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Core/Pooling: Remove respawn times from the database when despawning a pool (#24422)
* Core/Pooling: Remove respawn times from the database when despawning a pool
Remove respawn times from the database when despawning a pool. This is needed when a Game Event ends but there are still some respawn times saved in the database.
* Remove respawn time of active pool objects even if they are not spawned
(cherry picked from commit 4f33fd3932)
This commit is contained in:
@@ -140,7 +140,7 @@ bool PoolGroup<T>::CheckPool() const
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// If no guid is passed, the pool is just removed (event end case)
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// If guid is filled, cache will be used and no removal will occur, it just fill the cache
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template<class T>
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void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint64 guid)
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void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint64 guid, bool alwaysDeleteRespawnTime)
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{
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for (size_t i=0; i < EqualChanced.size(); ++i)
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{
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@@ -149,10 +149,12 @@ void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint64 guid)
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{
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if (!guid || EqualChanced[i].guid == guid)
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{
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Despawn1Object(EqualChanced[i].guid);
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Despawn1Object(EqualChanced[i].guid, alwaysDeleteRespawnTime);
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spawns.RemoveObject<T>(EqualChanced[i].guid, poolId);
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}
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}
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else if (alwaysDeleteRespawnTime)
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RemoveRespawnTimeFromDB(EqualChanced[i].guid);
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}
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for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
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@@ -162,16 +164,18 @@ void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint64 guid)
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{
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if (!guid || ExplicitlyChanced[i].guid == guid)
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{
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Despawn1Object(ExplicitlyChanced[i].guid);
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Despawn1Object(ExplicitlyChanced[i].guid, alwaysDeleteRespawnTime);
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spawns.RemoveObject<T>(ExplicitlyChanced[i].guid, poolId);
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}
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}
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else if (alwaysDeleteRespawnTime)
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RemoveRespawnTimeFromDB(ExplicitlyChanced[i].guid);
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}
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}
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// Method that is actualy doing the removal job on one creature
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template<>
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void PoolGroup<Creature>::Despawn1Object(uint64 guid)
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void PoolGroup<Creature>::Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTime)
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{
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if (CreatureData const* data = sObjectMgr->GetCreatureData(guid))
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{
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@@ -190,13 +194,16 @@ void PoolGroup<Creature>::Despawn1Object(uint64 guid)
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creature->SaveRespawnTime();
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creature->AddObjectToRemoveList();
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}
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if (alwaysDeleteRespawnTime)
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map->RemoveRespawnTime(SpawnObjectType::SPAWN_TYPE_CREATURE, guid, nullptr, true);
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}
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}
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}
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// Same on one gameobject
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template<>
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void PoolGroup<GameObject>::Despawn1Object(uint64 guid)
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void PoolGroup<GameObject>::Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTime)
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{
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if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid))
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{
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@@ -216,13 +223,16 @@ void PoolGroup<GameObject>::Despawn1Object(uint64 guid)
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go->SaveRespawnTime();
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go->AddObjectToRemoveList();
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}
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if (alwaysDeleteRespawnTime)
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map->RemoveRespawnTime(SpawnObjectType::SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
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}
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}
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}
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// Same on one pool
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template<>
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void PoolGroup<Pool>::Despawn1Object(uint64 child_pool_id)
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void PoolGroup<Pool>::Despawn1Object(uint64 child_pool_id, bool /*alwaysDeleteRespawnTime*/)
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{
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sPoolMgr->DespawnPool(child_pool_id);
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}
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@@ -380,6 +390,35 @@ void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* /*obj*/)
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template <>
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void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/) { }
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template <>
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void PoolGroup<Creature>::RemoveRespawnTimeFromDB(uint64 guid)
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{
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if (CreatureData const* data = sObjectMgr->GetCreatureData(guid))
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{
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Map* map = sMapMgr->CreateBaseMap(data->mapId);
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if (!map->Instanceable())
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{
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map->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true);
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}
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}
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}
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template <>
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void PoolGroup<GameObject>::RemoveRespawnTimeFromDB(uint64 guid)
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{
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if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid))
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{
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Map* map = sMapMgr->CreateBaseMap(data->mapId);
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if (!map->Instanceable())
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{
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map->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
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}
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}
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}
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template <>
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void PoolGroup<Pool>::RemoveRespawnTimeFromDB(uint64 /*guid*/) { }
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////////////////////////////////////////////////////////////
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// Methods of class PoolMgr
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@@ -737,12 +776,12 @@ void PoolMgr::DespawnPool(uint32 pool_id)
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{
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auto it = mPoolCreatureGroups.find(pool_id);
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if (it != mPoolCreatureGroups.end() && !it->second.isEmpty())
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it->second.DespawnObject(mSpawnedData);
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it->second.DespawnObject(mSpawnedData, 0, true);
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}
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{
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auto it = mPoolGameobjectGroups.find(pool_id);
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if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty())
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it->second.DespawnObject(mSpawnedData);
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it->second.DespawnObject(mSpawnedData, 0, true);
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}
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{
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auto it = mPoolPoolGroups.find(pool_id);
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