Core: Cleaned up leftovers from loading functions streamlining

This commit is contained in:
leak
2011-03-10 22:21:50 +01:00
parent 5b481d36bf
commit b6074f90da
7 changed files with 1011 additions and 995 deletions

View File

@@ -536,403 +536,420 @@ void PoolGroup<Quest>::ReSpawn1Object(PoolObject* /*obj*/)
////////////////////////////////////////////////////////////
// Methods of class PoolMgr
PoolMgr::PoolMgr()
PoolMgr::PoolMgr() : max_pool_id(0)
{
}
void PoolMgr::LoadFromDB()
void PoolMgr::Initialize()
{
uint32 oldMSTime = getMSTime();
QueryResult result = WorldDatabase.Query("SELECT MAX(entry) FROM pool_template");
if (!result)
{
sLog->outString(">> Loaded 0 object pools. DB table `pool_template` is empty.");
sLog->outString();
return;
}
else
if (result)
{
Field *fields = result->Fetch();
max_pool_id = fields[0].GetUInt32();
}
mPoolTemplate.resize(max_pool_id + 1);
result = WorldDatabase.Query("SELECT entry,max_limit FROM pool_template");
if (!result)
{
mPoolTemplate.clear();
sLog->outString(">> Loaded 0 object pools. DB table `pool_template` is empty.");
sLog->outString();
return;
}
uint32 count = 0;
do
{
++count;
Field *fields = result->Fetch();
uint32 pool_id = fields[0].GetUInt32();
PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
pPoolTemplate.MaxLimit = fields[1].GetUInt32();
} while (result->NextRow());
sLog->outString(">> Loaded %u objects pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
// Creatures
sLog->outString("Loading Creatures Pooling Data...");
oldMSTime = getMSTime();
mPoolCreatureGroups.resize(max_pool_id + 1);
mPoolGameobjectGroups.resize(max_pool_id + 1);
mPoolPoolGroups.resize(max_pool_id + 1);
mPoolQuestGroups.resize(max_pool_id + 1);
mQuestSearchMap.clear();
mGameobjectSearchMap.clear();
mCreatureSearchMap.clear();
// 1 2 3
result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature");
}
count = 0;
if (!result)
{
sLog->outString(">> Loaded 0 creatures in pools. DB table `pool_creature` is empty.");
sLog->outString();
}
else
void PoolMgr::LoadFromDB()
{
// Pool templates
{
uint32 oldMSTime = getMSTime();
QueryResult result = WorldDatabase.Query("SELECT entry,max_limit FROM pool_template");
if (!result)
{
mPoolTemplate.clear();
sLog->outString(">> Loaded 0 object pools. DB table `pool_template` is empty.");
sLog->outString();
return;
}
uint32 count = 0;
do
{
Field *fields = result->Fetch();
uint32 pool_id = fields[0].GetUInt32();
uint32 guid = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
float chance = fields[2].GetFloat();
PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
pPoolTemplate.MaxLimit = fields[1].GetUInt32();
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 (%u) 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 (%u), skipped.", chance, guid, pool_id);
continue;
}
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
++count;
}
while (result->NextRow());
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(">> Loaded %u creatures in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString(">> Loaded %u objects pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
// Creatures
sLog->outString("Loading Creatures Pooling Data...");
{
uint32 oldMSTime = getMSTime();
// 1 2 3
QueryResult result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature");
if (!result)
{
sLog->outString(">> Loaded 0 creatures in pools. DB table `pool_creature` is empty.");
sLog->outString();
}
else
{
uint32 count = 0;
do
{
Field *fields = result->Fetch();
uint32 guid = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
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 (%u) 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 (%u), skipped.", chance, guid, pool_id);
continue;
}
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
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);
++count;
}
while (result->NextRow());
sLog->outString(">> Loaded %u creatures in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
}
// Gameobjects
sLog->outString("Loading Gameobject Pooling Data...");
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)
{
sLog->outString(">> Loaded 0 gameobjects in pools. DB table `pool_gameobject` is empty.");
sLog->outString();
}
else
{
uint32 oldMSTime = getMSTime();
do
// 1 2 3
QueryResult result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject");
if (!result)
{
Field *fields = result->Fetch();
uint32 guid = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
float chance = fields[2].GetFloat();
GameObjectData const* data = sObjectMgr->GetGOData(guid);
if (!data)
sLog->outString(">> Loaded 0 gameobjects in pools. DB table `pool_gameobject` is empty.");
sLog->outString();
}
else
{
uint32 count = 0;
do
{
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 (%u) 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 (%u), skipped.", chance, guid, pool_id);
continue;
}
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
Field *fields = result->Fetch();
++count;
uint32 guid = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
float chance = fields[2].GetFloat();
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);
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;
}
} while (result->NextRow());
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;
}
sLog->outString(">> Loaded %u gameobject in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
if (pool_id > max_pool_id)
{
sLog->outErrorDb("`pool_gameobject` pool id (%u) 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 (%u), skipped.", chance, guid, pool_id);
continue;
}
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
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);
++count;
}
while (result->NextRow());
sLog->outString(">> Loaded %u gameobject in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
}
// Pool of pools
sLog->outString("Loading Mother Pooling Data...");
oldMSTime = getMSTime();
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)
{
sLog->outString(">> Loaded 0 pools in pools");
sLog->outString();
}
else
{
uint32 oldMSTime = getMSTime();
do
// 1 2 3
QueryResult result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool");
if (!result)
{
Field *fields = result->Fetch();
uint32 child_pool_id = fields[0].GetUInt32();
uint32 mother_pool_id = fields[1].GetUInt32();
float chance = fields[2].GetFloat();
if (mother_pool_id > max_pool_id)
{
sLog->outErrorDb("`pool_pool` mother_pool id (%u) 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 (%u) 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 (%u) 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 (%u), 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);
} while (result->NextRow());
// Now check for circular reference
for (uint32 i=0; i<max_pool_id; ++i)
sLog->outString(">> Loaded 0 pools in pools");
sLog->outString();
}
else
{
std::set<uint32> checkedPools;
for (SearchMap::iterator poolItr = mPoolSearchMap.find(i); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
uint32 count = 0;
do
{
checkedPools.insert(poolItr->first);
if (checkedPools.find(poolItr->second) != checkedPools.end())
Field *fields = result->Fetch();
uint32 child_pool_id = fields[0].GetUInt32();
uint32 mother_pool_id = fields[1].GetUInt32();
float chance = fields[2].GetFloat();
if (mother_pool_id > max_pool_id)
{
std::ostringstream ss;
ss<< "The pool(s) ";
for (std::set<uint32>::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->outErrorDb("`pool_pool` mother_pool id (%u) 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 (%u) 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 (%u) 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 (%u), skipped.", chance, child_pool_id, mother_pool_id);
continue;
}
PoolTemplateData *pPoolTemplateMother = &mPoolTemplate[mother_pool_id];
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);
++count;
}
while (result->NextRow());
// Now check for circular reference
for (uint32 i=0; i<mPoolPoolGroups.size(); ++i)
{
std::set<uint32> 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<uint32>::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(">> Loaded %u pools in mother pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
sLog->outString(">> Loaded %u pools in mother pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
}
sLog->outString("Loading Quest Pooling Data...");
{
uint32 oldMSTime = getMSTime();
PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_LOAD_QUEST_POOLS);
PreparedQueryResult result = WorldDatabase.Query(stmt);
if (!result)
{
sLog->outString(">> Loaded 0 quests in pools");
sLog->outString();
}
else
{
PooledQuestRelationBounds creBounds;
PooledQuestRelationBounds goBounds;
enum eQuestTypes
{
QUEST_NONE = 0,
QUEST_DAILY = 1,
QUEST_WEEKLY = 2
};
std::map<uint32, int32> poolTypeMap;
uint32 count = 0;
do
{
Field* fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
Quest const* pQuest = sObjectMgr->GetQuestTemplate(entry);
if (!pQuest)
{
sLog->outErrorDb("`pool_quest` has a non existing quest template (Entry: %u) defined for pool id (%u), skipped.", entry, pool_id);
continue;
}
if (pool_id > max_pool_id)
{
sLog->outErrorDb("`pool_quest` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
continue;
}
if (!pQuest->IsDailyOrWeekly())
{
sLog->outErrorDb("`pool_quest` has an quest (%u) which is not daily or weekly in pool id (%u), use ExclusiveGroup instead, skipped.", entry, pool_id);
continue;
}
if (poolTypeMap[pool_id] == QUEST_NONE)
poolTypeMap[pool_id] = pQuest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY;
int32 currType = pQuest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY;
if (poolTypeMap[pool_id] != currType)
{
sLog->outErrorDb("`pool_quest` quest %u is %s but pool (%u) is specified for %s, mixing not allowed, skipped.",
entry, currType == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY", pool_id, poolTypeMap[pool_id] == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY");
continue;
}
creBounds = mQuestCreatureRelation.equal_range(entry);
goBounds = mQuestGORelation.equal_range(entry);
if (creBounds.first == creBounds.second && goBounds.first == goBounds.second)
{
sLog->outErrorDb("`pool_quest` lists entry (%u) as member of pool (%u) but is not started anywhere, skipped.", entry, pool_id);
continue;
}
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
PoolObject plObject = PoolObject(entry, 0.0f);
PoolGroup<Quest>& questgroup = mPoolQuestGroups[pool_id];
questgroup.SetPoolId(pool_id);
questgroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
SearchPair p(entry, pool_id);
mQuestSearchMap.insert(p);
++count;
}
while (result->NextRow());
sLog->outString(">> Loaded %u quests in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
}
// 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
sLog->outString("Starting objects pooling system...");
{
uint32 oldMSTime = getMSTime();
QueryResult result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry, pool_pool.pool_id, pool_pool.mother_pool 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");
if (!result)
{
sLog->outString(">> Pool handling system initialized, 0 pools spawned.");
sLog->outString();
}
else
{
uint32 count = 0;
do
{
Field *fields = result->Fetch();
uint32 pool_entry = fields[0].GetUInt32();
uint32 pool_pool_id = fields[1].GetUInt32();
if (!CheckPool(pool_entry))
{
if (pool_pool_id)
// The pool is a child pool in pool_pool table. Ideally we should remove it from the pool handler to ensure it never gets spawned,
// however that could recursively invalidate entire chain of mother pools. It can be done in the future but for now we'll do nothing.
sLog->outErrorDb("Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. This broken pool is a child pool of Id %u and cannot be safely removed.", pool_entry, fields[2].GetUInt32());
else
sLog->outErrorDb("Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. The pool will not be spawned.", pool_entry);
continue;
}
// Don't spawn child pools, they are spawned recursively by their parent pools
if (!pool_pool_id)
{
SpawnPool(pool_entry);
count++;
}
}
while (result->NextRow());
sLog->outBasic("Pool handling system initialized, %u pools spawned in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
}
}
void PoolMgr::LoadQuestPools()
{
uint32 oldMSTime = getMSTime();
PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_LOAD_QUEST_POOLS);
PreparedQueryResult result = WorldDatabase.Query(stmt);
mQuestSearchMap.clear();
mPoolQuestGroups.resize(max_pool_id + 1);
uint32 count = 0;
if (!result)
{
sLog->outString(">> Loaded 0 quests in pools");
sLog->outString();
return;
}
PooledQuestRelationBounds creBounds;
PooledQuestRelationBounds goBounds;
enum eQuestTypes
{
QUEST_NONE = 0,
QUEST_DAILY = 1,
QUEST_WEEKLY = 2
};
std::map<uint32, int32> poolTypeMap;
do
{
Field* fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
uint32 pool_id = fields[1].GetUInt32();
Quest const* pQuest = sObjectMgr->GetQuestTemplate(entry);
if (!pQuest)
{
sLog->outErrorDb("`pool_quest` has a non existing quest template (Entry: %u) defined for pool id (%u), skipped.", entry, pool_id);
continue;
}
if (pool_id > max_pool_id)
{
sLog->outErrorDb("`pool_quest` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.",pool_id);
continue;
}
if (!pQuest->IsDailyOrWeekly())
{
sLog->outErrorDb("`pool_quest` has an quest (%u) which is not daily or weekly in pool id (%u), use ExclusiveGroup instead, skipped.", entry, pool_id);
continue;
}
if (poolTypeMap[pool_id] == QUEST_NONE)
poolTypeMap[pool_id] = pQuest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY;
int32 currType = pQuest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY;
if (poolTypeMap[pool_id] != currType)
{
sLog->outErrorDb("`pool_quest` quest %u is %s but pool (%u) is specified for %s, mixing not allowed, skipped.", entry, currType == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY", pool_id, poolTypeMap[pool_id] == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY");
continue;
}
creBounds = mQuestCreatureRelation.equal_range(entry);
goBounds = mQuestGORelation.equal_range(entry);
if (creBounds.first == creBounds.second && goBounds.first == goBounds.second)
{
sLog->outErrorDb("`pool_quest` lists entry (%u) as member of pool (%u) but is not started anywhere, skipped.", entry, pool_id);
continue;
}
PoolTemplateData *pPoolTemplate = &mPoolTemplate[pool_id];
++count;
PoolObject plObject = PoolObject(entry, 0.0f);
PoolGroup<Quest>& questgroup = mPoolQuestGroups[pool_id];
questgroup.SetPoolId(pool_id);
questgroup.AddEntry(plObject, pPoolTemplate->MaxLimit);
SearchPair p(entry, pool_id);
mQuestSearchMap.insert(p);
}
while (result->NextRow());
sLog->outString(">> Loaded %u quests in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
// 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 PoolMgr::Initialize()
{
QueryResult result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry, pool_pool.pool_id, pool_pool.mother_pool 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");
uint32 count = 0;
if (result)
{
do
{
Field *fields = result->Fetch();
uint32 pool_entry = fields[0].GetUInt32();
uint32 pool_pool_id = fields[1].GetUInt32();
if (!CheckPool(pool_entry))
{
if (pool_pool_id)
// The pool is a child pool in pool_pool table. Ideally we should remove it from the pool handler to ensure it never gets spawned,
// however that could recursively invalidate entire chain of mother pools. It can be done in the future but for now we'll do nothing.
sLog->outErrorDb("Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. This broken pool is a child pool of Id %u and cannot be safely removed.", pool_entry, fields[2].GetUInt32());
else
sLog->outErrorDb("Pool Id %u has no equal chance pooled entites defined and explicit chance sum is not 100. The pool will not be spawned.", pool_entry);
continue;
}
// Don't spawn child pools, they are spawned recursively by their parent pools
if (!pool_pool_id)
{
SpawnPool(pool_entry);
count++;
}
} while (result->NextRow());
}
sLog->outBasic("Pool handling system initialized, %u pools spawned.", count);
}
void PoolMgr::SaveQuestsToDB()