[9272] Revert "[9265] * Call Database::ThreadStart()/ThreadEnd() for all DBs."
[getmangos.git] / src / mangosd / WorldRunnable.cpp
blob4575a6e311f79a9acc0249f11b9e2aea9079ddd1
1 /*
2 * Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 /** \file
20 \ingroup mangosd
23 #include "WorldSocketMgr.h"
24 #include "Common.h"
25 #include "World.h"
26 #include "WorldRunnable.h"
27 #include "Timer.h"
28 #include "MapManager.h"
29 #include "BattleGroundMgr.h"
31 #include "Database/DatabaseEnv.h"
33 #define WORLD_SLEEP_CONST 50
35 #ifdef WIN32
36 #include "ServiceWin32.h"
37 extern int m_ServiceStatus;
38 #endif
40 /// Heartbeat for the World
41 void WorldRunnable::run()
43 ///- Init new SQL thread for the world database
44 WorldDatabase.ThreadStart(); // let thread do safe mySQL requests (one connection call enough)
45 sWorld.InitResultQueue();
47 uint32 realCurrTime = 0;
48 uint32 realPrevTime = getMSTime();
50 uint32 prevSleepTime = 0; // used for balanced full tick time length near WORLD_SLEEP_CONST
52 ///- While we have not World::m_stopEvent, update the world
53 while (!World::IsStopped())
55 ++World::m_worldLoopCounter;
56 realCurrTime = getMSTime();
58 uint32 diff = getMSTimeDiff(realPrevTime,realCurrTime);
60 sWorld.Update( diff );
61 realPrevTime = realCurrTime;
63 // diff (D0) include time of previous sleep (d0) + tick time (t0)
64 // we want that next d1 + t1 == WORLD_SLEEP_CONST
65 // we can't know next t1 and then can use (t0 + d1) == WORLD_SLEEP_CONST requirement
66 // d1 = WORLD_SLEEP_CONST - t0 = WORLD_SLEEP_CONST - (D0 - d0) = WORLD_SLEEP_CONST + d0 - D0
67 if (diff <= WORLD_SLEEP_CONST+prevSleepTime)
69 prevSleepTime = WORLD_SLEEP_CONST+prevSleepTime-diff;
70 ACE_Based::Thread::Sleep(prevSleepTime);
72 else
73 prevSleepTime = 0;
75 #ifdef WIN32
76 if (m_ServiceStatus == 0) World::StopNow(SHUTDOWN_EXIT_CODE);
77 while (m_ServiceStatus == 2) Sleep(1000);
78 #endif
81 sWorld.KickAll(); // save and kick all players
82 sWorld.UpdateSessions( 1 ); // real players unload required UpdateSessions call
84 // unload battleground templates before different singletons destroyed
85 sBattleGroundMgr.DeleteAllBattleGrounds();
87 sWorldSocketMgr->StopNetwork();
89 MapManager::Instance().UnloadAll(); // unload all grids (including locked in memory)
91 ///- End the database thread
92 WorldDatabase.ThreadEnd(); // free mySQL thread resources