server/src/game/PoolManager.cpp
VladimirMangos 9a8a74c2ad [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
2011-02-12 07:24:04 +03:00

1022 lines
36 KiB
C++

/*
* Copyright (C) 2005-2011 MaNGOS <http://getmangos.com/>
*
* 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 "ObjectGuid.h"
#include "ProgressBar.h"
#include "Log.h"
#include "MapPersistentStateMgr.h"
#include "MapManager.h"
#include "World.h"
#include "Policies/SingletonImp.h"
INSTANTIATE_SINGLETON_1(PoolManager);
////////////////////////////////////////////////////////////
// template class SpawnedPoolData
// Method that tell amount spawned objects/subpools
uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
{
SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
return itr != mSpawnedPools.end() ? itr->second : 0;
}
// Method that tell if a creature is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject<Creature>(uint32 db_guid) const
{
return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
}
// Method that tell if a gameobject is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject<GameObject>(uint32 db_guid) const
{
return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
}
// Method that tell if a pool is spawned currently
template<>
bool SpawnedPoolData::IsSpawnedObject<Pool>(uint32 sub_pool_id) const
{
return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
}
template<>
void SpawnedPoolData::AddSpawn<Creature>(uint32 db_guid, uint32 pool_id)
{
mSpawnedCreatures.insert(db_guid);
++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::AddSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
{
mSpawnedGameobjects.insert(db_guid);
++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::AddSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
{
mSpawnedPools[sub_pool_id] = 0;
++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::RemoveSpawn<Creature>(uint32 db_guid, uint32 pool_id)
{
mSpawnedCreatures.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
template<>
void SpawnedPoolData::RemoveSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
{
mSpawnedGameobjects.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
template<>
void SpawnedPoolData::RemoveSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
{
mSpawnedPools.erase(sub_pool_id);
uint32& val = mSpawnedPools[pool_id];
if (val > 0)
--val;
}
////////////////////////////////////////////////////////////
// Methods of class PoolObject
template<>
void PoolObject::CheckEventLinkAndReport<Creature>(uint32 poolId, int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& /*go2event*/) const
{
std::map<uint32, int16>::const_iterator itr = creature2event.find(guid);
if (itr == creature2event.end() || itr->second != event_id)
sLog.outErrorDb("Creature (GUID: %u) expected to be listed in `game_event_creature` for event %u as part pool %u", guid, event_id, poolId);
}
template<>
void PoolObject::CheckEventLinkAndReport<GameObject>(uint32 poolId, int16 event_id, std::map<uint32, int16> const& /*creature2event*/, std::map<uint32, int16> const& go2event) const
{
std::map<uint32, int16>::const_iterator itr = go2event.find(guid);
if (itr == go2event.end() || itr->second != event_id)
sLog.outErrorDb("Gameobject (GUID: %u) expected to be listed in `game_event_gameobject` for event %u as part pool %u", guid, event_id, poolId);
}
template<>
void PoolObject::CheckEventLinkAndReport<Pool>(uint32 poolId, int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& go2event) const
{
sPoolMgr.CheckEventLinkAndReport(guid, event_id, creature2event, go2event);
}
////////////////////////////////////////////////////////////
// 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() const
{
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 to check event linking
template <class T>
void PoolGroup<T>::CheckEventLinkAndReport(int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& go2event) const
{
for (uint32 i=0; i < EqualChanced.size(); ++i)
EqualChanced[i].CheckEventLinkAndReport<T>(poolId, event_id, creature2event, go2event);
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
ExplicitlyChanced[i].CheckEventLinkAndReport<T>(poolId, event_id, creature2event, go2event);
}
template <class T>
void PoolGroup<T>::SetExcludeObject(uint32 guid, bool state)
{
for (uint32 i=0; i < EqualChanced.size(); ++i)
{
if (EqualChanced[i].guid == guid)
{
EqualChanced[i].exclude = state;
return;
}
}
for (uint32 i=0; i<ExplicitlyChanced.size(); ++i)
{
if (ExplicitlyChanced[i].guid == guid)
{
ExplicitlyChanced[i].exclude = state;
return;
}
}
}
template <class T>
PoolObject* PoolGroup<T>::RollOne(SpawnedPoolData& spawns, 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].exclude && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid)))
return &ExplicitlyChanced[i];
}
}
if (!EqualChanced.empty())
{
int32 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].exclude && (EqualChanced[index].guid == triggerFrom || !spawns.IsSpawnedObject<T>(EqualChanced[index].guid)))
return &EqualChanced[index];
}
return NULL;
}
// 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(SpawnedPoolData& spawns, uint32 guid)
{
for (size_t i = 0; i < EqualChanced.size(); ++i)
{
// if spawned
if (spawns.IsSpawnedObject<T>(EqualChanced[i].guid))
{
// any or specially requested
if (!guid || EqualChanced[i].guid == guid)
{
Despawn1Object(EqualChanced[i].guid);
spawns.RemoveSpawn<T>(EqualChanced[i].guid,poolId);
}
}
}
for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
{
// spawned
if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
{
// any or specially requested
if (!guid || ExplicitlyChanced[i].guid == guid)
{
Despawn1Object(ExplicitlyChanced[i].guid);
spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid,poolId);
}
}
}
}
// 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);
// 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();
}
}
}
}
// Same on one gameobject
template<>
void PoolGroup<GameObject>::Despawn1Object(uint32 guid)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(guid))
{
sObjectMgr.RemoveGameobjectFromGrid(guid, data);
// 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();
}
}
}
}
// 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(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom, bool instantly)
{
uint32 lastDespawned = 0;
int count = limit - spawns.GetSpawnedObjects(poolId);
// 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)
{
if (spawns.IsSpawnedObject<T>(triggerFrom))
++count;
else
triggerFrom = 0;
}
// This will try to spawn the rest of pool, not guaranteed
for (int i = 0; i < count; ++i)
{
PoolObject* obj = RollOne(spawns,triggerFrom);
if (!obj)
continue;
if (obj->guid == lastDespawned)
continue;
if (obj->guid == triggerFrom)
{
MANGOS_ASSERT(spawns.IsSpawnedObject<T>(obj->guid));
MANGOS_ASSERT(spawns.GetSpawnedObjects(poolId) > 0);
ReSpawn1Object(obj);
triggerFrom = 0;
continue;
}
spawns.AddSpawn<T>(obj->guid,poolId);
Spawn1Object(obj, instantly);
if (triggerFrom)
{
// One spawn one despawn no count increase
DespawnObject(spawns, triggerFrom);
lastDespawned = triggerFrom;
triggerFrom = 0;
}
}
}
// Method that is actualy doing the spawn job on 1 creature
template <>
void PoolGroup<Creature>::Spawn1Object(PoolObject* obj, bool instantly)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
{
sObjectMgr.AddCreatureToGrid(obj->guid, data);
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
// 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)
Map* map = const_cast<Map*>(sMapMgr.FindMap(data->mapid));
// We use spawn coords to spawn
if (map && map->IsLoaded(data->posX, data->posY))
{
Creature* pCreature = new Creature;
//DEBUG_LOG("Spawning creature %u",obj->guid);
if (!pCreature->LoadFromDB(obj->guid, map))
{
delete pCreature;
return;
}
else
{
// if new spawn replaces a just despawned creature, not instantly spawn but set respawn timer
if(!instantly)
{
pCreature->SetRespawnTime( pCreature->GetRespawnDelay() );
if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY) || pCreature->IsWorldBoss())
pCreature->SaveRespawnTime();
}
map->Add(pCreature);
}
}
// for not loaded grid just update respawn time (avoid work for instances until implemented support)
else if(!instantly)
{
map->GetPersistentState()->SaveCreatureRespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
}
}
}
}
// Same for 1 gameobject
template <>
void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj, bool instantly)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
{
sObjectMgr.AddGameobjectToGrid(obj->guid, data);
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
// 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)
Map* map = const_cast<Map*>(sMapMgr.FindMap(data->mapid));
// We use spawn coords to spawn
if (map && map->IsLoaded(data->posX, data->posY))
{
GameObject* pGameobject = new GameObject;
//DEBUG_LOG("Spawning gameobject %u", obj->guid);
if (!pGameobject->LoadFromDB(obj->guid, map))
{
delete pGameobject;
return;
}
else
{
if (pGameobject->isSpawnedByDefault())
{
// if new spawn replaces a just despawned object, not instantly spawn but set respawn timer
if(!instantly)
{
pGameobject->SetRespawnTime( pGameobject->GetRespawnDelay() );
if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY))
pGameobject->SaveRespawnTime();
}
map->Add(pGameobject);
}
}
}
// for not loaded grid just update respawn time (avoid work for instances until implemented support)
else if(!instantly)
{
// for spawned by default object only
if (data->spawntimesecs >= 0)
map->GetPersistentState()->SaveGORespawnTime(obj->guid, time(NULL) + data->spawntimesecs);
}
}
}
}
// Same for 1 pool
template <>
void PoolGroup<Pool>::Spawn1Object(PoolObject* obj, bool instantly)
{
sPoolMgr.SpawnPool(obj->guid, instantly);
}
// Method that does the respawn job on the specified creature
template <>
void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
{
if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid))
{
// 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
template <>
void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
{
if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid))
{
// 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
template <>
void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/)
{
}
////////////////////////////////////////////////////////////
// Methods of class PoolManager
PoolManager::PoolManager()
{
}
// Check listing all pool spawns in single instanceable map or only in non-instanceable maps
// This applied to all pools have common mother pool
struct PoolMapChecker
{
typedef std::map<uint32,MapEntry const*> Pool2Maps;
Pool2Maps m_pool2maps;
bool CheckAndRemember(uint32 mapid, uint32 pool_id, char const* tableName, char const* elementName)
{
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry)
return false;
MapEntry const* poolMapEntry = GetPoolMapEntry(pool_id);
// if not listed then just remember
if (!poolMapEntry)
{
m_pool2maps[pool_id] = mapEntry;
return true;
}
// if at same map, then all ok
if (poolMapEntry == mapEntry)
return true;
// pool spawns must be at single instanceable map
if (mapEntry->Instanceable())
{
sLog.outErrorDb("`%s` has %s spawned at instanceable map %u when one or several other spawned at different map %u in pool id %i, skipped.",
tableName, elementName, mapid, poolMapEntry->MapID, pool_id);
return false;
}
// pool spawns must be at single instanceable map
if (poolMapEntry->Instanceable())
{
sLog.outErrorDb("`%s` has %s spawned at map %u when one or several other spawned at different instanceable map %u in pool id %i, skipped.",
tableName, elementName, mapid, poolMapEntry->MapID, pool_id);
return false;
}
// pool spawns can be at different non-instanceable maps
return true;
}
MapEntry const* GetPoolMapEntry(uint32 pool_id) const
{
Pool2Maps::const_iterator p2m_itr = m_pool2maps.find(pool_id);
return p2m_itr != m_pool2maps.end() ? p2m_itr->second : NULL;
}
};
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((int)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();
pPoolTemplate.AutoSpawn = true; // will update and later data loading
} while (result->NextRow());
sLog.outString();
sLog.outString( ">> Loaded %u objects pools", count );
delete result;
PoolMapChecker mapChecker;
// 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((int)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;
}
if (!mapChecker.CheckAndRemember(data->mapid, pool_id, "pool_creature", "creature guid"))
continue;
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
++count;
PoolObject plObject = PoolObject(guid, chance);
PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
cregroup.SetPoolId(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((int)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;
}
if (!mapChecker.CheckAndRemember(data->mapid, pool_id, "pool_gameobject", "gameobject guid"))
continue;
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
++count;
PoolObject plObject = PoolObject(guid, chance);
PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
gogroup.SetPoolId(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( (int)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.SetPoolId(mother_pool_id);
plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit);
SearchPair p(child_pool_id, mother_pool_id);
mPoolSearchMap.insert(p);
// update top independent pool flag
mPoolTemplate[child_pool_id].AutoSpawn = false;
} 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))
{
// if child pool not have map data then it empty or have not checked child then will checked and all line later
if (MapEntry const* childMapEntry = mapChecker.GetPoolMapEntry(poolItr->first))
{
if (!mapChecker.CheckAndRemember(childMapEntry->MapID, poolItr->second, "pool_pool", "pool with creature/gameobject"))
{
mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
mPoolSearchMap.erase(poolItr);
--count;
break;
}
}
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("%s", 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
void PoolManager::Initialize()
{
uint32 count = 0;
for(uint16 pool_entry = 0; pool_entry < mPoolTemplate.size(); ++pool_entry)
{
if (mPoolTemplate[pool_entry].AutoSpawn)
{
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, true);
count++;
}
}
BASIC_LOG("Pool handling system initialized, %u pools spawned.", count);
}
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
// If it's same, the creature is respawned only (added back to map)
template<>
void PoolManager::SpawnPoolGroup<Creature>(uint16 pool_id, uint32 db_guid, bool instantly)
{
if (!mPoolCreatureGroups[pool_id].isEmpty())
mPoolCreatureGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid, instantly);
}
// 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 is respawned only (added back to map)
template<>
void PoolManager::SpawnPoolGroup<GameObject>(uint16 pool_id, uint32 db_guid, bool instantly)
{
if (!mPoolGameobjectGroups[pool_id].isEmpty())
mPoolGameobjectGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid, instantly);
}
// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different
// If it's same, the pool is respawned only
template<>
void PoolManager::SpawnPoolGroup<Pool>(uint16 pool_id, uint32 sub_pool_id, bool instantly)
{
if (!mPoolPoolGroups[pool_id].isEmpty())
mPoolPoolGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id, instantly);
}
/*!
\param instantly defines if (leaf-)objects are spawned instantly or with fresh respawn timer */
void PoolManager::SpawnPool(uint16 pool_id, bool instantly)
{
SpawnPoolGroup<Pool>(pool_id, 0, instantly);
SpawnPoolGroup<GameObject>(pool_id, 0, instantly);
SpawnPoolGroup<Creature>(pool_id, 0, instantly);
}
// 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(mSpawnedData);
if (!mPoolGameobjectGroups[pool_id].isEmpty())
mPoolGameobjectGroups[pool_id].DespawnObject(mSpawnedData);
if (!mPoolPoolGroups[pool_id].isEmpty())
mPoolPoolGroups[pool_id].DespawnObject(mSpawnedData);
}
// Method that check chance integrity of the creatures and gameobjects in this pool
bool PoolManager::CheckPool(uint16 pool_id) const
{
return pool_id <= max_pool_id &&
mPoolGameobjectGroups[pool_id].CheckPool() &&
mPoolCreatureGroups[pool_id].CheckPool() &&
mPoolPoolGroups[pool_id].CheckPool();
}
// Method that check linking all elements to event
void PoolManager::CheckEventLinkAndReport(uint16 pool_id, int16 event_id, std::map<uint32, int16> const& creature2event, std::map<uint32, int16> const& go2event) const
{
mPoolGameobjectGroups[pool_id].CheckEventLinkAndReport(event_id, creature2event, go2event);
mPoolCreatureGroups[pool_id].CheckEventLinkAndReport(event_id, creature2event, go2event);
mPoolPoolGroups[pool_id].CheckEventLinkAndReport(event_id, creature2event, go2event);
}
// Method that exclude some elements from next spawn
template<>
void PoolManager::SetExcludeObject<Creature>(uint16 pool_id, uint32 db_guid_or_pool_id, bool state)
{
mPoolCreatureGroups[pool_id].SetExcludeObject(db_guid_or_pool_id, state);
}
template<>
void PoolManager::SetExcludeObject<GameObject>(uint16 pool_id, uint32 db_guid_or_pool_id, bool state)
{
mPoolGameobjectGroups[pool_id].SetExcludeObject(db_guid_or_pool_id, state);
}
// 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
template<typename T>
void PoolManager::UpdatePool(uint16 pool_id, uint32 db_guid_or_pool_id)
{
if (uint16 motherpoolid = IsPartOfAPool<Pool>(pool_id))
SpawnPoolGroup<Pool>(motherpoolid, pool_id, false);
else
SpawnPoolGroup<T>(pool_id, db_guid_or_pool_id, false);
}
template void PoolManager::UpdatePool<Pool>(uint16 pool_id, uint32 db_guid_or_pool_id);
template void PoolManager::UpdatePool<GameObject>(uint16 pool_id, uint32 db_guid_or_pool_id);
template void PoolManager::UpdatePool<Creature>(uint16 pool_id, uint32 db_guid_or_pool_id);