Streamlining loading functions for server startup
- Added a couple of timer outputs - Improved code consistency between loading functions - Progess bars should look and behave similar on all OS now (sLog.outString() is not needed anymore to replace the progress bar in log files) --HG-- branch : trunk
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@@ -661,6 +661,8 @@ uint32 BattlegroundMgr::CreateBattleground(BattlegroundTypeId bgTypeId, bool IsA
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void BattlegroundMgr::CreateInitialBattlegrounds()
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{
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uint32 oldMSTime = getMSTime();
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float AStartLoc[4];
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float HStartLoc[4];
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uint32 MaxPlayersPerTeam, MinPlayersPerTeam, MinLvl, MaxLvl, start1, start2;
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@@ -670,23 +672,20 @@ void BattlegroundMgr::CreateInitialBattlegrounds()
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bool IsArena;
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uint32 scriptId = 0;
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uint32 count = 0;
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// 0 1 2 3 4 5 6 7 8 9 10
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QueryResult result = WorldDatabase.Query("SELECT id, MinPlayersPerTeam,MaxPlayersPerTeam,MinLvl,MaxLvl,AllianceStartLoc,AllianceStartO,HordeStartLoc,HordeStartO,Weight,ScriptName FROM battleground_template");
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if (!result)
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{
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barGoLink bar(1);
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bar.step();
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sLog.outString();
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sLog.outErrorDb(">> Loaded 0 battlegrounds. DB table `battleground_template` is empty.");
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sLog.outString();
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return;
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}
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barGoLink bar(result->GetRowCount());
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uint32 count = 0;
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do
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{
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@@ -785,10 +784,11 @@ void BattlegroundMgr::CreateInitialBattlegrounds()
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else if (bgTypeID != BATTLEGROUND_RB)
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m_BGSelectionWeights[bgTypeID] = selectionWeight;
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++count;
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} while (result->NextRow());
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}
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while (result->NextRow());
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sLog.outString(">> Loaded %u battlegrounds in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog.outString();
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sLog.outString(">> Loaded %u battlegrounds", count);
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}
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void BattlegroundMgr::InitAutomaticArenaPointDistribution()
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@@ -1112,23 +1112,23 @@ uint32 BattlegroundMgr::GetPrematureFinishTime() const
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void BattlegroundMgr::LoadBattleMastersEntry()
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{
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mBattleMastersMap.clear(); // need for reload case
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uint32 oldMSTime = getMSTime();
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QueryResult result = WorldDatabase.Query("SELECT entry,bg_template FROM battlemaster_entry");
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mBattleMastersMap.clear(); // need for reload case
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uint32 count = 0;
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QueryResult result = WorldDatabase.Query("SELECT entry, bg_template FROM battlemaster_entry");
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if (!result)
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{
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barGoLink bar(1);
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bar.step();
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sLog.outString(">> Loaded 0 battlemaster entries. DB table `battlemaster_entry` is empty!");
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sLog.outString();
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sLog.outString(">> Loaded 0 battlemaster entries - table is empty!");
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return;
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}
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barGoLink bar(result->GetRowCount());
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uint32 count = 0;
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do
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{
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@@ -1147,10 +1147,11 @@ void BattlegroundMgr::LoadBattleMastersEntry()
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mBattleMastersMap[entry] = BattlegroundTypeId(bgTypeId);
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} while (result->NextRow());
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}
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while (result->NextRow());
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sLog.outString(">> Loaded %u battlemaster entries in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog.outString();
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sLog.outString(">> Loaded %u battlemaster entries", count);
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}
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HolidayIds BattlegroundMgr::BGTypeToWeekendHolidayId(BattlegroundTypeId bgTypeId)
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