feat(Core/Scripts): Optimize DatabaseScript (#18709)
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@@ -21,23 +21,23 @@
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void ScriptMgr::OnAfterDatabasesLoaded(uint32 updateFlags)
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void ScriptMgr::OnAfterDatabasesLoaded(uint32 updateFlags)
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{
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{
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ExecuteScript<DatabaseScript>([&](DatabaseScript* script)
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CALL_ENABLED_HOOKS(DatabaseScript, DATABASEHOOK_ON_AFTER_DATABASES_LOADED, script->OnAfterDatabasesLoaded(updateFlags));
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{
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script->OnAfterDatabasesLoaded(updateFlags);
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});
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}
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}
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void ScriptMgr::OnAfterDatabaseLoadCreatureTemplates(std::vector<CreatureTemplate*> creatureTemplates)
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void ScriptMgr::OnAfterDatabaseLoadCreatureTemplates(std::vector<CreatureTemplate*> creatureTemplates)
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{
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{
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ExecuteScript<DatabaseScript>([&](DatabaseScript* script)
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CALL_ENABLED_HOOKS(DatabaseScript, DATABASEHOOK_ON_AFTER_DATABASE_LOAD_CREATURETEMPLATES, script->OnAfterDatabaseLoadCreatureTemplates(creatureTemplates));
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{
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script->OnAfterDatabaseLoadCreatureTemplates(creatureTemplates);
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});
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}
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}
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DatabaseScript::DatabaseScript(const char* name) : ScriptObject(name)
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DatabaseScript::DatabaseScript(const char* name, std::vector<uint16> enabledHooks)
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: ScriptObject(name, DATABASEHOOK_END)
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{
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{
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ScriptRegistry<DatabaseScript>::AddScript(this);
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// If empty - enable all available hooks.
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if (enabledHooks.empty())
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for (uint16 i = 0; i < DATABASEHOOK_END; ++i)
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enabledHooks.emplace_back(i);
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ScriptRegistry<DatabaseScript>::AddScript(this, std::move(enabledHooks));
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}
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}
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template class AC_GAME_API ScriptRegistry<DatabaseScript>;
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template class AC_GAME_API ScriptRegistry<DatabaseScript>;
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@@ -21,11 +21,18 @@
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#include "ScriptObject.h"
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#include "ScriptObject.h"
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#include <vector>
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#include <vector>
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enum DatabaseHook
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{
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DATABASEHOOK_ON_AFTER_DATABASES_LOADED,
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DATABASEHOOK_ON_AFTER_DATABASE_LOAD_CREATURETEMPLATES,
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DATABASEHOOK_END
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};
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class DatabaseScript : public ScriptObject
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class DatabaseScript : public ScriptObject
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{
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{
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protected:
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protected:
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DatabaseScript(const char* name);
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DatabaseScript(const char* name, std::vector<uint16> enabledHooks = std::vector<uint16>());
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public:
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public:
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