void ActiveState::Update(Map &m, NGridType &grid, GridInfo & info, const uint32 &x, const uint32 &y, const uint32 &t_diff) const { // Only check grid activity every (grid_expiry/10) ms, because it's really useless to do it every cycle info.UpdateTimeTracker(t_diff); if (info.getTimeTracker().Passed()) { if (grid.ActiveObjectsInGrid() == 0 && !m.ActiveObjectsNearGrid(x, y)) { ObjectGridStoper stoper(grid); stoper.StopN(); grid.SetGridState(GRID_STATE_IDLE); sLog->outDebug(LOG_FILTER_MAPS, "Grid[%u, %u] on map %u moved to IDLE state", x, y, m.GetId()); } else { m.ResetGridExpiry(grid, 0.1f); } } }
void ActiveState::Update(Map& map, NGridType& grid, GridInfo& info, uint32 diff) const { // Only check grid activity every (grid_expiry/10) ms, because it's really useless to do it every cycle info.UpdateTimeTracker(diff); if (info.getTimeTracker().Passed()) { if (!grid.GetWorldObjectCountInNGrid<Player>() && !map.ActiveObjectsNearGrid(grid)) { ObjectGridStoper worker; TypeContainerVisitor<ObjectGridStoper, GridTypeMapContainer> visitor(worker); grid.VisitAllGrids(visitor); grid.SetGridState(GRID_STATE_IDLE); TC_LOG_DEBUG("maps", "Grid[%u, %u] on map %u moved to IDLE state", grid.getX(), grid.getY(), map.GetId()); } else map.ResetGridExpiry(grid, 0.1f); } }