server/src/game/PoolManager.cpp
XTZGZoReX 0734adb746 [8789] Rename several singleton macros to use more consistent names.
* objmgr -> sObjectMgr
 * spellmgr -> sSpellMgr
 * WaypointMgr -> sWaypointMgr
 * poolhandler -> sPoolMgr
 * objaccessor -> sObjectAccessor
 * mapmgr -> sMapMgr
 * sInstanceSaveManager -> sInstanceSaveMgr
 * ticketmgr -> sTicketMgr
 * CreatureEAI_Mgr -> sEventAIMgr
 * auctionmgr -> sAuctionMgr
 * achievementmgr -> sAchievementMgr
2009-11-08 12:11:34 +01:00

737 lines
24 KiB
C++

/*
* Copyright (C) 2005-2009 MaNGOS <http://www.mangosproject.org/>
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#include "PoolManager.h"
#include "ObjectMgr.h"
#include "ProgressBar.h"
#include "Log.h"
#include "MapManager.h"
#include "Policies/SingletonImp.h"
INSTANTIATE_SINGLETON_1(PoolManager);
////////////////////////////////////////////////////////////
// Methods of template class PoolGroup
// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
template <class T>
void PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
{
if (poolitem.chance != 0 && maxentries == 1)
ExplicitlyChanced.push_back(poolitem);
else
EqualChanced.push_back(poolitem);
}
// Method to check the chances are proper in this object pool
template <class T>
bool PoolGroup<T>::CheckPool(void)
{
if (EqualChanced.size() == 0)
{
float chance = 0;
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
chance += ExplicitlyChanced[i].chance;
if (chance != 100 && chance != 0)
return false;
}
return true;
}
// Method that tell if the gameobject, creature or pool is spawned currently
template <class T>
bool PoolGroup<T>::IsSpawnedObject(uint32 guid)
{
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>
void PoolGroup<T>::RollOne(int32& index, PoolObjectList** store, uint32 triggerFrom)
{
if (!ExplicitlyChanced.empty())
{
float roll = (float)rand_chance();
for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
{
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))
{
index = i;
*store = &ExplicitlyChanced;
return;
}
}
}
if (!EqualChanced.empty())
{
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)
{
*store = &EqualChanced;
return;
}
}
index = -1;
}
// Main method to despawn a creature or gameobject in a pool
// 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)
{
for (size_t i = 0; i < EqualChanced.size(); ++i)
{
if (EqualChanced[i].spawned)
{
if (!guid || EqualChanced[i].guid == guid)
{
Despawn1Object(EqualChanced[i].guid);
EqualChanced[i].spawned = false;
if (m_SpawnedPoolAmount > 0)
--m_SpawnedPoolAmount;
}
}
}
for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
{
if (ExplicitlyChanced[i].spawned)
{
if (!guid || ExplicitlyChanced[i].guid == guid)
{
Despawn1Object(ExplicitlyChanced[i].guid);
ExplicitlyChanced[i].spawned = false;
if (m_SpawnedPoolAmount > 0)
--m_SpawnedPoolAmount;
}
}
}
}
// Method that is actualy doing the removal job on one creature
template<>
void PoolGroup<Creature>::Despawn1Object(uint32 guid)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(guid))
{
sObjectMgr.RemoveCreatureFromGrid(guid, data);
if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT)))
pCreature->AddObjectToRemoveList();
}
}
// Same on one gameobject
template<>
void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(guid))
{
sObjectMgr.RemoveGameobjectFromGrid(guid, data);
if (GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT)))
pGameobject->AddObjectToRemoveList();
}
}
// Same on one pool
template<>
void PoolGroup<Pool>::Despawn1Object(uint32 child_pool_id)
{
sPoolMgr.DespawnPool(child_pool_id);
}
// Method for a pool only to remove any found record causing a circular dependency loop
template<>
void PoolGroup<Pool>::RemoveOneRelation(uint16 child_pool_id)
{
for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
{
if(itr->guid == child_pool_id)
{
ExplicitlyChanced.erase(itr);
break;
}
}
for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
{
if(itr->guid == child_pool_id)
{
EqualChanced.erase(itr);
break;
}
}
}
template <class T>
void PoolGroup<T>::SpawnObject(uint32 limit, uint32 triggerFrom)
{
uint32 lastDespawned = 0;
int count = limit - m_SpawnedPoolAmount;
// 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
// spawned by 1
if (triggerFrom)
++count;
// This will try to spawn the rest of pool, not guaranteed
for (int i = 0; i < count; ++i)
{
int index;
PoolObjectList* store;
RollOne(index, &store, triggerFrom);
if (index == -1)
continue;
if ((*store)[index].guid == lastDespawned)
continue;
if ((*store)[index].guid == triggerFrom)
{
(*store)[index].spawned = ReSpawn1Object(triggerFrom);
triggerFrom = 0;
continue;
}
else
(*store)[index].spawned = Spawn1Object((*store)[index].guid);
if (triggerFrom)
{
// One spawn one despawn no count increase
DespawnObject(triggerFrom);
lastDespawned = triggerFrom;
triggerFrom = 0;
}
else
++m_SpawnedPoolAmount;
}
}
// Method that is actualy doing the spawn job on 1 creature
template <>
bool PoolGroup<Creature>::Spawn1Object(uint32 guid)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(guid))
{
sObjectMgr.AddCreatureToGrid(guid, data);
// Spawn if necessary (loaded grids only)
Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(data->mapid));
// We use spawn coords to spawn
if (!map->Instanceable() && map->IsLoaded(data->posX, data->posY))
{
Creature* pCreature = new Creature;
//sLog.outDebug("Spawning creature %u",guid);
if (!pCreature->LoadFromDB(guid, map))
{
delete pCreature;
return false;
}
else
map->Add(pCreature);
}
return true;
}
return false;
}
// Same for 1 gameobject
template <>
bool PoolGroup<GameObject>::Spawn1Object(uint32 guid)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(guid))
{
sObjectMgr.AddGameobjectToGrid(guid, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = const_cast<Map*>(sMapMgr.CreateBaseMap(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;
//sLog.outDebug("Spawning gameobject %u", guid);
if (!pGameobject->LoadFromDB(guid, map))
{
delete pGameobject;
return false;
}
else
{
if (pGameobject->isSpawnedByDefault())
map->Add(pGameobject);
}
}
return true;
}
return false;
}
// Same for 1 pool
template <>
bool PoolGroup<Pool>::Spawn1Object(uint32 child_pool_id)
{
sPoolMgr.SpawnPool(child_pool_id, 0, 0);
sPoolMgr.SpawnPool(child_pool_id, 0, TYPEID_GAMEOBJECT);
sPoolMgr.SpawnPool(child_pool_id, 0, TYPEID_UNIT);
return true;
}
// Method that does the respawn job on the specified creature
template <>
bool PoolGroup<Creature>::ReSpawn1Object(uint32 guid)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(guid))
{
if (Creature* pCreature = ObjectAccessor::GetCreatureInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT)))
pCreature->GetMap()->Add(pCreature);
return true;
}
return false;
}
// Same for 1 gameobject
template <>
bool PoolGroup<GameObject>::ReSpawn1Object(uint32 guid)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(guid))
{
if (GameObject* pGameobject = ObjectAccessor::GetGameObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT)))
pGameobject->GetMap()->Add(pGameobject);
return true;
}
return false;
}
// Nothing to do for a child Pool
template <>
bool PoolGroup<Pool>::ReSpawn1Object(uint32 /*guid*/)
{
return true;
}
////////////////////////////////////////////////////////////
// Methods of class PoolManager
PoolManager::PoolManager()
{
m_IsPoolSystemStarted = false;
}
void PoolManager::LoadFromDB()
{
QueryResult *result = WorldDatabase.Query("SELECT MAX(entry) FROM pool_template");
if (!result)
{
sLog.outString(">> Table pool_template is empty.");
sLog.outString();
return;
}
else
{
Field *fields = result->Fetch();
max_pool_id = fields[0].GetUInt16();
delete result;
}
mPoolTemplate.resize(max_pool_id + 1);
result = WorldDatabase.Query("SELECT entry,max_limit FROM pool_template");
if (!result)
{
mPoolTemplate.clear();
sLog.outString(">> Table pool_template is empty:");
sLog.outString();
return;
}
uint32 count = 0;
barGoLink bar(result->GetRowCount());
do
{
++count;
Field *fields = result->Fetch();
bar.step();
uint16 pool_id = fields[0].GetUInt16();
PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
pPoolTemplate.MaxLimit = fields[1].GetUInt32();
} while (result->NextRow());
sLog.outString();
sLog.outString( ">> Loaded %u objects pools", count );
delete result;
// Creatures
mPoolCreatureGroups.resize(max_pool_id + 1);
mCreatureSearchMap.clear();
// 1 2 3
result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature");
count = 0;
if (!result)
{
barGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u creatures in pools", count );
}
else
{
barGoLink bar2(result->GetRowCount());
do
{
Field *fields = result->Fetch();
bar2.step();
uint32 guid = fields[0].GetUInt32();
uint16 pool_id = fields[1].GetUInt16();
float chance = fields[2].GetFloat();
CreatureData const* data = sObjectMgr.GetCreatureData(guid);
if (!data)
{
sLog.outErrorDb("`pool_creature` has a non existing creature spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id );
continue;
}
if (pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_creature` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
continue;
}
if (chance < 0 || chance > 100)
{
sLog.outErrorDb("`pool_creature` has an invalid chance (%f) for creature guid (%u) in pool id (%i), skipped.", chance, guid, pool_id);
continue;
}
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
++count;
PoolObject plObject = PoolObject(guid, chance);
PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
SearchPair p(guid, pool_id);
mCreatureSearchMap.insert(p);
} while (result->NextRow());
sLog.outString();
sLog.outString( ">> Loaded %u creatures in pools", count );
delete result;
}
// Gameobjects
mPoolGameobjectGroups.resize(max_pool_id + 1);
mGameobjectSearchMap.clear();
// 1 2 3
result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject");
count = 0;
if (!result)
{
barGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u gameobject in pools", count );
}
else
{
barGoLink bar2(result->GetRowCount());
do
{
Field *fields = result->Fetch();
bar2.step();
uint32 guid = fields[0].GetUInt32();
uint16 pool_id = fields[1].GetUInt16();
float chance = fields[2].GetFloat();
GameObjectData const* data = sObjectMgr.GetGOData(guid);
if (!data)
{
sLog.outErrorDb("`pool_gameobject` has a non existing gameobject spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id );
continue;
}
GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(data->id);
if (goinfo->type != GAMEOBJECT_TYPE_CHEST &&
goinfo->type != GAMEOBJECT_TYPE_GOOBER &&
goinfo->type != GAMEOBJECT_TYPE_FISHINGHOLE)
{
sLog.outErrorDb("`pool_gameobject` has a not lootable gameobject spawn (GUID: %u, type: %u) defined for pool id (%u), skipped.", guid, goinfo->type, pool_id );
continue;
}
if (pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_gameobject` pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
continue;
}
if (chance < 0 || chance > 100)
{
sLog.outErrorDb("`pool_gameobject` has an invalid chance (%f) for gameobject guid (%u) in pool id (%i), skipped.", chance, guid, pool_id);
continue;
}
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
++count;
PoolObject plObject = PoolObject(guid, chance);
PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
SearchPair p(guid, pool_id);
mGameobjectSearchMap.insert(p);
} while( result->NextRow() );
sLog.outString();
sLog.outString( ">> Loaded %u gameobject in pools", count );
delete result;
}
// Pool of pools
mPoolPoolGroups.resize(max_pool_id + 1);
// 1 2 3
result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool");
count = 0;
if( !result )
{
barGoLink bar2(1);
bar2.step();
sLog.outString();
sLog.outString(">> Loaded %u pools in pools", count );
}
else
{
barGoLink bar2( result->GetRowCount() );
do
{
Field *fields = result->Fetch();
bar2.step();
uint16 child_pool_id = fields[0].GetUInt16();
uint16 mother_pool_id = fields[1].GetUInt16();
float chance = fields[2].GetFloat();
if (mother_pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_pool` mother_pool id (%i) is out of range compared to max pool id in `pool_template`, skipped.",mother_pool_id);
continue;
}
if (child_pool_id > max_pool_id)
{
sLog.outErrorDb("`pool_pool` included pool_id (%i) is out of range compared to max pool id in `pool_template`, skipped.",child_pool_id);
continue;
}
if (mother_pool_id == child_pool_id)
{
sLog.outErrorDb("`pool_pool` pool_id (%i) includes itself, dead-lock detected, skipped.",child_pool_id);
continue;
}
if (chance < 0 || chance > 100)
{
sLog.outErrorDb("`pool_pool` has an invalid chance (%f) for pool id (%u) in mother pool id (%i), skipped.", chance, child_pool_id, mother_pool_id);
continue;
}
PoolTemplateData *pPoolTemplateMother = &mPoolTemplate[mother_pool_id];
++count;
PoolObject plObject = PoolObject(child_pool_id, chance);
PoolGroup<Pool>& plgroup = mPoolPoolGroups[mother_pool_id];
plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit);
SearchPair p(child_pool_id, mother_pool_id);
mPoolSearchMap.insert(p);
} while( result->NextRow() );
// Now check for circular reference
for(uint16 i=0; i<max_pool_id; ++i)
{
std::set<uint16> checkedPools;
for(SearchMap::iterator poolItr = mPoolSearchMap.find(i); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
{
checkedPools.insert(poolItr->first);
if(checkedPools.find(poolItr->second) != checkedPools.end())
{
std::ostringstream ss;
ss<< "The pool(s) ";
for (std::set<uint16>::const_iterator itr=checkedPools.begin(); itr!=checkedPools.end(); ++itr)
ss << *itr << " ";
ss << "create(s) a circular reference, which can cause the server to freeze.\nRemoving the last link between mother pool "
<< poolItr->first << " and child pool " << poolItr->second;
sLog.outErrorDb(ss.str().c_str());
mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
mPoolSearchMap.erase(poolItr);
--count;
break;
}
}
}
sLog.outString();
sLog.outString( ">> Loaded %u pools in mother pools", count );
delete result;
}
}
// The initialize method will spawn all pools not in an event and not in another pool, this is why there is 2 left joins with 2 null checks
void PoolManager::Initialize()
{
QueryResult *result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry FROM pool_template LEFT JOIN game_event_pool ON pool_template.entry=game_event_pool.pool_entry LEFT JOIN pool_pool ON pool_template.entry=pool_pool.pool_id WHERE game_event_pool.pool_entry IS NULL AND pool_pool.pool_id IS NULL");
uint32 count=0;
if (result)
{
do
{
Field *fields = result->Fetch();
uint16 pool_entry = fields[0].GetUInt16();
if (!CheckPool(pool_entry))
{
sLog.outErrorDb("Pool Id (%u) has all creatures or gameobjects with explicit chance sum <>100 and no equal chance defined. The pool system cannot pick one to spawn.", pool_entry);
continue;
}
SpawnPool(pool_entry, 0, 0);
SpawnPool(pool_entry, 0, TYPEID_GAMEOBJECT);
SpawnPool(pool_entry, 0, TYPEID_UNIT);
count++;
} while (result->NextRow());
delete result;
}
sLog.outBasic("Pool handling system initialized, %u pools spawned.", count);
m_IsPoolSystemStarted = true;
}
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
// If it's same, the gameobject/creature is respawned only (added back to map)
void PoolManager::SpawnPool(uint16 pool_id, uint32 guid, uint32 type)
{
switch (type)
{
case TYPEID_UNIT:
if (!mPoolCreatureGroups[pool_id].isEmpty())
mPoolCreatureGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, guid);
break;
case TYPEID_GAMEOBJECT:
if (!mPoolGameobjectGroups[pool_id].isEmpty())
mPoolGameobjectGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, guid);
break;
default:
if (!mPoolPoolGroups[pool_id].isEmpty())
mPoolPoolGroups[pool_id].SpawnObject(mPoolTemplate[pool_id].MaxLimit, guid);
}
}
// Call to despawn a pool, all gameobjects/creatures in this pool are removed
void PoolManager::DespawnPool(uint16 pool_id)
{
if (!mPoolCreatureGroups[pool_id].isEmpty())
mPoolCreatureGroups[pool_id].DespawnObject();
if (!mPoolGameobjectGroups[pool_id].isEmpty())
mPoolGameobjectGroups[pool_id].DespawnObject();
if (!mPoolPoolGroups[pool_id].isEmpty())
mPoolPoolGroups[pool_id].DespawnObject();
}
// 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
void PoolManager::UpdatePool(uint16 pool_id, uint32 guid, uint32 type)
{
if (uint16 motherpoolid = IsPartOfAPool(pool_id, 0))
SpawnPool(motherpoolid, 0, 0);
else
SpawnPool(pool_id, guid, type);
}
// Method that tell if the gameobject/creature is part of a pool and return the pool id if yes
uint16 PoolManager::IsPartOfAPool(uint32 guid, uint32 type)
{
if (type == 0) // pool of pool
{
SearchMap::const_iterator itr = mPoolSearchMap.find(guid);
if (itr != mPoolSearchMap.end())
return itr->second;
}
else if (type == TYPEID_GAMEOBJECT)
{
SearchMap::const_iterator itr = mGameobjectSearchMap.find(guid);
if (itr != mGameobjectSearchMap.end())
return itr->second;
}
else // creature
{
SearchMap::const_iterator itr = mCreatureSearchMap.find(guid);
if (itr != mCreatureSearchMap.end())
return itr->second;
}
return 0;
}
// Method that check chance integrity of the creatures and gameobjects in this pool
bool PoolManager::CheckPool(uint16 pool_id)
{
return pool_id <= max_pool_id &&
mPoolGameobjectGroups[pool_id].CheckPool() &&
mPoolCreatureGroups[pool_id].CheckPool() &&
mPoolPoolGroups[pool_id].CheckPool();
}
// Method that tell if a creature or gameobject in pool_id is spawned currently
bool PoolManager::IsSpawnedObject(uint16 pool_id, uint32 guid, uint32 type)
{
if (pool_id > max_pool_id)
return false;
if (type == 0)
return mPoolPoolGroups[pool_id].IsSpawnedObject(guid);
else if (type == TYPEID_GAMEOBJECT)
return mPoolGameobjectGroups[pool_id].IsSpawnedObject(guid);
else
return mPoolCreatureGroups[pool_id].IsSpawnedObject(guid);
}