[DiscordArchive] What your code do? It create a complet phasing system?
[DiscordArchive] What your code do? It create a complet phasing system?
Archived author: Deleted User • Posted: 2021-09-17T15:14:17.070000+00:00
Original source
What your code do? It create a complet phasing system?
Archived author: Titi • Posted: 2021-09-17T15:51:50.351000+00:00
Original source
are u in gm mode
Archived author: <o> • Posted: 2021-09-17T16:35:39.275000+00:00
Original source
it just appends a uint32 to the phasemask that's used for an exact comparison instead of ANDed, so instead of 31 possible phases you have 2^32 plus the normal phasemask (as long as players stay in phaseid=0, normal phasing works 100% the same as normal). It's the "simple" solution i described above, a very small modification to the existing phasing system to also support distinct phases. It can be used by the modified function `WorldObject::SetPhaseMask(uint32 mask, bool update, uint32 id)`, where id is the new (optional) argument that's completely distinct from all other "phase ids"
This works great for if you have ~100 players trying to phase in a single spot and spawn a couple of gameobjects, but it's not a "let 1000 players spawn 1000 gameobjects each in my 10k population server" type of solution. For that, you'll need an actual instancing scheme to create real separate maps to fake-phase players between, and that will be more involved to get working with normal maps and normal gameplay intact the way trinitycore is set up currently, and will also need some considerations for how many distinct instances to actually create.