diff options
Diffstat (limited to 'src/server/game/Pools/PoolMgr.cpp')
-rw-r--r-- | src/server/game/Pools/PoolMgr.cpp | 369 |
1 files changed, 220 insertions, 149 deletions
diff --git a/src/server/game/Pools/PoolMgr.cpp b/src/server/game/Pools/PoolMgr.cpp index 4bfc918b2af..b7b28e139c3 100644 --- a/src/server/game/Pools/PoolMgr.cpp +++ b/src/server/game/Pools/PoolMgr.cpp @@ -21,7 +21,7 @@ #include "DatabaseEnv.h" #include "GameObject.h" #include "Log.h" -#include "MapManager.h" +#include "Map.h" #include "ObjectMgr.h" #include <sstream> @@ -30,62 +30,75 @@ PoolObject::PoolObject(uint64 _guid, float _chance) : guid(_guid), chance(std::f } //////////////////////////////////////////////////////////// -// template class ActivePoolData +// template class SpawnedPoolData -ActivePoolData::ActivePoolData() = default; -ActivePoolData::~ActivePoolData() = default; +SpawnedPoolData::SpawnedPoolData(Map* owner) : mOwner(owner) { } +SpawnedPoolData::~SpawnedPoolData() = default; // Method that tell amount spawned objects/subpools -uint32 ActivePoolData::GetActiveObjectCount(uint32 pool_id) const +uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const { - ActivePoolPools::const_iterator itr = mSpawnedPools.find(pool_id); + 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<> -TC_GAME_API bool ActivePoolData::IsActiveObject<Creature>(uint64 db_guid) const +TC_GAME_API bool SpawnedPoolData::IsSpawnedObject<Creature>(uint64 db_guid) const { return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end(); } // Method that tell if a gameobject is spawned currently template<> -TC_GAME_API bool ActivePoolData::IsActiveObject<GameObject>(uint64 db_guid) const +TC_GAME_API bool SpawnedPoolData::IsSpawnedObject<GameObject>(uint64 db_guid) const { return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end(); } // Method that tell if a pool is spawned currently template<> -TC_GAME_API bool ActivePoolData::IsActiveObject<Pool>(uint64 sub_pool_id) const +TC_GAME_API bool SpawnedPoolData::IsSpawnedObject<Pool>(uint64 sub_pool_id) const { return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end(); } +bool SpawnedPoolData::IsSpawnedObject(SpawnObjectType type, uint64 db_guid_or_pool_id) const +{ + switch (type) + { + case SPAWN_TYPE_CREATURE: + return IsSpawnedObject<Creature>(db_guid_or_pool_id); + case SPAWN_TYPE_GAMEOBJECT: + return IsSpawnedObject<GameObject>(db_guid_or_pool_id); + default: + ABORT_MSG("Invalid spawn type %u passed to SpawnedPoolData::IsSpawnedObject (with spawnId " UI64FMTD ")", uint32(type), db_guid_or_pool_id); + } +} + template<> -void ActivePoolData::ActivateObject<Creature>(uint64 db_guid, uint32 pool_id) +void SpawnedPoolData::AddSpawn<Creature>(uint64 db_guid, uint32 pool_id) { mSpawnedCreatures.insert(db_guid); ++mSpawnedPools[pool_id]; } template<> -void ActivePoolData::ActivateObject<GameObject>(uint64 db_guid, uint32 pool_id) +void SpawnedPoolData::AddSpawn<GameObject>(uint64 db_guid, uint32 pool_id) { mSpawnedGameobjects.insert(db_guid); ++mSpawnedPools[pool_id]; } template<> -void ActivePoolData::ActivateObject<Pool>(uint64 sub_pool_id, uint32 pool_id) +void SpawnedPoolData::AddSpawn<Pool>(uint64 sub_pool_id, uint32 pool_id) { mSpawnedPools[sub_pool_id] = 0; ++mSpawnedPools[pool_id]; } template<> -void ActivePoolData::RemoveObject<Creature>(uint64 db_guid, uint32 pool_id) +void SpawnedPoolData::RemoveSpawn<Creature>(uint64 db_guid, uint32 pool_id) { mSpawnedCreatures.erase(db_guid); uint32& val = mSpawnedPools[pool_id]; @@ -94,7 +107,7 @@ void ActivePoolData::RemoveObject<Creature>(uint64 db_guid, uint32 pool_id) } template<> -void ActivePoolData::RemoveObject<GameObject>(uint64 db_guid, uint32 pool_id) +void SpawnedPoolData::RemoveSpawn<GameObject>(uint64 db_guid, uint32 pool_id) { mSpawnedGameobjects.erase(db_guid); uint32& val = mSpawnedPools[pool_id]; @@ -103,7 +116,7 @@ void ActivePoolData::RemoveObject<GameObject>(uint64 db_guid, uint32 pool_id) } template<> -void ActivePoolData::RemoveObject<Pool>(uint64 sub_pool_id, uint32 pool_id) +void SpawnedPoolData::RemoveSpawn<Pool>(uint64 sub_pool_id, uint32 pool_id) { mSpawnedPools.erase(sub_pool_id); uint32& val = mSpawnedPools[pool_id]; @@ -122,6 +135,26 @@ PoolGroup<T>::PoolGroup(): poolId(0) template <class T> PoolGroup<T>::~PoolGroup() = default; +template <class T> +bool PoolGroup<T>::isEmptyDeepCheck() const +{ + return isEmpty(); +} + +template <> +bool PoolGroup<Pool>::isEmptyDeepCheck() const +{ + for (PoolObject const& explicitlyChanced : ExplicitlyChanced) + if (!sPoolMgr->IsEmpty(explicitlyChanced.guid)) + return false; + + for (PoolObject const& equalChanced : EqualChanced) + if (!sPoolMgr->IsEmpty(equalChanced.guid)) + return false; + + return true; +} + // 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) @@ -151,101 +184,83 @@ bool PoolGroup<T>::CheckPool() const // 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(ActivePoolData& spawns, uint64 guid, bool alwaysDeleteRespawnTime) +void PoolGroup<T>::DespawnObject(SpawnedPoolData& spawns, uint64 guid, bool alwaysDeleteRespawnTime) { for (size_t i=0; i < EqualChanced.size(); ++i) { // if spawned - if (spawns.IsActiveObject<T>(EqualChanced[i].guid)) + if (spawns.IsSpawnedObject<T>(EqualChanced[i].guid)) { if (!guid || EqualChanced[i].guid == guid) { - Despawn1Object(EqualChanced[i].guid, alwaysDeleteRespawnTime); - spawns.RemoveObject<T>(EqualChanced[i].guid, poolId); + Despawn1Object(spawns, EqualChanced[i].guid, alwaysDeleteRespawnTime); + spawns.RemoveSpawn<T>(EqualChanced[i].guid, poolId); } } else if (alwaysDeleteRespawnTime) - RemoveRespawnTimeFromDB(EqualChanced[i].guid); + RemoveRespawnTimeFromDB(spawns, EqualChanced[i].guid); } for (size_t i = 0; i < ExplicitlyChanced.size(); ++i) { // spawned - if (spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid)) + if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid)) { if (!guid || ExplicitlyChanced[i].guid == guid) { - Despawn1Object(ExplicitlyChanced[i].guid, alwaysDeleteRespawnTime); - spawns.RemoveObject<T>(ExplicitlyChanced[i].guid, poolId); + Despawn1Object(spawns, ExplicitlyChanced[i].guid, alwaysDeleteRespawnTime); + spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid, poolId); } } else if (alwaysDeleteRespawnTime) - RemoveRespawnTimeFromDB(ExplicitlyChanced[i].guid); + RemoveRespawnTimeFromDB(spawns, ExplicitlyChanced[i].guid); } } // Method that is actualy doing the removal job on one creature template<> -void PoolGroup<Creature>::Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime) +void PoolGroup<Creature>::Despawn1Object(SpawnedPoolData& spawns, uint64 guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime) { - if (CreatureData const* data = sObjectMgr->GetCreatureData(guid)) + auto creatureBounds = spawns.GetMap()->GetCreatureBySpawnIdStore().equal_range(guid); + for (auto itr = creatureBounds.first; itr != creatureBounds.second;) { - sObjectMgr->RemoveCreatureFromGrid(data); - - Map* map = sMapMgr->FindMap(data->mapId, 0); - if (map && !map->Instanceable()) - { - auto creatureBounds = map->GetCreatureBySpawnIdStore().equal_range(guid); - for (auto itr = creatureBounds.first; itr != creatureBounds.second;) - { - Creature* creature = itr->second; - ++itr; - // For dynamic spawns, save respawn time here - if (saveRespawnTime && !creature->GetRespawnCompatibilityMode()) - creature->SaveRespawnTime(); - creature->AddObjectToRemoveList(); - } - - if (alwaysDeleteRespawnTime) - map->RemoveRespawnTime(SpawnObjectType::SPAWN_TYPE_CREATURE, guid, nullptr, true); - } + Creature* creature = itr->second; + ++itr; + // For dynamic spawns, save respawn time here + if (saveRespawnTime && !creature->GetRespawnCompatibilityMode()) + creature->SaveRespawnTime(); + creature->AddObjectToRemoveList(); } + + if (alwaysDeleteRespawnTime) + spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true); } // Same on one gameobject template<> -void PoolGroup<GameObject>::Despawn1Object(uint64 guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime) +void PoolGroup<GameObject>::Despawn1Object(SpawnedPoolData& spawns, uint64 guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime) { - if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid)) + auto gameobjectBounds = spawns.GetMap()->GetGameObjectBySpawnIdStore().equal_range(guid); + for (auto itr = gameobjectBounds.first; itr != gameobjectBounds.second;) { - sObjectMgr->RemoveGameobjectFromGrid(data); - - Map* map = sMapMgr->FindMap(data->mapId, 0); - if (map && !map->Instanceable()) - { - auto gameobjectBounds = map->GetGameObjectBySpawnIdStore().equal_range(guid); - for (auto itr = gameobjectBounds.first; itr != gameobjectBounds.second;) - { - GameObject* go = itr->second; - ++itr; - - // For dynamic spawns, save respawn time here - if (saveRespawnTime && !go->GetRespawnCompatibilityMode()) - go->SaveRespawnTime(); - go->AddObjectToRemoveList(); - } + GameObject* go = itr->second; + ++itr; - if (alwaysDeleteRespawnTime) - map->RemoveRespawnTime(SpawnObjectType::SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true); - } + // For dynamic spawns, save respawn time here + if (saveRespawnTime && !go->GetRespawnCompatibilityMode()) + go->SaveRespawnTime(); + go->AddObjectToRemoveList(); } + + if (alwaysDeleteRespawnTime) + spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true); } // Same on one pool template<> -void PoolGroup<Pool>::Despawn1Object(uint64 child_pool_id, bool alwaysDeleteRespawnTime, bool /*saveRespawnTime*/) +void PoolGroup<Pool>::Despawn1Object(SpawnedPoolData& spawns, uint64 child_pool_id, bool alwaysDeleteRespawnTime, bool /*saveRespawnTime*/) { - sPoolMgr->DespawnPool(child_pool_id, alwaysDeleteRespawnTime); + sPoolMgr->DespawnPool(spawns, child_pool_id, alwaysDeleteRespawnTime); } // Method for a pool only to remove any found record causing a circular dependency loop @@ -271,9 +286,9 @@ void PoolGroup<Pool>::RemoveOneRelation(uint32 child_pool_id) } template <class T> -void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 triggerFrom) +void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint64 triggerFrom) { - int count = limit - spawns.GetActiveObjectCount(poolId); + 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 @@ -296,7 +311,7 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 trig 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))) + if (roll < 0 && (obj.guid == triggerFrom || !spawns.IsSpawnedObject<T>(obj.guid))) { rolledObjects.push_back(obj); break; @@ -308,7 +323,7 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 trig { std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [triggerFrom, &spawns](PoolObject const& object) { - return object.guid == triggerFrom || !spawns.IsActiveObject<T>(object.guid); + return object.guid == triggerFrom || !spawns.IsSpawnedObject<T>(object.guid); }); Trinity::Containers::RandomResize(rolledObjects, count); @@ -319,13 +334,13 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 trig { if (obj.guid == triggerFrom) { - ReSpawn1Object(&obj); + ReSpawn1Object(spawns, &obj); triggerFrom = 0; } else { - spawns.ActivateObject<T>(obj.guid, poolId); - Spawn1Object(&obj); + spawns.AddSpawn<T>(obj.guid, poolId); + Spawn1Object(spawns, &obj); } } } @@ -337,100 +352,74 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint64 trig // Method that is actualy doing the spawn job on 1 creature template <> -void PoolGroup<Creature>::Spawn1Object(PoolObject* obj) +void PoolGroup<Creature>::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj) { if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid)) { - sObjectMgr->AddCreatureToGrid(data); - // Spawn if necessary (loaded grids only) - Map* map = sMapMgr->FindMap(data->mapId, 0); // We use spawn coords to spawn - if (map && !map->Instanceable() && map->IsGridLoaded(data->spawnPoint)) - Creature::CreateCreatureFromDB(obj->guid, map); + if (spawns.GetMap()->IsGridLoaded(data->spawnPoint)) + Creature::CreateCreatureFromDB(obj->guid, spawns.GetMap()); } } // Same for 1 gameobject template <> -void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj) +void PoolGroup<GameObject>::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj) { if (GameObjectData const* data = sObjectMgr->GetGameObjectData(obj->guid)) { - sObjectMgr->AddGameobjectToGrid(data); // Spawn if necessary (loaded grids only) - // this base map checked as non-instanced and then only existed - Map* map = sMapMgr->FindMap(data->mapId, 0); // We use current coords to unspawn, not spawn coords since creature can have changed grid - if (map && !map->Instanceable() && map->IsGridLoaded(data->spawnPoint)) - { - if (GameObject* go = GameObject::CreateGameObjectFromDB(obj->guid, map, false)) - { + if (spawns.GetMap()->IsGridLoaded(data->spawnPoint)) + if (GameObject* go = GameObject::CreateGameObjectFromDB(obj->guid, spawns.GetMap(), false)) if (go->isSpawnedByDefault()) - { - if (!map->AddToMap(go)) + if (!spawns.GetMap()->AddToMap(go)) delete go; - } - } - } } } // Same for 1 pool template <> -void PoolGroup<Pool>::Spawn1Object(PoolObject* obj) +void PoolGroup<Pool>::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj) { - sPoolMgr->SpawnPool(obj->guid); + sPoolMgr->SpawnPool(spawns, obj->guid); } // Method that does the respawn job on the specified creature template <> -void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj) +void PoolGroup<Creature>::ReSpawn1Object(SpawnedPoolData& spawns, PoolObject* obj) { - Despawn1Object(obj->guid, false, false); - Spawn1Object(obj); + Despawn1Object(spawns, obj->guid, false, false); + Spawn1Object(spawns, obj); } // Method that does the respawn job on the specified gameobject template <> -void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj) +void PoolGroup<GameObject>::ReSpawn1Object(SpawnedPoolData& spawns, PoolObject* obj) { - Despawn1Object(obj->guid, false, false); - Spawn1Object(obj); + Despawn1Object(spawns, obj->guid, false, false); + Spawn1Object(spawns, obj); } // Nothing to do for a child Pool template <> -void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/) { } +void PoolGroup<Pool>::ReSpawn1Object(SpawnedPoolData& /*spawns*/, PoolObject* /*obj*/) { } template <> -void PoolGroup<Creature>::RemoveRespawnTimeFromDB(uint64 guid) +void PoolGroup<Creature>::RemoveRespawnTimeFromDB(SpawnedPoolData& spawns, uint64 guid) { - if (CreatureData const* data = sObjectMgr->GetCreatureData(guid)) - { - Map* map = sMapMgr->CreateBaseMap(data->mapId); - if (!map->Instanceable()) - { - map->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true); - } - } + spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true); } template <> -void PoolGroup<GameObject>::RemoveRespawnTimeFromDB(uint64 guid) +void PoolGroup<GameObject>::RemoveRespawnTimeFromDB(SpawnedPoolData& spawns, uint64 guid) { - if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid)) - { - Map* map = sMapMgr->CreateBaseMap(data->mapId); - if (!map->Instanceable()) - { - map->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true); - } - } + spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true); } template <> -void PoolGroup<Pool>::RemoveRespawnTimeFromDB(uint64 /*guid*/) { } +void PoolGroup<Pool>::RemoveRespawnTimeFromDB(SpawnedPoolData& /*spawns*/, uint64 /*guid*/) { } //////////////////////////////////////////////////////////// // Methods of class PoolMgr @@ -473,6 +462,7 @@ void PoolMgr::LoadFromDB() PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id]; pPoolTemplate.MaxLimit = fields[1].GetUInt32(); + pPoolTemplate.MapId = -1; ++count; } @@ -523,6 +513,15 @@ void PoolMgr::LoadFromDB() continue; } PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id]; + if (pPoolTemplate->MapId == -1) + pPoolTemplate->MapId = int32(data->mapId); + + if (pPoolTemplate->MapId != int32(data->mapId)) + { + TC_LOG_ERROR("sql.sql", "`pool_creature` has creature spawns on multiple different maps for creature guid (" UI64FMTD ") in pool id (%u), skipped.", guid, pool_id); + continue; + } + PoolObject plObject = PoolObject(guid, chance); PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id]; cregroup.SetPoolId(pool_id); @@ -594,6 +593,15 @@ void PoolMgr::LoadFromDB() } PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id]; + if (pPoolTemplate->MapId == -1) + pPoolTemplate->MapId = int32(data->mapId); + + if (pPoolTemplate->MapId != int32(data->mapId)) + { + TC_LOG_ERROR("sql.sql", "`pool_gameobject` has gameobject spawns on multiple different maps for gameobject guid (" UI64FMTD ") in pool id (%u), skipped.", guid, pool_id); + continue; + } + PoolObject plObject = PoolObject(guid, chance); PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id]; gogroup.SetPoolId(pool_id); @@ -629,7 +637,7 @@ void PoolMgr::LoadFromDB() { Field* fields = result->Fetch(); - uint32 child_pool_id = fields[0].GetUInt32(); + uint32 child_pool_id = fields[0].GetUInt64(); uint32 mother_pool_id = fields[1].GetUInt32(); float chance = fields[2].GetFloat(); @@ -678,6 +686,21 @@ void PoolMgr::LoadFromDB() std::set<uint32> checkedPools; for (SearchMap::iterator poolItr = mPoolSearchMap.find(it.first); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second)) { + if (mPoolTemplate[poolItr->first].MapId != -1) + { + if (mPoolTemplate[poolItr->second].MapId == -1) + mPoolTemplate[poolItr->second].MapId = mPoolTemplate[poolItr->first].MapId; + + if (mPoolTemplate[poolItr->second].MapId != mPoolTemplate[poolItr->first].MapId) + { + TC_LOG_ERROR("sql.sql", "`pool_pool` has child pools on multiple maps in pool id (%u), skipped.", poolItr->second); + mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first); + mPoolSearchMap.erase(poolItr); + --count; + break; + } + } + checkedPools.insert(poolItr->first); if (checkedPools.find(poolItr->second) != checkedPools.end()) { @@ -700,6 +723,16 @@ void PoolMgr::LoadFromDB() } } + for (auto const& [poolId, templateData] : mPoolTemplate) + { + if (IsEmpty(poolId)) + { + TC_LOG_ERROR("sql.sql", "Pool Id %u is empty (has no creatures and no gameobects and either no child pools or child pools are all empty. The pool will not be spawned", poolId); + continue; + } + ASSERT(templateData.MapId != -1); + } + // 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 TC_LOG_INFO("server.loading", "Starting objects pooling system..."); { @@ -720,7 +753,10 @@ void PoolMgr::LoadFromDB() { Field* fields = result->Fetch(); uint32 pool_entry = fields[0].GetUInt32(); - uint32 pool_pool_id = fields[1].GetUInt32(); + uint32 pool_pool_id = fields[1].GetUInt64(); + + if (IsEmpty(pool_entry)) + continue; if (!CheckPool(pool_entry)) { @@ -736,13 +772,13 @@ void PoolMgr::LoadFromDB() // Don't spawn child pools, they are spawned recursively by their parent pools if (!pool_pool_id) { - SpawnPool(pool_entry); + mAutoSpawnPoolsPerMap[mPoolTemplate[pool_entry].MapId].push_back(pool_entry); count++; } } while (result->NextRow()); - TC_LOG_DEBUG("pool", "Pool handling system initialized, %u pools spawned in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); + TC_LOG_DEBUG("pool", "Pool handling system initialized, %u pools will be spawned by default in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); } } @@ -751,57 +787,57 @@ void PoolMgr::LoadFromDB() // 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 PoolMgr::SpawnPool<Creature>(uint32 pool_id, uint64 db_guid) +void PoolMgr::SpawnPool<Creature>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid) { auto it = mPoolCreatureGroups.find(pool_id); if (it != mPoolCreatureGroups.end() && !it->second.isEmpty()) - it->second.SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid); + it->second.SpawnObject(spawnedPoolData, mPoolTemplate[pool_id].MaxLimit, db_guid); } // 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 PoolMgr::SpawnPool<GameObject>(uint32 pool_id, uint64 db_guid) +void PoolMgr::SpawnPool<GameObject>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid) { auto it = mPoolGameobjectGroups.find(pool_id); if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty()) - it->second.SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid); + it->second.SpawnObject(spawnedPoolData, mPoolTemplate[pool_id].MaxLimit, db_guid); } // 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 PoolMgr::SpawnPool<Pool>(uint32 pool_id, uint64 sub_pool_id) +void PoolMgr::SpawnPool<Pool>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 sub_pool_id) { auto it = mPoolPoolGroups.find(pool_id); if (it != mPoolPoolGroups.end() && !it->second.isEmpty()) - it->second.SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id); + it->second.SpawnObject(spawnedPoolData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id); } -void PoolMgr::SpawnPool(uint32 pool_id) +void PoolMgr::SpawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id) { - SpawnPool<Pool>(pool_id, 0); - SpawnPool<GameObject>(pool_id, 0); - SpawnPool<Creature>(pool_id, 0); + SpawnPool<Pool>(spawnedPoolData, pool_id, 0); + SpawnPool<GameObject>(spawnedPoolData, pool_id, 0); + SpawnPool<Creature>(spawnedPoolData, pool_id, 0); } // Call to despawn a pool, all gameobjects/creatures in this pool are removed -void PoolMgr::DespawnPool(uint32 pool_id, bool alwaysDeleteRespawnTime) +void PoolMgr::DespawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, bool alwaysDeleteRespawnTime) { { auto it = mPoolCreatureGroups.find(pool_id); if (it != mPoolCreatureGroups.end() && !it->second.isEmpty()) - it->second.DespawnObject(mSpawnedData, 0, alwaysDeleteRespawnTime); + it->second.DespawnObject(spawnedPoolData, 0, alwaysDeleteRespawnTime); } { auto it = mPoolGameobjectGroups.find(pool_id); if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty()) - it->second.DespawnObject(mSpawnedData, 0, alwaysDeleteRespawnTime); + it->second.DespawnObject(spawnedPoolData, 0, alwaysDeleteRespawnTime); } { auto it = mPoolPoolGroups.find(pool_id); if (it != mPoolPoolGroups.end() && !it->second.isEmpty()) - it->second.DespawnObject(mSpawnedData, 0, alwaysDeleteRespawnTime); + it->second.DespawnObject(spawnedPoolData, 0, alwaysDeleteRespawnTime); } } @@ -822,6 +858,26 @@ uint32 PoolMgr::IsPartOfAPool(SpawnObjectType type, ObjectGuid::LowType spawnId) } } +bool PoolMgr::IsEmpty(uint32 pool_id) const +{ + { + auto it = mPoolGameobjectGroups.find(pool_id); + if (it != mPoolGameobjectGroups.end() && !it->second.isEmptyDeepCheck()) + return false; + } + { + auto it = mPoolCreatureGroups.find(pool_id); + if (it != mPoolCreatureGroups.end() && !it->second.isEmptyDeepCheck()) + return false; + } + { + auto it = mPoolPoolGroups.find(pool_id); + if (it != mPoolPoolGroups.end() && !it->second.isEmptyDeepCheck()) + return false; + } + return true; +} + // Method that check chance integrity of the creatures and gameobjects in this pool bool PoolMgr::CheckPool(uint32 pool_id) const { @@ -847,29 +903,44 @@ bool PoolMgr::CheckPool(uint32 pool_id) const // 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 PoolMgr::UpdatePool(uint32 pool_id, uint64 db_guid_or_pool_id) +void PoolMgr::UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid_or_pool_id) { if (uint32 motherpoolid = IsPartOfAPool<Pool>(pool_id)) - SpawnPool<Pool>(motherpoolid, pool_id); + SpawnPool<Pool>(spawnedPoolData, motherpoolid, pool_id); else - SpawnPool<T>(pool_id, db_guid_or_pool_id); + SpawnPool<T>(spawnedPoolData, pool_id, db_guid_or_pool_id); } -template void PoolMgr::UpdatePool<Pool>(uint32 pool_id, uint64 db_guid_or_pool_id); -template void PoolMgr::UpdatePool<GameObject>(uint32 pool_id, uint64 db_guid_or_pool_id); -template void PoolMgr::UpdatePool<Creature>(uint32 pool_id, uint64 db_guid_or_pool_id); +template void PoolMgr::UpdatePool<Pool>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid_or_pool_id); +template void PoolMgr::UpdatePool<GameObject>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid_or_pool_id); +template void PoolMgr::UpdatePool<Creature>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid_or_pool_id); -void PoolMgr::UpdatePool(uint32 pool_id, SpawnObjectType type, uint64 spawnId) +void PoolMgr::UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, SpawnObjectType type, uint64 spawnId) { switch (type) { case SPAWN_TYPE_CREATURE: - UpdatePool<Creature>(pool_id, spawnId); + UpdatePool<Creature>(spawnedPoolData, pool_id, spawnId); break; case SPAWN_TYPE_GAMEOBJECT: - UpdatePool<GameObject>(pool_id, spawnId); + UpdatePool<GameObject>(spawnedPoolData, pool_id, spawnId); break; default: ABORT_MSG("Invalid spawn type %u passed to PoolMgr::IsPartOfPool (with spawnId " UI64FMTD ")", uint32(type), spawnId); } } + +std::unique_ptr<SpawnedPoolData> PoolMgr::InitPoolsForMap(Map* map) +{ + std::unique_ptr<SpawnedPoolData> spawnedPoolData = std::make_unique<SpawnedPoolData>(map); + if (std::vector<uint32> const* poolIds = Trinity::Containers::MapGetValuePtr(mAutoSpawnPoolsPerMap, spawnedPoolData->GetMap()->GetId())) + for (uint32 poolId : *poolIds) + SpawnPool(*spawnedPoolData, poolId); + + return spawnedPoolData; +} + +PoolTemplateData const* PoolMgr::GetPoolTemplate(uint16 pool_id) const +{ + return Trinity::Containers::MapGetValuePtr(mPoolTemplate, pool_id); +} |