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[8653] Implemented per map guids store.
This patch implements storing guid->object pairs on per map level, this leads to less locking in ObjectAccessor in case of further multithreaded map update. For case of cross map guid looking (auras cases) all maps are linked into ObjectAccessor and can be traversed for this lookup. Signed-off-by: ApoC <apoc@nymfe.net>
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parent
40b0612dfc
commit
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18 changed files with 272 additions and 116 deletions
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@ -60,23 +60,26 @@ GameObject::GameObject() : WorldObject()
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GameObject::~GameObject()
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{
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CleanupsBeforeDelete();
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}
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void GameObject::CleanupsBeforeDelete()
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void GameObject::AddToWorld()
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{
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if(m_uint32Values) // field array can be not exist if GameOBject not loaded
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///- Register the gameobject for guid lookup
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if(!IsInWorld())
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GetMap()->GetObjectsStore().insert<GameObject>(GetGUID(), (GameObject*)this);
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Object::AddToWorld();
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}
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void GameObject::RemoveFromWorld()
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{
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///- Remove the gameobject from the accessor
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if(IsInWorld())
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{
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// Possible crash at access to deleted GO in Unit::m_gameobj
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// Remove GO from owner
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if(uint64 owner_guid = GetOwnerGUID())
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{
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Unit* owner = NULL;
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if(IS_PLAYER_GUID(owner_guid))
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owner = ObjectAccessor::GetObjectInWorld(owner_guid, (Player*)NULL);
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else
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owner = ObjectAccessor::GetUnit(*this,owner_guid);
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if(owner)
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if (Unit* owner = IS_PLAYER_GUID(owner_guid) ? ObjectAccessor::FindPlayer(owner_guid) : GetMap()->GetCreatureOrPet(owner_guid))
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owner->RemoveGameObject(this,false);
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else
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{
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@ -90,20 +93,10 @@ void GameObject::CleanupsBeforeDelete()
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GetGUIDLow(), GetGOInfo()->id, m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), GUID_LOPART(owner_guid), ownerType);
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}
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}
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GetMap()->GetObjectsStore().erase<GameObject>(GetGUID(), (GameObject*)NULL);
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}
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}
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void GameObject::AddToWorld()
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{
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///- Register the gameobject for guid lookup
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if(!IsInWorld()) ObjectAccessor::Instance().AddObject(this);
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Object::AddToWorld();
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}
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void GameObject::RemoveFromWorld()
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{
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///- Remove the gameobject from the accessor
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if(IsInWorld()) ObjectAccessor::Instance().RemoveObject(this);
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Object::RemoveFromWorld();
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}
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