World and use RealmList everywhere * Match auth build key with client version * Restored allowedSecurityLevel checks for realmlist packet building * Restored updating population field Port From (https://github.com/TrinityCore/TrinityCore/commit/c4b710446d62c95eb8124175203fa5f394912594)
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@@ -22,13 +22,15 @@ namespace Game
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response.SuccessInfo = new AuthResponse.AuthSuccessInfo();
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response.SuccessInfo.ActiveExpansionLevel = (byte)GetExpansion();
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response.SuccessInfo.AccountExpansionLevel = (byte)GetAccountExpansion();
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response.SuccessInfo.VirtualRealmAddress = Global.WorldMgr.GetVirtualRealmAddress();
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response.SuccessInfo.Time = (uint)GameTime.GetGameTime();
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var realm = Global.WorldMgr.GetRealm();
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// Send current home realm. Also there is no need to send it later in realm queries.
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response.SuccessInfo.VirtualRealms.Add(new VirtualRealmInfo(realm.Id.GetAddress(), true, false, realm.Name, realm.NormalizedName));
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var currentRealm = Global.RealmMgr.GetCurrentRealm();
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if(currentRealm != null)
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{
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response.SuccessInfo.VirtualRealmAddress = currentRealm.Id.GetAddress();
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response.SuccessInfo.VirtualRealms.Add(new VirtualRealmInfo(currentRealm.Id.GetAddress(), true, false, currentRealm.Name, currentRealm.NormalizedName));
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}
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if (HasPermission(RBACPermissions.UseCharacterTemplates))
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foreach (var templ in Global.CharacterTemplateDataStorage.GetCharacterTemplates().Values)
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