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- Add Zone Process ID (OS PID) as information passed back to world, ultimately with the ability to display it in the telnet console under 'zonestatus'
- Refactored some zoneserver/worldserver code for readability
This commit is contained in:
+10
-10
@@ -74,7 +74,7 @@ extern Zone* zone;
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Mutex MZoneShutdown;
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volatile bool ZoneLoaded = false;
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volatile bool is_zone_loaded = false;
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Zone* zone = 0;
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bool Zone::Bootup(uint32 iZoneID, uint32 iInstanceID, bool iStaticZone) {
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@@ -82,9 +82,9 @@ bool Zone::Bootup(uint32 iZoneID, uint32 iInstanceID, bool iStaticZone) {
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if (iZoneID == 0 || zonename == 0)
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return false;
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if (zone != 0 || ZoneLoaded) {
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if (zone != 0 || is_zone_loaded) {
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std::cerr << "Error: Zone::Bootup call when zone already booted!" << std::endl;
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worldserver.SetZone(0);
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worldserver.SetZoneData(0);
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return false;
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}
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@@ -97,7 +97,7 @@ bool Zone::Bootup(uint32 iZoneID, uint32 iInstanceID, bool iStaticZone) {
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if (!zone->Init(iStaticZone)) {
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safe_delete(zone);
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std::cerr << "Zone->Init failed" << std::endl;
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worldserver.SetZone(0);
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worldserver.SetZoneData(0);
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return false;
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}
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zone->zonemap = Map::LoadMapFile(zone->map_name);
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@@ -131,9 +131,9 @@ bool Zone::Bootup(uint32 iZoneID, uint32 iInstanceID, bool iStaticZone) {
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}
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}
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ZoneLoaded = true;
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is_zone_loaded = true;
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worldserver.SetZone(iZoneID, iInstanceID);
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worldserver.SetZoneData(iZoneID, iInstanceID);
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if(iInstanceID != 0)
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{
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ServerPacket *pack = new ServerPacket(ServerOP_AdventureZoneData, sizeof(uint16));
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@@ -660,12 +660,12 @@ void Zone::LoadMercSpells(){
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}
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bool Zone::IsLoaded() {
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return ZoneLoaded;
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return is_zone_loaded;
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}
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void Zone::Shutdown(bool quite)
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{
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if (!ZoneLoaded)
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if (!is_zone_loaded)
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return;
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entity_list.StopMobAI();
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@@ -699,7 +699,7 @@ void Zone::Shutdown(bool quite)
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zone->SetZoneHasCurrentTime(false);
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if (!quite)
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Log.Out(Logs::General, Logs::Normal, "Zone shutdown: going to sleep");
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ZoneLoaded = false;
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is_zone_loaded = false;
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zone->ResetAuth();
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safe_delete(zone);
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@@ -846,7 +846,7 @@ Zone::~Zone() {
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safe_delete(watermap);
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safe_delete(pathing);
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if (worldserver.Connected()) {
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worldserver.SetZone(0);
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worldserver.SetZoneData(0);
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}
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safe_delete_array(short_name);
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safe_delete_array(long_name);
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