[Loot] Remove from shared memory, simplification (#3988)

* First pass of pulling loot out of shared memory, functional

* More code cleanup

* More cleanup

* More cleanup

* More cleanup

* Add loot reload type

* Reload, logging

* Update npc.h

* Cleanup

* Logging, don't load attempt to load loottable id 0

* Update worldserver.cpp

* Update client.cpp

* Update zone_loot.cpp

* PR feedback

* Update zone.cpp

* Memory leak suggestion

* Update CMakeLists.txt

* Post rebase issues
This commit is contained in:
Chris Miles
2024-02-05 15:17:53 -06:00
committed by GitHub
parent fcbf5cae47
commit c654c1d674
55 changed files with 1595 additions and 1890 deletions
+8 -5
View File
@@ -2015,6 +2015,14 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
player_event_logs.ReloadSettings();
break;
}
case ServerOP_ReloadLoot:
{
if (zone && zone->IsLoaded()) {
zone->SendReloadMessage("Loot");
zone->ReloadLootTables();
}
break;
}
case ServerOP_ReloadMerchants: {
if (zone && zone->IsLoaded()) {
zone->SendReloadMessage("Merchants");
@@ -3508,11 +3516,6 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
LogError("Loading items failed!");
}
LogInfo("Loading loot tables");
if (!content_db.LoadLoot(hotfix_name)) {
LogError("Loading loot failed!");
}
LogInfo("Loading skill caps");
if (!content_db.LoadSkillCaps(std::string(hotfix_name))) {
LogError("Loading skill caps failed!");