[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 "DBCEnums.h"
#include "DBCStores.h"
#include "ObjectGuid.h"
#include "PoolManager.h"
struct InstanceTemplate;
struct MapEntry;
@ -100,6 +101,12 @@ class MapPersistentState
}
void SaveGORespawnTime(uint32 loguid, time_t t);
// pool system
virtual SpawnedPoolData& GetSpawnedPoolData() =0;
template<typename T>
bool IsSpawnedPoolObject(uint32 db_guid_or_pool_id) { return GetSpawnedPoolData().IsSpawnedObject<T>(db_guid_or_pool_id); }
// grid objects (Dynamic map/instance specific added/removed grid spawns from pool system/etc)
MapCellObjectGuids const& GetCellObjectGuids(uint32 cell_id) { return m_gridObjectGuids[cell_id]; }
void AddCreatureToGrid(uint32 guid, CreatureData const* data);
@ -148,8 +155,12 @@ class WorldPersistentState : public MapPersistentState
~WorldPersistentState() {}
SpawnedPoolData& GetSpawnedPoolData() { return m_sharedSpawnedPoolData; }
protected:
bool CanBeUnload() const; // overwrite MapPersistentState::CanBeUnload
private:
static SpawnedPoolData m_sharedSpawnedPoolData; // Pools spawns state for map, shared by all non-instanced maps
};
/*
@ -172,6 +183,8 @@ class DungeonPersistentState : public MapPersistentState
~DungeonPersistentState();
SpawnedPoolData& GetSpawnedPoolData() { return m_spawnedPoolData; }
InstanceTemplate const* GetTemplate() const;
uint8 GetPlayerCount() const { return m_playerList.size(); }
@ -220,6 +233,8 @@ class DungeonPersistentState : public MapPersistentState
TODO: maybe it's enough to just store the number of players/groups */
PlayerListType m_playerList; // lock MapPersistentState from unload
GroupListType m_groupList; // lock MapPersistentState from unload
SpawnedPoolData m_spawnedPoolData; // Pools spawns state for map copy
};
class BattleGroundPersistentState : public MapPersistentState
@ -233,8 +248,12 @@ class BattleGroundPersistentState : public MapPersistentState
~BattleGroundPersistentState() {}
SpawnedPoolData& GetSpawnedPoolData() { return m_spawnedPoolData; }
protected:
bool CanBeUnload() const; // overwrite MapPersistentState::CanBeUnload
private:
SpawnedPoolData m_spawnedPoolData; // Pools spawns state for map copy
};
enum ResetEventType