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fix(Core/Map): remove hackfix that blocked update of GOs beeing set active #18812

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sudlud
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@sudlud sudlud commented Apr 26, 2024

  • this just broke the whole purpose of setActive(true) if the gameobjects is still not really beeing set active afterwards
  • GetGridActivationRange() returns 0.0f for gameobjects anyways
  • so CalculateCellArea() will result in the minimal cell area around the gameobject's position
  • if the cell around the gameobject should not be updated, the gameobject should not have been set active in the first place

Changes Proposed:

This PR proposes changes to:

  • Core (units, players, creatures, game systems).
  • Scripts (bosses, spell scripts, creature scripts).
  • Database (SAI, creatures, etc).

Issues Addressed:

  • Closes

fun fact:
Battlefield::SpawnGameObject() sets all objects active after spawning them

SOURCE:

The changes have been validated through:

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Tests Performed:

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…ctive

- this just broke the whole purpose of setActive(true) if the
  gameobjects is still not really beeing set active afterwards
- GetGridActivationRange() returns 0.0f for gameobjects anyways
- so CalculateCellArea() will result in the minimal cell area
  around the gameobject's position
- if the cell around the gameobject should not be updated, the
  gameobject should not have been set active in the first place
@github-actions github-actions bot added CORE Related to the core file-cpp Used to trigger the matrix build labels Apr 26, 2024
skelUA added a commit to skelUA/wotlk that referenced this pull request Apr 27, 2024
@PkllonG
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PkllonG commented Apr 27, 2024

What needs to be tested.

@sudlud
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sudlud commented Apr 27, 2024

What needs to be tested.

Well this should actually not have any negative impact at all.

It might increase cpu load slightly (maybe?) as all gameobjects beeing set active now actually are beeing handled accordingly in the map update.

So if there's no cpu load issues in a high population server for example, then this should be fine.

@sudlud
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sudlud commented Apr 27, 2024

Testing could also be done by assigning a custom gameobject script to a gameobject, do setActive(true) inside and e.g. print a log / error message in a loop.
When leaving the map where the gameobject is in, it should still update the script and print the messages.

Before PR, the script execution would stop until the player comes back.

@pangolp
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pangolp commented Apr 30, 2024

Can this cause additional load understand? Or did the translator misinterpret your words?

@sudlud
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sudlud commented Apr 30, 2024

Can this cause additional load understand? Or did the translator misinterpret your words?

It depends.

I didn't check the whole core to see which gameobjects are set active.
So any setActive gameobject will be handled as "active" correctly after this PR.
So on each map update, anything in the same cell as the gameobject will also be updated. It should be just one cell because the "activision range" of gameobjects is 0.0f.

So this might have a slight increase in load, but most likely right now it should not make any difference.

Also the "increased load argument" is irrelevant in this case, as the hackfix has to be removed in my opinion and if any gameobjects should not be set active, that's the topic of another PR.

@pangolp
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pangolp commented Apr 30, 2024

Can this cause additional load understand? Or did the translator misinterpret your words?

It depends.

I didn't check the whole core to see which gameobjects are set active. So any setActive gameobject will be handled as "active" correctly after this PR. So on each map update, anything in the same cell as the gameobject will also be updated. It should be just one cell because the "activision range" of gameobjects is 0.0f.

So this might have a slight increase in load, but most likely right now it should not make any difference.

Also the "increased load argument" is irrelevant in this case, as the hackfix has to be removed in my opinion and if any gameobjects should not be set active, that's the topic of another PR.

Thanks for the reply. Honestly, I don't have enough knowledge to make a decision on a topic like this. I prefer that another colleague look at it. I trust his judgment to make the decision, but I would be calmer if someone else reviewed it for me.

@Nyeriah Nyeriah merged commit ab7405f into azerothcore:master Apr 30, 2024
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@sudlud sudlud deleted the fix-handling-gameobjects-beeing-set-active-1 branch April 30, 2024 10:04
skelUA added a commit to skelUA/wotlk that referenced this pull request Apr 30, 2024
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PkllonG commented May 3, 2024

CPU usage is doubled

@Nyeriah
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Nyeriah commented May 3, 2024

Objects shouldn’t be set active indiscriminately and should also be set inactive once they’re no longer in use. Higher resource usage is likely due to indiscriminate/arbitrary use of the active flag. I still see no issue with this PR in particular, the faulty cases/bad scripting needs to be addressed instead

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4 participants