[9260] Rewrite pool system work with dynamic data.

Concentrate all dynamic data in single structure for future move it to Map for support pre-Map pool data store.

* This let use pool system in future in instances
* Remove main stoper to move creature/guids to per-map store tht open lot simplifcation and problem autoresolves
* This is also fix some porblems in pool-pool case work.
This commit is contained in:
VladimirMangos 2010-01-26 23:32:52 +03:00
parent 72a52af93e
commit 7239d4aee7
4 changed files with 152 additions and 108 deletions

View file

@ -473,7 +473,7 @@ bool ChatHandler::HandleGameObjectTargetCommand(const char* args)
o = fields[5].GetFloat();
mapid = fields[6].GetUInt16();
pool_id = sPoolMgr.IsPartOfAPool<GameObject>(lowguid);
if (!pool_id || (pool_id && sPoolMgr.IsSpawnedObject<GameObject>(pool_id, lowguid)))
if (!pool_id || sPoolMgr.IsSpawnedObject<GameObject>(lowguid))
found = true;
} while( result->NextRow() && (!found) );

View file

@ -26,6 +26,85 @@
INSTANTIATE_SINGLETON_1(PoolManager);
////////////////////////////////////////////////////////////
// template class SpawnedPoolData
// Method that tell amount spawned objects/subpools
uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
{
SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
return itr != mSpawnedPools.end() ? itr->second : 0;
}
// Method that tell if a creature is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject<Creature>(uint32 db_guid) const
{
return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
}
// Method that tell if a gameobject is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject<GameObject>(uint32 db_guid) const
{
return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
}
// Method that tell if a pool is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject<Pool>(uint32 sub_pool_id) const
{
return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
}
template<>
void SpawnedPoolData::AddSpawn<Creature>(uint32 db_guid, uint32 pool_id)
{
mSpawnedCreatures.insert(db_guid);
++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::AddSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
{
mSpawnedGameobjects.insert(db_guid);
++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::AddSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
{
mSpawnedPools[sub_pool_id] = 0;
++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::RemoveSpawn<Creature>(uint32 db_guid, uint32 pool_id)
{
mSpawnedCreatures.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
template<>
void SpawnedPoolData::RemoveSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
{
mSpawnedGameobjects.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
template<>
void SpawnedPoolData::RemoveSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
{
mSpawnedPools.erase(sub_pool_id);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
////////////////////////////////////////////////////////////
// Methods of template class PoolGroup
@ -54,21 +133,8 @@ bool PoolGroup<T>::CheckPool() const
return true;
}
// Method that tell if the gameobject, creature or pool is spawned currently
template <class T>
bool PoolGroup<T>::IsSpawnedObject(uint32 guid) const
{
for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
if (ExplicitlyChanced[i].guid == guid)
return ExplicitlyChanced[i].spawned;
for (uint32 i = 0; i < EqualChanced.size(); ++i)
if (EqualChanced[i].guid == guid)
return EqualChanced[i].spawned;
return false;
}
template <class T>
PoolObject* PoolGroup<T>::RollOne(uint32 triggerFrom)
PoolObject* PoolGroup<T>::RollOne(SpawnedPoolData& spawns, uint32 triggerFrom)
{
if (!ExplicitlyChanced.empty())
{
@ -79,7 +145,7 @@ PoolObject* PoolGroup<T>::RollOne(uint32 triggerFrom)
roll -= ExplicitlyChanced[i].chance;
// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
// so this need explicit check for this case
if (roll < 0 && (!ExplicitlyChanced[i].spawned || ExplicitlyChanced[i].guid == triggerFrom))
if (roll < 0 && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid)))
return &ExplicitlyChanced[i];
}
}
@ -89,7 +155,7 @@ PoolObject* PoolGroup<T>::RollOne(uint32 triggerFrom)
int32 index = irand(0, EqualChanced.size()-1);
// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
// so this need explicit check for this case
if (!EqualChanced[index].spawned || EqualChanced[index].guid == triggerFrom)
if (EqualChanced[index].guid == triggerFrom || !spawns.IsSpawnedObject<T>(EqualChanced[index].guid))
return &EqualChanced[index];
}
@ -100,34 +166,32 @@ PoolObject* PoolGroup<T>::RollOne(uint32 triggerFrom)
// If no guid is passed, the pool is just removed (event end case)
// If guid is filled, cache will be used and no removal will occur, it just fill the cache
template<class T>
void PoolGroup<T>::DespawnObject(uint32 guid)
void PoolGroup<T>::DespawnObject(SpawnedPoolData& spawns, uint32 guid)
{
for (size_t i = 0; i < EqualChanced.size(); ++i)
{
if (EqualChanced[i].spawned)
// if spawned
if (spawns.IsSpawnedObject<T>(EqualChanced[i].guid))
{
// any or specially requested
if (!guid || EqualChanced[i].guid == guid)
{
Despawn1Object(EqualChanced[i].guid);
EqualChanced[i].spawned = false;
if (m_SpawnedPoolAmount > 0)
--m_SpawnedPoolAmount;
spawns.RemoveSpawn<T>(EqualChanced[i].guid,poolId);
}
}
}
for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
{
if (ExplicitlyChanced[i].spawned)
// spawned
if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
{
// any or specially requested
if (!guid || ExplicitlyChanced[i].guid == guid)
{
Despawn1Object(ExplicitlyChanced[i].guid);
ExplicitlyChanced[i].spawned = false;
if (m_SpawnedPoolAmount > 0)
--m_SpawnedPoolAmount;
spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid,poolId);
}
}
}
@ -189,10 +253,10 @@ void PoolGroup<Pool>::RemoveOneRelation(uint16 child_pool_id)
}
template <class T>
void PoolGroup<T>::SpawnObject(uint32 limit, uint32 triggerFrom)
void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom)
{
uint32 lastDespawned = 0;
int count = limit - m_SpawnedPoolAmount;
int count = limit - spawns.GetSpawnedObjects(poolId);
// If triggered from some object respawn this object is still marked as spawned
// and also counted into m_SpawnedPoolAmount so we need increase count to be
@ -203,7 +267,7 @@ void PoolGroup<T>::SpawnObject(uint32 limit, uint32 triggerFrom)
// This will try to spawn the rest of pool, not guaranteed
for (int i = 0; i < count; ++i)
{
PoolObject* obj = RollOne(triggerFrom);
PoolObject* obj = RollOne(spawns,triggerFrom);
if (!obj)
continue;
if (obj->guid == lastDespawned)
@ -211,22 +275,23 @@ void PoolGroup<T>::SpawnObject(uint32 limit, uint32 triggerFrom)
if (obj->guid == triggerFrom)
{
assert(spawns.IsSpawnedObject<T>(obj->guid));
assert(spawns.GetSpawnedObjects(poolId) > 0);
ReSpawn1Object(obj);
triggerFrom = 0;
continue;
}
else
Spawn1Object(obj);
spawns.AddSpawn<T>(obj->guid,poolId);
Spawn1Object(obj);
if (triggerFrom)
{
// One spawn one despawn no count increase
DespawnObject(triggerFrom);
DespawnObject(spawns, triggerFrom);
lastDespawned = triggerFrom;
triggerFrom = 0;
}
else
++m_SpawnedPoolAmount;
}
}
@ -248,16 +313,12 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
if (!pCreature->LoadFromDB(obj->guid, map))
{
delete pCreature;
obj->spawned = false;
return;
}
else
map->Add(pCreature);
}
obj->spawned = true;
return;
}
obj->spawned = false;
}
// Same for 1 gameobject
@ -278,7 +339,6 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
if (!pGameobject->LoadFromDB(obj->guid, map))
{
delete pGameobject;
obj->spawned = false;
return;
}
else
@ -287,10 +347,7 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
map->Add(pGameobject);
}
}
obj->spawned = true;
return;
}
obj->spawned = false;
}
// Same for 1 pool
@ -298,7 +355,6 @@ template <>
void PoolGroup<Pool>::Spawn1Object(PoolObject* obj)
{
sPoolMgr.SpawnPool(obj->guid);
obj->spawned = true;
}
// Method that does the respawn job on the specified creature
@ -306,36 +362,23 @@ template <>
void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
{
if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_UNIT)))
pCreature->GetMap()->Add(pCreature);
obj->spawned = true;
return;
}
obj->spawned = false;
}
// Same for 1 gameobject
// Method that does the respawn job on the specified gameobject
template <>
void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
{
if (GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_GAMEOBJECT)))
pGameobject->GetMap()->Add(pGameobject);
obj->spawned = true;
return;
}
obj->spawned = false;
}
// Nothing to do for a child Pool
template <>
void PoolGroup<Pool>::ReSpawn1Object(PoolObject* obj)
void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/)
{
obj->spawned = true;
}
@ -445,6 +488,7 @@ void PoolManager::LoadFromDB()
PoolObject plObject = PoolObject(guid, chance);
PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
cregroup.SetPoolId(pool_id);
cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
SearchPair p(guid, pool_id);
mCreatureSearchMap.insert(p);
@ -515,6 +559,7 @@ void PoolManager::LoadFromDB()
PoolObject plObject = PoolObject(guid, chance);
PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
gogroup.SetPoolId(pool_id);
gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
SearchPair p(guid, pool_id);
mGameobjectSearchMap.insert(p);
@ -579,6 +624,7 @@ void PoolManager::LoadFromDB()
PoolObject plObject = PoolObject(child_pool_id, chance);
PoolGroup<Pool>& plgroup = mPoolPoolGroups[mother_pool_id];
plgroup.SetPoolId(mother_pool_id);
plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit);
SearchPair p(child_pool_id, mother_pool_id);
mPoolSearchMap.insert(p);
@ -645,7 +691,7 @@ template<>
void PoolManager::SpawnPool<Creature>(uint16 pool_id, uint32 db_guid)
{
if (!mPoolCreatureGroups[pool_id].isEmpty())
mPoolCreatureGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, db_guid);
mPoolCreatureGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
}
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
@ -654,7 +700,7 @@ template<>
void PoolManager::SpawnPool<GameObject>(uint16 pool_id, uint32 db_guid)
{
if (!mPoolGameobjectGroups[pool_id].isEmpty())
mPoolGameobjectGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, db_guid);
mPoolGameobjectGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
}
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
@ -663,7 +709,7 @@ template<>
void PoolManager::SpawnPool<Pool>(uint16 pool_id, uint32 sub_pool_id)
{
if (!mPoolPoolGroups[pool_id].isEmpty())
mPoolPoolGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, sub_pool_id);
mPoolPoolGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id);
}
void PoolManager::SpawnPool( uint16 pool_id )
@ -677,13 +723,13 @@ void PoolManager::SpawnPool( uint16 pool_id )
void PoolManager::DespawnPool(uint16 pool_id)
{
if (!mPoolCreatureGroups[pool_id].isEmpty())
mPoolCreatureGroups[pool_id].DespawnObject();
mPoolCreatureGroups[pool_id].DespawnObject(mSpawnedData);
if (!mPoolGameobjectGroups[pool_id].isEmpty())
mPoolGameobjectGroups[pool_id].DespawnObject();
mPoolGameobjectGroups[pool_id].DespawnObject(mSpawnedData);
if (!mPoolPoolGroups[pool_id].isEmpty())
mPoolPoolGroups[pool_id].DespawnObject();
mPoolPoolGroups[pool_id].DespawnObject(mSpawnedData);
}
// Method that check chance integrity of the creatures and gameobjects in this pool
@ -695,33 +741,6 @@ bool PoolManager::CheckPool(uint16 pool_id) const
mPoolPoolGroups[pool_id].CheckPool();
}
// Method that tell if a creature in pool_id is spawned currently
template<>
bool PoolManager::IsSpawnedObject<Creature>(uint16 pool_id, uint32 db_guid) const
{
if (pool_id > max_pool_id)
return false;
return mPoolCreatureGroups[pool_id].IsSpawnedObject(db_guid);
}
// Method that tell if a gameobject in pool_id is spawned currently
template<>
bool PoolManager::IsSpawnedObject<GameObject>(uint16 pool_id, uint32 db_guid) const
{
if (pool_id > max_pool_id)
return false;
return mPoolGameobjectGroups[pool_id].IsSpawnedObject(db_guid);
}
// Method that tell if a pool in pool_id is spawned currently
template<>
bool PoolManager::IsSpawnedObject<Pool>(uint16 pool_id, uint32 sub_pool_id) const
{
if (pool_id > max_pool_id)
return false;
return mPoolPoolGroups[pool_id].IsSpawnedObject(sub_pool_id);
}
// Call to update the pool when a gameobject/creature part of pool [pool_id] is ready to respawn
// Here we cache only the creature/gameobject whose guid is passed as parameter
// Then the spawn pool call will use this cache to decide
@ -729,7 +748,7 @@ template<typename T>
void PoolManager::UpdatePool(uint16 pool_id, uint32 db_guid_or_pool_id)
{
if (uint16 motherpoolid = IsPartOfAPool<Pool>(pool_id))
SpawnPool<Pool>(motherpoolid, 0);
SpawnPool<Pool>(motherpoolid, pool_id);
else
SpawnPool<T>(pool_id, db_guid_or_pool_id);
}

View file

@ -33,8 +33,33 @@ struct PoolObject
{
uint32 guid;
float chance;
bool spawned;
PoolObject(uint32 _guid, float _chance): guid(_guid), chance(fabs(_chance)), spawned(false) {}
PoolObject(uint32 _guid, float _chance): guid(_guid), chance(fabs(_chance)) {}
};
class Pool // for Pool of Pool case
{
};
typedef std::set<uint32> SpawnedPoolObjects;
typedef std::map<uint32,uint32> SpawnedPoolPools;
class SpawnedPoolData
{
public:
template<typename T>
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const;
uint32 GetSpawnedObjects(uint32 pool_id) const;
template<typename T>
void AddSpawn(uint32 db_guid_or_pool_id, uint32 pool_id);
template<typename T>
void RemoveSpawn(uint32 db_guid_or_pool_id, uint32 pool_id);
private:
SpawnedPoolObjects mSpawnedCreatures;
SpawnedPoolObjects mSpawnedGameobjects;
SpawnedPoolPools mSpawnedPools;
};
template <class T>
@ -42,27 +67,24 @@ class PoolGroup
{
typedef std::vector<PoolObject> PoolObjectList;
public:
PoolGroup() : m_SpawnedPoolAmount(0) { }
explicit PoolGroup() : poolId(0) { }
void SetPoolId(uint32 pool_id) { poolId = pool_id; }
~PoolGroup() {};
bool isEmpty() const { return ExplicitlyChanced.empty() && EqualChanced.empty(); }
void AddEntry(PoolObject& poolitem, uint32 maxentries);
bool CheckPool() const;
PoolObject* RollOne(uint32 triggerFrom);
bool IsSpawnedObject(uint32 guid) const;
void DespawnObject(uint32 guid=0);
PoolObject* RollOne(SpawnedPoolData& spawns, uint32 triggerFrom);
void DespawnObject(SpawnedPoolData& spawns, uint32 guid=0);
void Despawn1Object(uint32 guid);
void SpawnObject(uint32 limit, uint32 triggerFrom);
void SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom);
void Spawn1Object(PoolObject* obj);
void ReSpawn1Object(PoolObject* obj);
void RemoveOneRelation(uint16 child_pool_id);
private:
uint32 poolId;
PoolObjectList ExplicitlyChanced;
PoolObjectList EqualChanced;
uint32 m_SpawnedPoolAmount; // Used to know the number of spawned objects
};
class Pool // for Pool of Pool case
{
};
class PoolManager
@ -78,7 +100,7 @@ class PoolManager
uint16 IsPartOfAPool(uint32 db_guid_or_pool_id) const;
template<typename T>
bool IsSpawnedObject(uint16 pool_id, uint32 db_guid_or_pool_id) const;
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const { return mSpawnedData.IsSpawnedObject<T>(db_guid_or_pool_id); }
bool CheckPool(uint16 pool_id) const;
@ -94,6 +116,7 @@ class PoolManager
uint16 max_pool_id;
typedef std::vector<PoolTemplateData> PoolTemplateDataMap;
typedef std::vector<PoolGroup<Creature> > PoolGroupCreatureMap;
typedef std::vector<PoolGroup<GameObject> > PoolGroupGameObjectMap;
typedef std::vector<PoolGroup<Pool> > PoolGroupPoolMap;
@ -110,6 +133,8 @@ class PoolManager
SearchMap mGameobjectSearchMap;
SearchMap mPoolSearchMap;
// dynamic data
SpawnedPoolData mSpawnedData;
};
#define sPoolMgr MaNGOS::Singleton<PoolManager>::Instance()

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@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "9259"
#define REVISION_NR "9260"
#endif // __REVISION_NR_H__