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https://github.com/EQEmu/Server.git
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Merge branch 'master' of https://github.com/EQEmu/Server
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commit
720d314bb8
@ -21,6 +21,10 @@ namespace EQ
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uv_run(&m_loop, UV_RUN_NOWAIT);
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uv_run(&m_loop, UV_RUN_NOWAIT);
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}
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}
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void Run() {
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uv_run(&m_loop, UV_RUN_DEFAULT);
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}
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uv_loop_t* Handle() { return &m_loop; }
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uv_loop_t* Handle() { return &m_loop; }
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private:
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private:
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@ -4252,10 +4252,15 @@ void command_corpsefix(Client *c, const Seperator *sep)
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void command_reloadworld(Client *c, const Seperator *sep)
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void command_reloadworld(Client *c, const Seperator *sep)
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{
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{
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c->Message(Chat::White, "Reloading quest cache and repopping zones worldwide.");
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int world_repop = atoi(sep->arg[1]);
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if (world_repop == 0)
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c->Message(Chat::White, "Reloading quest cache worldwide.");
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else
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c->Message(Chat::White, "Reloading quest cache and repopping zones worldwide.");
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auto pack = new ServerPacket(ServerOP_ReloadWorld, sizeof(ReloadWorld_Struct));
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auto pack = new ServerPacket(ServerOP_ReloadWorld, sizeof(ReloadWorld_Struct));
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ReloadWorld_Struct* RW = (ReloadWorld_Struct*) pack->pBuffer;
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ReloadWorld_Struct* RW = (ReloadWorld_Struct*) pack->pBuffer;
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RW->Option = ((atoi(sep->arg[1]) == 1) ? 1 : 0);
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RW->Option = world_repop;
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worldserver.SendPacket(pack);
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worldserver.SendPacket(pack);
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safe_delete(pack);
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safe_delete(pack);
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}
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}
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@ -548,29 +548,9 @@ int main(int argc, char** argv) {
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};
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};
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EQ::Timer process_timer(loop_fn);
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EQ::Timer process_timer(loop_fn);
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process_timer.Start(1000, true);
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process_timer.Start(32, true);
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while (RunLoops) {
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EQ::EventLoop::Get().Run();
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bool previous_loaded = is_zone_loaded && numclients > 0;
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EQ::EventLoop::Get().Process();
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bool current_loaded = is_zone_loaded && numclients > 0;
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if (previous_loaded && !current_loaded) {
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process_timer.Stop();
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process_timer.Start(1000, true);
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}
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else if (!previous_loaded && current_loaded) {
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process_timer.Stop();
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process_timer.Start(32, true);
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}
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if (current_loaded) {
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Sleep(1);
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}
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else {
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Sleep(10);
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}
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}
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entity_list.Clear();
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entity_list.Clear();
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entity_list.RemoveAllEncounters(); // gotta do it manually or rewrite lots of shit :P
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entity_list.RemoveAllEncounters(); // gotta do it manually or rewrite lots of shit :P
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