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TCPlayerbotCore/src/server/game/Grids/GridLoader.h
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/*
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* Copyright (C) 2008-2011 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef TRINITY_GRIDLOADER_H
#define TRINITY_GRIDLOADER_H
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/**
@class GridLoader
The GridLoader is working in conjuction with the Grid and responsible
for loading and unloading object-types (one or more) when objects
enters a grid. Unloading is scheduled and might be canceled if
an interested object re-enters. GridLoader does not do the actuall
loading and unloading but implements as a template pattern that
delicate its loading and unloading for the actualy loader and unloader.
GridLoader manages the grid (both local and remote).
*/
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#include "Define.h"
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#include "Grid.h"
#include "TypeContainerVisitor.h"
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template
<
class ACTIVE_OBJECT,
class WORLD_OBJECT_TYPES,
class GRID_OBJECT_TYPES
>
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class GridLoader
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{
public:
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/** Loads the grid
*/
template<class LOADER>
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void Load(Grid<ACTIVE_OBJECT, WORLD_OBJECT_TYPES, GRID_OBJECT_TYPES> &grid, LOADER &loader)
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{
grid.LockGrid();
loader.Load(grid);
grid.UnlockGrid();
}
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/** Stop the grid
*/
template<class STOPER>
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void Stop(Grid<ACTIVE_OBJECT, WORLD_OBJECT_TYPES, GRID_OBJECT_TYPES> &grid, STOPER &stoper)
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{
grid.LockGrid();
stoper.Stop(grid);
grid.UnlockGrid();
}
/** Unloads the grid
*/
template<class UNLOADER>
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void Unload(Grid<ACTIVE_OBJECT, WORLD_OBJECT_TYPES, GRID_OBJECT_TYPES> &grid, UNLOADER &unloader)
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{
grid.LockGrid();
unloader.Unload(grid);
grid.UnlockGrid();
}
};
#endif
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