[11168] Use MapPersistentState for access to Pool System dynamic data.

* Direct store pool system dynamic data in sPoolMgr replaced by
  shared pool system data object (for all non instanceable maps)
  into WorldPersistentState, and own copies of pool system data
  object in DungeonPersistentState/BattlegroundPersistentState.
  This let have pools with object at many non-instanceable maps,
  and single map pools with unique state for each instance.

* Avoid direct global grid data modify from pool system, and use for this also
  recently added local for MapPersistentState grid spawn data.

* Implemented proper API for update pool system data in MapPersistentStates
  from GameEvent system.

* Initialize pool system state at MapPersistendState creating.
  For shared pool system state for non-instanceable maps initilized at first map state
  creating.

Now pool system propertly work in instance also!
This commit is contained in:
VladimirMangos 2011-02-14 12:04:33 +03:00
parent 9e14a0529d
commit 8feaf211f1
14 changed files with 299 additions and 185 deletions

View file

@ -30,6 +30,7 @@
#include "GridNotifiersImpl.h"
#include "Transports.h"
#include "ObjectMgr.h"
#include "GameEventMgr.h"
#include "World.h"
#include "Group.h"
#include "InstanceData.h"
@ -40,7 +41,6 @@ INSTANTIATE_SINGLETON_1( MapPersistentStateManager );
static uint32 resetEventTypeDelay[MAX_RESET_EVENT_TYPE] = { 0, 3600, 900, 300, 60 };
//== MapPersistentState functions ==========================
MapPersistentState::MapPersistentState(uint16 MapId, uint32 InstanceId, Difficulty difficulty)
: m_instanceid(InstanceId), m_mapid(MapId),
m_difficulty(difficulty), m_usedByMap(NULL)
@ -161,6 +161,7 @@ void MapPersistentState::RemoveGameobjectFromGrid( uint32 guid, GameObjectData c
}
//== WorldPersistentState functions ========================
SpawnedPoolData WorldPersistentState::m_sharedSpawnedPoolData;
bool WorldPersistentState::CanBeUnload() const
{
@ -561,6 +562,14 @@ MapPersistentState* MapPersistentStateManager::AddPersistentState(MapEntry const
else
m_instanceSaveByMapId[mapEntry->MapID] = state;
// pool system initialized already for persistent state (can be shared by map states)
if (!state->GetSpawnedPoolData().IsInitialized())
{
sPoolMgr.Initialize(state); // init pool system data for map persistent state
sGameEventMgr.Initialize(state); // init pool system data for map persistent state
state->GetSpawnedPoolData().SetInitialized();
}
return state;
}
@ -819,8 +828,6 @@ void MapPersistentStateManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficu
else
((DungeonMap*)map2)->Reset(INSTANCE_RESET_GLOBAL);
}
// TODO: delete creature/gameobject respawn times even if the maps are not loaded
}
void MapPersistentStateManager::GetStatistics(uint32& numStates, uint32& numBoundPlayers, uint32& numBoundGroups)