Core: Some optimizations

- Declare some functions const
- Fix some mem leak
- Fix some resource leak
- Remove unused variables and functions
- Remove duplicate functions
- Reduce the scope of some variables
- Remove unused file

--HG--
branch : trunk
This commit is contained in:
Spp
2010-12-06 02:07:53 +01:00
parent e226c4ac34
commit 408fce1de6
73 changed files with 200 additions and 712 deletions
+5 -5
View File
@@ -61,8 +61,8 @@ class InstanceSave
/* A map corresponding to the InstanceId/MapId does not always exist.
InstanceSave objects may be created on player logon but the maps are
created and loaded only when a player actually enters the instance. */
uint32 GetInstanceId() { return m_instanceid; }
uint32 GetMapId() { return m_mapid; }
uint32 GetInstanceId() const { return m_instanceid; }
uint32 GetMapId() const { return m_mapid; }
/* Saved when the instance is generated for the first time */
void SaveToDB();
@@ -71,7 +71,7 @@ class InstanceSave
/* for normal instances this corresponds to max(creature respawn time) + X hours
for raid/heroic instances this caches the global respawn time for the map */
time_t GetResetTime() { return m_resetTime; }
time_t GetResetTime() const { return m_resetTime; }
void SetResetTime(time_t resetTime) { m_resetTime = resetTime; }
time_t GetResetTimeForDB();
@@ -89,12 +89,12 @@ class InstanceSave
/* instances cannot be reset (except at the global reset time)
if there are players permanently bound to it
this is cached for the case when those players are offline */
bool CanReset() { return m_canReset; }
bool CanReset() const { return m_canReset; }
void SetCanReset(bool canReset) { m_canReset = canReset; }
/* currently it is possible to omit this information from this structure
but that would depend on a lot of things that can easily change in future */
Difficulty GetDifficulty() { return m_difficulty; }
Difficulty GetDifficulty() const { return m_difficulty; }
typedef std::list<Player*> PlayerListType;
typedef std::list<Group*> GroupListType;