Un-instenceable maps shared pool system state, that initilized once.
For proper initilized pools in like case need have all mon-instanceable maps states created
before it.
* 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!
Currently this functionality not used, but soon planned be used
in connection wiht map persistent state specific pool system data.
In different from grid spawn data stored in ObjectMgr and used for global
(comon for all map copies) spawns from DB data or from gameevent system,
map locla spawn data used for independet grid spawns like expected to be
for pool system case when it will work in full power in instances.
Maybe for something other, like script dependent "static" spawns
not dependent from grid load state.
* Creature/GameObject guid generators moved to Map
* For avoid wrong not converted cases generic function in ObjectMgr has been replaced by
specilized guid generation function like sObjectMgr.GeneratePlayerLowGuid().
This let catch all cases that need update in custom code or scripts.
* Drop many ObjectAcessor.h now dead code. This is also make mangos more thread safe.
* Restore one more time unix build broken in prev. commits.
Note: many cases when something not wotk in instance but work in continents
possible magicly start work after this commit. For example, some gm commands.
From large systems that need more chnages for start work in full power in instances
can be referecned pool/gamevent system. Last need just small hacks drop changes but
in will addded in independent commit.
* Map Persistent noe have direct pointer back to map if map loaded.
That let simplify some code and avoid map search.
* Crash showup in result changes in code logic related to reset processing.
* Also fix more old bug with reset normal dungeon with not loaded map.
* Reverse MapPersistentState::HasRespawnTimes and MapPersistentState::HasBounds() results
to expected for function names and update related calls.
Thanks to Schmoozerd for help in research problem.