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Core/Pooling: Quest pooling rewrite: (PR#23627)
- Split quest pooling from PoolMgr (into QuestPoolMgr) - Proper saving/restoring on server restart - No more hacking into sObjectMgr to insert/remove available quests
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@@ -38,6 +38,8 @@ EndScriptData */
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#include "MapManager.h"
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#include "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "PoolMgr.h"
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#include "QuestPools.h"
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#include "RBAC.h"
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#include "SpellMgr.h"
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#include "Transport.h"
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@@ -1718,21 +1720,20 @@ public:
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else
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return false;
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time_t const now = GameTime::GetGameTime();
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if (daily)
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{
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sWorld->m_NextDailyQuestReset = now;
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handler->SendSysMessage("Daily quest reset scheduled for next tick.");
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sWorld->ResetDailyQuests();
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handler->PSendSysMessage("Daily quests have been reset. Next scheduled reset: %s", TimeToHumanReadable(sWorld->getWorldState(WS_DAILY_QUEST_RESET_TIME)).c_str());
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}
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if (weekly)
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{
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sWorld->m_NextWeeklyQuestReset = now;
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handler->SendSysMessage("Weekly quest reset scheduled for next tick.");
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sWorld->ResetWeeklyQuests();
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handler->PSendSysMessage("Weekly quests have been reset. Next scheduled reset: %s", TimeToHumanReadable(sWorld->getWorldState(WS_WEEKLY_QUEST_RESET_TIME)).c_str());
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}
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if (monthly)
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{
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sWorld->m_NextMonthlyQuestReset = now;
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handler->SendSysMessage("Monthly quest reset scheduled for next tick.");
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sWorld->ResetMonthlyQuests();
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handler->PSendSysMessage("Monthly quests have been reset. Next scheduled reset: %s", TimeToHumanReadable(sWorld->getWorldState(WS_MONTHLY_QUEST_RESET_TIME)).c_str());
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}
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return true;
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