Core/Pooling: Fixed less and less objects from pools being spawned the longer the server is running (#20949)

Closes #11141

(cherry picked from commit de80cd2e0d)
This commit is contained in:
lachtanek
2017-11-21 20:02:21 +01:00
committed by funjoker
parent 694bd692e9
commit 0099154316
2 changed files with 57 additions and 49 deletions

View File

@@ -159,34 +159,6 @@ bool PoolGroup<T>::CheckPool() const
return true;
}
template <class T>
PoolObject* PoolGroup<T>::RollOne(ActivePoolData& spawns, uint64 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].guid == triggerFrom || !spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid)))
return &ExplicitlyChanced[i];
}
}
if (!EqualChanced.empty())
{
uint32 index = urand(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].guid == triggerFrom || !spawns.IsActiveObject<T>(EqualChanced[index].guid))
return &EqualChanced[index];
}
return nullptr;
}
// 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
@@ -346,7 +318,6 @@ void PoolGroup<Pool>::RemoveOneRelation(uint32 child_pool_id)
template <class T>
void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 triggerFrom)
{
uint32 lastDespawned = 0;
int count = limit - spawns.GetActiveObjectCount(poolId);
// If triggered from some object respawn this object is still marked as spawned
@@ -355,32 +326,70 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 trig
if (triggerFrom)
++count;
// This will try to spawn the rest of pool, not guaranteed
for (int i = 0; i < count; ++i)
if (count > 0)
{
PoolObject* obj = RollOne(spawns, triggerFrom);
if (!obj)
continue;
if (obj->guid == lastDespawned)
continue;
PoolObjectList rolledObjects;
rolledObjects.reserve(count);
if (obj->guid == triggerFrom)
// roll objects to be spawned
if (!ExplicitlyChanced.empty())
{
ReSpawn1Object(obj);
triggerFrom = 0;
continue;
while (count && ExplicitlyChanced.size() > rolledObjects.size())
{
--count;
float roll = (float)rand_chance();
for (PoolObject& obj : ExplicitlyChanced)
{
roll -= obj.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 && (obj.guid == triggerFrom || !spawns.IsActiveObject<T>(obj.guid)))
{
rolledObjects.push_back(obj);
break;
}
}
}
}
spawns.ActivateObject<T>(obj->guid, poolId);
Spawn1Object(obj);
if (triggerFrom)
else if (!EqualChanced.empty())
{
// One spawn one despawn no count increase
DespawnObject(spawns, triggerFrom);
lastDespawned = triggerFrom;
triggerFrom = 0;
rolledObjects = EqualChanced;
for (auto itr = rolledObjects.begin(); itr != rolledObjects.end();)
{
// remove most of the active objects so there is higher chance inactive ones are spawned
if (spawns.IsActiveObject<T>(itr->guid) && urand(1, 4) != 1)
itr = rolledObjects.erase(itr);
else
++itr;
}
Trinity::Containers::RandomResize(rolledObjects, count);
}
// try to spawn rolled objects
for (PoolObject& obj : rolledObjects)
{
if (spawns.IsActiveObject<T>(obj.guid))
continue;
if (obj.guid == triggerFrom)
{
ReSpawn1Object(&obj);
triggerFrom = 0;
}
else
{
spawns.ActivateObject<T>(obj.guid, poolId);
Spawn1Object(&obj);
}
}
}
// One spawn one despawn no count increase
if (triggerFrom)
DespawnObject(spawns, triggerFrom);
}
// Method that is actualy doing the spawn job on 1 creature