[11138] Make sure GameEvent/Pool systems work with static instance object guids

* Pool System for correct full power work in instance need implement
  MapPersistentState local pool system state for instanceable maps.
  Unit this not implemented pool system must avoid creating/despawn/touch
  instance map objects. Currently this work because instance map object use
  dynamic generated guids and "invisible" for Pool System, with explcitly forbiden
  for it spawn directly new objects. Code changes add explicit checks for preserve
  this way work for time when instance object will use static guids. When local pool
  state storing in persistent state this protection checks will possible drop.
  Non-instanced working cases converted in local map object search calls.

* GameEvent Systems currently have code that work correctly only with objects at
  non-instanced maps by same reasons as Pool System. But in different Pool System
  case game event activate/deactivate expected applied to _all_ object copies in all
  existed instanceable map copies. Code modified for work in expected way.
  Direct spawn disabled for instanceable maps until swith to static guids.
  Despawn code will make affect only for non-instanceavble maps unit swithc to static guids as-is.
  This is preserve current code working result.

* Convert last case usage global creature search in aura code to map local case.
  Player case also possible not need now after including caster damage/heal mods
  part to aura base damage/heal. In any cases player case preserved in old way work.

NOTE: this last places dependent from global creature/gameobject guid search so look like this
      make possible start direct work to switch instances use static guids instead dynamic generated
This commit is contained in:
VladimirMangos 2011-02-11 23:17:39 +03:00
parent 47060fe4b1
commit 9a8a74c2ad
8 changed files with 231 additions and 65 deletions

View file

@ -2407,3 +2407,56 @@ void Creature::FillGuidsListFromThreatList( std::vector<ObjectGuid>& guids, uint
for (ThreatList::const_iterator itr = threats.begin(); maxamount && itr != threats.end(); ++itr, --maxamount)
guids.push_back((*itr)->getUnitGuid());
}
struct AddCaretureToRemoveListInMapsWorker
{
AddCaretureToRemoveListInMapsWorker(ObjectGuid guid) : i_guid(guid) {}
void operator() (Map* map)
{
if (Creature* pCreature = map->GetCreature(i_guid))
pCreature->AddObjectToRemoveList();
}
ObjectGuid i_guid;
};
void Creature::AddToRemoveListInMaps(uint32 db_guid, CreatureData const* data)
{
AddCaretureToRemoveListInMapsWorker worker(ObjectGuid(HIGHGUID_UNIT, data->id, db_guid));
sMapMgr.DoForAllMapsWithMapId(data->mapid, worker);
}
struct SpawnCreatureInMapsWorker
{
SpawnCreatureInMapsWorker(uint32 guid, CreatureData const* data)
: i_guid(guid), i_data(data) {}
void operator() (Map* map)
{
// We use spawn coords to spawn
if (map->IsLoaded(i_data->posX, i_data->posY))
{
Creature* pCreature = new Creature;
//DEBUG_LOG("Spawning creature %u",*itr);
if (!pCreature->LoadFromDB(i_guid, map))
{
delete pCreature;
}
else
{
map->Add(pCreature);
}
}
}
uint32 i_guid;
CreatureData const* i_data;
};
void Creature::SpawnInMaps(uint32 db_guid, CreatureData const* data)
{
SpawnCreatureInMapsWorker worker(db_guid, data);
sMapMgr.DoForAllMapsWithMapId(data->mapid, worker);
}

View file

@ -610,6 +610,11 @@ class MANGOS_DLL_SPEC Creature : public Unit
float GetRespawnRadius() const { return m_respawnradius; }
void SetRespawnRadius(float dist) { m_respawnradius = dist; }
// Functions spawn/remove creature with DB guid in all loaded map copies (if point grid loaded in map)
// FIXME: it will work for for instanceable maps only after switch to use static guids)
static void AddToRemoveListInMaps(uint32 db_guid, CreatureData const* data);
static void SpawnInMaps(uint32 db_guid, CreatureData const* data);
void StartGroupLoot(Group* group, uint32 timer);
void SendZoneUnderAttackMessage(Player* attacker);

View file

@ -710,24 +710,12 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
sObjectMgr.AddCreatureToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
if (Map* map = const_cast<Map*>(sMapMgr.FindMap(data->mapid)))
{
// We use spawn coords to spawn
if (!map->Instanceable() && map->IsLoaded(data->posX,data->posY))
{
Creature* pCreature = new Creature;
//DEBUG_LOG("Spawning creature %u",*itr);
if (!pCreature->LoadFromDB(*itr, map))
{
delete pCreature;
}
else
{
map->Add(pCreature);
}
}
}
// FIXME: gameevent system can't work correctly in instanceable maps while object sin instances use dynamic guids
// Current code prevent wrong way work until switch to use static guids for instance objects
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
if (mapEntry && !mapEntry->Instanceable())
Creature::SpawnInMaps(*itr, data);
}
}
@ -757,26 +745,12 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
sObjectMgr.AddGameobjectToGrid(*itr, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existing
if (Map* map = const_cast<Map*>(sMapMgr.FindMap(data->mapid)))
{
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
//DEBUG_LOG("Spawning gameobject %u", *itr);
if (!pGameobject->LoadFromDB(*itr, map))
{
delete pGameobject;
}
else
{
if(pGameobject->isSpawnedByDefault())
map->Add(pGameobject);
}
}
}
// FIXME: gameevent system can't work correctly in instanceable maps while object sin instances use dynamic guids
// Current code prevent wrong way work until switch to use static guids for instance objects
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
if (mapEntry && !mapEntry->Instanceable())
GameObject::SpawnInMaps(*itr, data);
}
}
@ -819,10 +793,11 @@ void GameEventMgr::GameEventUnspawn(int16 event_id)
}
}
// Remove spawn data
sObjectMgr.RemoveCreatureFromGrid(*itr, data);
if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(ObjectGuid(HIGHGUID_UNIT, data->id, *itr)))
pCreature->AddObjectToRemoveList();
// Remove spawned cases
Creature::AddToRemoveListInMaps(*itr, data);
}
}
@ -848,10 +823,11 @@ void GameEventMgr::GameEventUnspawn(int16 event_id)
}
}
// Remove spawn data
sObjectMgr.RemoveGameobjectFromGrid(*itr, data);
if( GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, *itr)) )
pGameobject->AddObjectToRemoveList();
// Remove spawned cases
GameObject::AddToRemoveListInMaps(*itr, data);
}
}
@ -894,6 +870,29 @@ GameEventCreatureData const* GameEventMgr::GetCreatureUpdateDataForActiveEvent(u
return NULL;
}
struct GameEventUpdateCreatureDataInMapsWorker
{
GameEventUpdateCreatureDataInMapsWorker(ObjectGuid guid, CreatureData const* data, GameEventCreatureData* event_data, bool activate)
: i_guid(guid), i_data(data), i_event_data(event_data), i_activate(activate) {}
void operator() (Map* map)
{
if (Creature* pCreature = map->GetCreature(i_guid))
{
pCreature->UpdateEntry(i_data->id, TEAM_NONE, i_data, i_activate ? i_event_data : NULL);
// spells not casted for event remove case (sent NULL into update), do it
if (!i_activate)
pCreature->ApplyGameEventSpells(i_event_data, false);
}
}
ObjectGuid i_guid;
CreatureData const* i_data;
GameEventCreatureData* i_event_data;
bool i_activate;
};
void GameEventMgr::UpdateCreatureData(int16 event_id, bool activate)
{
for(GameEventCreatureDataList::iterator itr = mGameEventCreatureData[event_id].begin();itr != mGameEventCreatureData[event_id].end();++itr)
@ -904,14 +903,8 @@ void GameEventMgr::UpdateCreatureData(int16 event_id, bool activate)
continue;
// Update if spawned
if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(ObjectGuid(HIGHGUID_UNIT, data->id, itr->first)))
{
pCreature->UpdateEntry(data->id, TEAM_NONE, data, activate ? &itr->second : NULL);
// spells not casted for event remove case (sent NULL into update), do it
if (!activate)
pCreature->ApplyGameEventSpells(&itr->second, false);
}
GameEventUpdateCreatureDataInMapsWorker worker(ObjectGuid(HIGHGUID_UNIT, data->id, itr->first), data, &itr->second, activate);
sMapMgr.DoForAllMapsWithMapId(data->mapid, worker);
}
}

View file

@ -1701,4 +1701,57 @@ bool GameObject::IsInSkillupList(Player* player) const
void GameObject::AddToSkillupList(Player* player)
{
m_SkillupSet.insert(player->GetObjectGuid());
}
}
struct AddGameObjectToRemoveListInMapsWorker
{
AddGameObjectToRemoveListInMapsWorker(ObjectGuid guid) : i_guid(guid) {}
void operator() (Map* map)
{
if (GameObject* pGameobject = map->GetGameObject(i_guid))
pGameobject->AddObjectToRemoveList();
}
ObjectGuid i_guid;
};
void GameObject::AddToRemoveListInMaps(uint32 db_guid, GameObjectData const* data)
{
AddGameObjectToRemoveListInMapsWorker worker(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, db_guid));
sMapMgr.DoForAllMapsWithMapId(data->mapid, worker);
}
struct SpawnGameObjectInMapsWorker
{
SpawnGameObjectInMapsWorker(uint32 guid, GameObjectData const* data)
: i_guid(guid), i_data(data) {}
void operator() (Map* map)
{
// Spawn if necessary (loaded grids only)
if (map->IsLoaded(i_data->posX, i_data->posY))
{
GameObject* pGameobject = new GameObject;
//DEBUG_LOG("Spawning gameobject %u", *itr);
if (!pGameobject->LoadFromDB(i_guid, map))
{
delete pGameobject;
}
else
{
if (pGameobject->isSpawnedByDefault())
map->Add(pGameobject);
}
}
}
uint32 i_guid;
GameObjectData const* i_data;
};
void GameObject::SpawnInMaps(uint32 db_guid, GameObjectData const* data)
{
SpawnGameObjectInMapsWorker worker(db_guid, data);
sMapMgr.DoForAllMapsWithMapId(data->mapid, worker);
}

View file

@ -656,6 +656,12 @@ class MANGOS_DLL_SPEC GameObject : public WorldObject
uint32 GetRespawnDelay() const { return m_respawnDelayTime; }
void Refresh();
void Delete();
// Functions spawn/remove gameobject with DB guid in all loaded map copies (if point grid loaded in map)
// FIXME: it will work for for instanceable maps only after switch to use static guids)
static void AddToRemoveListInMaps(uint32 db_guid, GameObjectData const* data);
static void SpawnInMaps(uint32 db_guid, GameObjectData const* data);
void getFishLoot(Loot *loot, Player* loot_owner);
GameobjectTypes GetGoType() const { return GameobjectTypes(GetByteValue(GAMEOBJECT_BYTES_1, 1)); }
void SetGoType(GameobjectTypes type) { SetByteValue(GAMEOBJECT_BYTES_1, 1, type); }

View file

@ -265,8 +265,20 @@ void PoolGroup<Creature>::Despawn1Object(uint32 guid)
{
sObjectMgr.RemoveCreatureFromGrid(guid, data);
if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(ObjectGuid(HIGHGUID_UNIT, data->id, guid)))
pCreature->AddObjectToRemoveList();
// FIXME: pool system must have local state for each instanced map copy
// Current code preserve existed single state for all instanced map copies way
// specially because pool system not spawn object in instanceable maps
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
// temporary limit pool system full power work to continents
if (mapEntry && !mapEntry->Instanceable())
{
if (Map* map = const_cast<Map*>(sMapMgr.FindMap(data->mapid)))
{
if (Creature* pCreature = map->GetCreature(ObjectGuid(HIGHGUID_UNIT, data->id, guid)))
pCreature->AddObjectToRemoveList();
}
}
}
}
@ -278,8 +290,20 @@ void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
{
sObjectMgr.RemoveGameobjectFromGrid(guid, data);
if (GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, guid)))
pGameobject->AddObjectToRemoveList();
// FIXME: pool system must have local state for each instanced map copy
// Current code preserve existed single state for all instanced map copies way
// specially because pool system not spawn object in instanceable maps
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
// temporary limit pool system full power work to continents
if (mapEntry && !mapEntry->Instanceable())
{
if (Map* map = const_cast<Map*>(sMapMgr.FindMap(data->mapid)))
{
if (GameObject* pGameobject = map->GetGameObject(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, guid)))
pGameobject->AddObjectToRemoveList();
}
}
}
}
@ -370,7 +394,8 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj, bool instantly)
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
// temporary limit pool system full power work to continents
// FIXME: pool system must have local state for each instanced map copy
// Current code preserve existed single state for all instanced map copies way
if (mapEntry && !mapEntry->Instanceable())
{
// Spawn if necessary (loaded grids only)
@ -417,7 +442,8 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj, bool instantly)
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
// temporary limit pool system full power work to continents
// FIXME: pool system must have local state for each instanced map copy
// Current code preserve existed single state for all instanced map copies way
if (mapEntry && !mapEntry->Instanceable())
{
// Spawn if necessary (loaded grids only)
@ -471,8 +497,22 @@ template <>
void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(ObjectGuid(HIGHGUID_UNIT, data->id, obj->guid)))
pCreature->GetMap()->Add(pCreature);
{
// FIXME: pool system must have local state for each instanced map copy
// Current code preserve existed single state for all instanced map copies way
// specially because pool system not spawn object in instanceable maps
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
// temporary limit pool system full power work to continents
if (mapEntry && !mapEntry->Instanceable())
{
if (Map* map = const_cast<Map*>(sMapMgr.FindMap(data->mapid)))
{
if (Creature* pCreature = map->GetCreature(ObjectGuid(HIGHGUID_UNIT, data->id, obj->guid)))
pCreature->GetMap()->Add(pCreature);
}
}
}
}
// Method that does the respawn job on the specified gameobject
@ -480,8 +520,22 @@ template <>
void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
if (GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, obj->guid)))
pGameobject->GetMap()->Add(pGameobject);
{
// FIXME: pool system must have local state for each instanced map copy
// Current code preserve existed single state for all instanced map copies way
// specially because pool system not spawn object in instanceable maps
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
// temporary limit pool system full power work to continents
if (mapEntry && !mapEntry->Instanceable())
{
if (Map* map = const_cast<Map*>(sMapMgr.FindMap(data->mapid)))
{
if (GameObject* pGameobject = map->GetGameObject(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, obj->guid)))
pGameobject->GetMap()->Add(pGameobject);
}
}
}
}
// Nothing to do for a child Pool

View file

@ -8607,10 +8607,12 @@ Unit* SpellAuraHolder::GetCaster() const
if(GetCasterGuid() == m_target->GetObjectGuid())
return m_target;
//return ObjectAccessor::GetUnit(*m_target,m_caster_guid);
//must return caster even if it's in another grid/map
Unit *unit = ObjectAccessor::GetUnitInWorld(*m_target, m_casterGuid);
return unit && unit->IsInWorld() ? unit : NULL;
if (m_casterGuid.IsPlayer())
if (Player* caster = sObjectMgr.GetPlayer(m_casterGuid))
return caster->IsInWorld() ? caster : NULL;
return m_target->IsInWorld() ? m_target->GetMap()->GetCreature(m_casterGuid) : NULL;
}
bool SpellAuraHolder::IsWeaponBuffCoexistableWith(SpellAuraHolder* ref)

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@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "11137"
#define REVISION_NR "11138"
#endif // __REVISION_NR_H__