From c8ca48823d45dadb042a80637eff954483dd5328 Mon Sep 17 00:00:00 2001 From: Giacomo Pozzoni Date: Sat, 26 Jun 2021 14:21:18 +0200 Subject: Core/Pools: Fix pools with 1 member never spawning anything anymore (#26620) * Core/Pools: Fix pools with 1 member never spawning anything anymore Attempts to fix a 6 years old bug and never fixed by the original author. * Remove respawn times from db once a respawn has been handled * Allow to specify if Despawn1Object() should save or not the respawn time. We don't need to do that when respawning an object. * Apply the same fix to GameObjects too --- src/server/game/Pools/PoolMgr.cpp | 26 ++++++++++++++------------ 1 file changed, 14 insertions(+), 12 deletions(-) (limited to 'src/server/game/Pools/PoolMgr.cpp') diff --git a/src/server/game/Pools/PoolMgr.cpp b/src/server/game/Pools/PoolMgr.cpp index 4f3bb1f117e..f2c9b9e90aa 100644 --- a/src/server/game/Pools/PoolMgr.cpp +++ b/src/server/game/Pools/PoolMgr.cpp @@ -168,7 +168,7 @@ void PoolGroup::DespawnObject(ActivePoolData& spawns, ObjectGuid::LowType gui // Method that is actualy doing the removal job on one creature template<> -void PoolGroup::Despawn1Object(ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime) +void PoolGroup::Despawn1Object(ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime) { if (CreatureData const* data = sObjectMgr->GetCreatureData(guid)) { @@ -183,7 +183,7 @@ void PoolGroup::Despawn1Object(ObjectGuid::LowType guid, bool alwaysDe Creature* creature = itr->second; ++itr; // For dynamic spawns, save respawn time here - if (!creature->GetRespawnCompatibilityMode()) + if (saveRespawnTime && !creature->GetRespawnCompatibilityMode()) creature->SaveRespawnTime(); creature->AddObjectToRemoveList(); } @@ -196,7 +196,7 @@ void PoolGroup::Despawn1Object(ObjectGuid::LowType guid, bool alwaysDe // Same on one gameobject template<> -void PoolGroup::Despawn1Object(ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime) +void PoolGroup::Despawn1Object(ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime) { if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid)) { @@ -212,7 +212,7 @@ void PoolGroup::Despawn1Object(ObjectGuid::LowType guid, bool always ++itr; // For dynamic spawns, save respawn time here - if (!go->GetRespawnCompatibilityMode()) + if (saveRespawnTime && !go->GetRespawnCompatibilityMode()) go->SaveRespawnTime(); go->AddObjectToRemoveList(); } @@ -225,7 +225,7 @@ void PoolGroup::Despawn1Object(ObjectGuid::LowType guid, bool always // Same on one pool template<> -void PoolGroup::Despawn1Object(uint32 child_pool_id, bool alwaysDeleteRespawnTime) +void PoolGroup::Despawn1Object(uint32 child_pool_id, bool alwaysDeleteRespawnTime, bool /*saveRespawnTime*/) { sPoolMgr->DespawnPool(child_pool_id, alwaysDeleteRespawnTime); } @@ -278,7 +278,7 @@ void PoolGroup::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 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(obj.guid))) + if (roll < 0 && (obj.guid == triggerFrom || !spawns.IsActiveObject(obj.guid))) { rolledObjects.push_back(obj); break; @@ -288,9 +288,9 @@ void PoolGroup::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 trig if (!EqualChanced.empty() && rolledObjects.empty()) { - std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [/*triggerFrom, */&spawns](PoolObject const& object) + std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [triggerFrom, &spawns](PoolObject const& object) { - return /*object.guid == triggerFrom ||*/ !spawns.IsActiveObject(object.guid); + return object.guid == triggerFrom || !spawns.IsActiveObject(object.guid); }); Trinity::Containers::RandomResize(rolledObjects, count); @@ -379,16 +379,18 @@ void PoolGroup::Spawn1Object(PoolObject* obj) // Method that does the respawn job on the specified creature template <> -void PoolGroup::ReSpawn1Object(PoolObject* /*obj*/) +void PoolGroup::ReSpawn1Object(PoolObject* obj) { - // Creature is still on map, nothing to do + Despawn1Object(obj->guid, false, false); + Spawn1Object(obj); } // Method that does the respawn job on the specified gameobject template <> -void PoolGroup::ReSpawn1Object(PoolObject* /*obj*/) +void PoolGroup::ReSpawn1Object(PoolObject* obj) { - // GameObject is still on map, nothing to do + Despawn1Object(obj->guid, false, false); + Spawn1Object(obj); } // Nothing to do for a child Pool -- cgit v1.2.3