public static void Load() { if( mLoaded ) return; mLoaded = true; CConsole.InfoLine( "Begin World loading..." ); Stopwatch watch = Stopwatch.StartNew(); mLoading = true; mAddQueue = new Queue<SerialObject>(); mDelQueue = new Queue<SerialObject>(); mSerialObjects = new SerialObjectManager(); Events.InvokeWorldLoadStart(); //------------- loading start ------------- // Loading Maps // Loading Items CConsole.Info( "\t# loading Items..." ); watch.Reset(); ResultTable table = Core.Database.Query( "SELECT * FROM item_db" ); table.TableName = "ItemDB Table"; if( table.Rows == null ) { CConsole.ErrorLine( "failed to load Item Database!" ); CConsole.WriteLine( Core.Database.LastError.ToString() ); } else for( int i = 0; i < table.Rows.Count; i++ ) { BaseItem item = new BaseItem( table[ i ] ); //#TODO# add validation Checks mSerialObjects.Add( item ); } watch.Stop(); CConsole.WriteLine( "done (" + mSerialObjects.Count( ESerialType.Item ) + " Items in " + watch.ElapsedMilliseconds + "ms)" ); // Loading Mobs // Loading other shit // o.o //------------- loading end ------------- Events.InvokeWorldLoadFinish(); mLoading = false; ProcessSafetyQueues(); CConsole.InfoLine( "Finished World loading! Needed {0:F2} sec", watch.Elapsed.TotalSeconds ); watch.Stop(); watch = null; }
public static void Load() { if (mLoaded) { return; } mLoaded = true; CConsole.InfoLine("Begin World loading..."); Stopwatch watch = Stopwatch.StartNew(); mLoading = true; mAddQueue = new Queue <SerialObject>(); mDelQueue = new Queue <SerialObject>(); mSerialObjects = new SerialObjectManager(); Events.InvokeWorldLoadStart(); //------------- loading start ------------- // Loading Maps // Loading Items CConsole.Info("\t# loading Items..."); watch.Reset(); ResultTable table = Core.Database.Query("SELECT * FROM item_db"); table.TableName = "ItemDB Table"; if (table.Rows == null) { CConsole.ErrorLine("failed to load Item Database!"); CConsole.WriteLine(Core.Database.LastError.ToString()); } else { for (int i = 0; i < table.Rows.Count; i++) { BaseItem item = new BaseItem(table[i]); //#TODO# add validation Checks mSerialObjects.Add(item); } } watch.Stop(); CConsole.WriteLine("done (" + mSerialObjects.Count(ESerialType.Item) + " Items in " + watch.ElapsedMilliseconds + "ms)"); // Loading Mobs // Loading other shit // o.o //------------- loading end ------------- Events.InvokeWorldLoadFinish(); mLoading = false; ProcessSafetyQueues(); CConsole.InfoLine("Finished World loading! Needed {0:F2} sec", watch.Elapsed.TotalSeconds); watch.Stop(); watch = null; }