This ensures that we never pass a directory path StartProcess which results in a crash.
Closes#25216
(cherry picked from commit 98b1b20d6beea5e2fdea7e404e8d880953d4b2fb)
* Scripts/Comamnds: Improve ".debug objectcount" command
Include the top 5 most common creatures in the map
* Use C++ features to copy data
* Fix build warnings
* Update src/server/scripts/Commands/cs_debug.cpp
Co-authored-by: Shauren <[email protected]>
* Update src/server/scripts/Commands/cs_debug.cpp
Co-authored-by: Shauren <[email protected]>
* Update src/server/scripts/Commands/cs_debug.cpp
Co-authored-by: Shauren <[email protected]>
* Move CreatureCountWorker out of function and use template for unhandled cases
* Code cleanup
Co-authored-by: Shauren <[email protected]>
(cherry picked from commit bd5e832a648aadf1d1be94f913ea00b67398f249)
* Scripts/Naxxramas: Frogger event improvements
* Prevent Living Poison accumulation
* Now Living Poison cast Explode
* check for a nearby player
* move event to the frogger trigger's AI
* Initialize and removing unnecessary things
* applying suggestions
* remove unnecessary header
* Rename 9999_99_99_99_world.sql to 2020_08_05_00_world.sql
(cherry picked from commit 174ac958009222aeef83520101a28963f8c63b0e)
Cast damage spell in AfterEffectApply instead OnEffectHitTarget. This avoids the scenario where we try to apply an aura to a potential dead target.
Ref #21856
(cherry picked from commit 0dd4b685df53d9b61a53aaf3a577c2a9ed8cdd47)
* Scripts/AzjolNerub: Update Anub'Arak to current coding standards
* no functional changes
* Scripts/AzjolNerub: Update Anub'Arak Darter to current coding standards
* no functional changes
* Scripts/AzjolNerub: Update Anub'Arak Assassin to current coding standards
* no functional changes
* Scripts/AzjolNerub: Update Anub'Arak Guardian to current coding standards
* no functional changes
* Scripts/AzjolNerub: Update Anub'Arak Venomancer to current coding standards
* no functional changes
* Scripts/AzjolNerub: Update Anub'Arak Impale Target to current coding standards
* Scripts/AzjolNerub: Update Anub'Arak Pound spell to current coding standards
* Scripts/AzjolNerub: Update Anub'Arak carrion beetles aura script to current coding standards
(cherry picked from commit dab8768c183dc43f970187a65961fc8fce647c29)
* Scripts/Gundrak: Update Slad'Ran's script to use TaskScheduler
* No functional changes
* Scripts/Gundrak: Update Slad'Ran's adds to use TaskScheduler
* No functional changes
(cherry picked from commit 7abe9d66d049204240060f1976c51ff2297bf266)
* Scripts/Gundrak: Update Drakkari Colossus to current coding standards
* no functional changes
* Scripts/Gundrak: Update Drakkari Elemental to current coding standards
* no functional changes
* Scripts/Gundrak: Update Living Mojo to current coding standards
* no functional changes
(cherry picked from commit dd8666f38d6aad6401e8e303c57c62255856f5a4)
* Scripts/MoltenCore: Update Golemagg to current coding standards
* no functional changes
* Scripts/MoltenCore: Update Core Ranger to current coding standards
* no functional changes
(cherry picked from commit c88234727b47c037557eba6db8ae8ef1dee4eed7)
If the config setting is not present, returns the default without issuing a warning.
(cherry picked from commit 5ad064976edfc931cdda6faffe723d7c3dfb0ae4)
* Scripts/Quest: Force of Neltharaku quest credit
**Description:**
Suggested solution to resolve the kill credit double cast issue
in the quest "The Force of Neltharaku" (10854).
by Rushor
**Changes proposed:**
- Remove duplicate spell casts in the zone quest script
- Remove commented-out script section
- Set a couple of unit flags (anim/stand/hover)
- Move return new creature script override to end of script
- Move PlayerGUID, FlyTimer, and Tapped to Private
- Add DB flight movement control to Enslaved Netherwing Drake
- Add SpellMgr MaxAffectedTargets = 1 for spell 38762
- Add movement enum POINT_MOVE_UP
- Add missing enum for quest ID
**Target branch(es):** 3.3.5/master
- [X] 3.3.5
- [X] master
**Issues addressed:** Closes#24796
**Tests performed:** (Does it build, tested in-game, etc.)
Pending for now.
**Known issues and TODO list:** (add/remove lines as needed)
- [X] Open PR in draft mode until testing is cleared
- [ ] Compile and create local server
- [ ] Test changes on local server
* Rename 9999_99_99_99_world.sql to 2020_07_29_00_world.sql
Co-authored-by: Rushor <[email protected]>
Co-authored-by: Giacomo Pozzoni <[email protected]>
(cherry picked from commit e0dae8feb6607b5190d14b56ecfc10bbfa667c95)
* the console will now throw a log when the feature is disabled
* additionally the console will now print how long it took to initialize
(cherry picked from commit 210f552ac56979430f1349006c1945b29883a2bc)
* Core/Metric: Log detailed metrics about each opcode handler
* Add new panel to Performance profiling dashboard and use fill(0) instead of fill(none)
* Add new settings Metric.Threshold.* to be able to specify the minimum threshold for the specified metrics
* Update dashboard
* Change thresholds to be required to send the metrics. A TC_METRIC_DETAILED_TIMER metric with an expected threshold not configured will be ignored
* Use typedef Milliseconds
* Refresh realms on load
(cherry picked from commit 8a2c79c850199a73fd431d04f83d6aa89733060d)
* Core/Metric: Add new cmake option WITH_DETAILED_METRICS to enable more metrics
Add more detailed metrics in World::UpdateSessions().
* Attempt using C++17 features
* Fix cmake typo
Co-authored-by: NoName <[email protected]>
* Fix build with WITHOUT_METRICS
* Update Performance profiling dashboard with Update sessions panel
* Add panel to show sessions with update time above 100 ms
* Move legends on the right and add max update time diff in the legend of sessions
Co-authored-by: NoName <[email protected]>
(cherry picked from commit 36ef487a90d0d14c4da8ce7e19b5916b8b15056c)
uint64 CalculateTime(uint64 t_offset) has been replaced with Milliseconds CalculateTime(Milliseconds t_offset).
Also add the std::chrono-ified overload void AddEvent(BasicEvent*, Milliseconds, bool)
(cherry picked from commit 92a02a5c8750913f596d7e3b58bf8439cb770c28)