/*
 * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
 *
 * This program is free software; you can redistribute it and/or modify it
 * under the terms of the GNU General Public License as published by the
 * Free Software Foundation; either version 2 of the License, or (at your
 * option) any later version.
 *
 * This program is distributed in the hope that it will be useful, but WITHOUT
 * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
 * FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
 * more details.
 *
 * You should have received a copy of the GNU General Public License along
 * with this program. If not, see .
 */
#include "PoolMgr.h"
#include "Containers.h"
#include "Creature.h"
#include "DatabaseEnv.h"
#include "GameObject.h"
#include "Log.h"
#include "Map.h"
#include "ObjectMgr.h"
#include 
PoolObject::PoolObject(uint64 _guid, float _chance) : guid(_guid), chance(std::fabs(_chance))
{
}
////////////////////////////////////////////////////////////
// template class SpawnedPoolData
SpawnedPoolData::SpawnedPoolData(Map* owner) : mOwner(owner) { }
SpawnedPoolData::~SpawnedPoolData() = default;
// Method that tell amount spawned objects/subpools
uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
{
    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 SpawnedPoolData::IsSpawnedObject(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 SpawnedPoolData::IsSpawnedObject(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 SpawnedPoolData::IsSpawnedObject(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(db_guid_or_pool_id);
        case SPAWN_TYPE_GAMEOBJECT:
            return IsSpawnedObject(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 SpawnedPoolData::AddSpawn(uint64 db_guid, uint32 pool_id)
{
    mSpawnedCreatures.insert(db_guid);
    ++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::AddSpawn(uint64 db_guid, uint32 pool_id)
{
    mSpawnedGameobjects.insert(db_guid);
    ++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::AddSpawn(uint64 sub_pool_id, uint32 pool_id)
{
    mSpawnedPools[sub_pool_id] = 0;
    ++mSpawnedPools[pool_id];
}
template<>
void SpawnedPoolData::RemoveSpawn(uint64 db_guid, uint32 pool_id)
{
    mSpawnedCreatures.erase(db_guid);
    uint32& val = mSpawnedPools[pool_id];
    if (val > 0)
        --val;
}
template<>
void SpawnedPoolData::RemoveSpawn(uint64 db_guid, uint32 pool_id)
{
    mSpawnedGameobjects.erase(db_guid);
    uint32& val = mSpawnedPools[pool_id];
    if (val > 0)
        --val;
}
template<>
void SpawnedPoolData::RemoveSpawn(uint64 sub_pool_id, uint32 pool_id)
{
    mSpawnedPools.erase(sub_pool_id);
    uint32& val = mSpawnedPools[pool_id];
    if (val > 0)
        --val;
}
////////////////////////////////////////////////////////////
// Methods of template class PoolGroup
template 
PoolGroup::PoolGroup(): poolId(0)
{
}
template 
PoolGroup::~PoolGroup() = default;
template 
bool PoolGroup::isEmptyDeepCheck() const
{
    return isEmpty();
}
template <>
bool PoolGroup::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 
void PoolGroup::AddEntry(PoolObject& poolitem, uint32 maxentries)
{
    if (poolitem.chance != 0 && maxentries == 1)
        ExplicitlyChanced.push_back(poolitem);
    else
        EqualChanced.push_back(poolitem);
}
// Method to check the chances are proper in this object pool
template 
bool PoolGroup::CheckPool() const
{
    if (EqualChanced.empty())
    {
        float chance = 0;
        for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
            chance += ExplicitlyChanced[i].chance;
        if (chance != 100 && chance != 0)
            return false;
    }
    return true;
}
// 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
template
void PoolGroup::DespawnObject(SpawnedPoolData& spawns, uint64 guid, bool alwaysDeleteRespawnTime)
{
    for (size_t i=0; i < EqualChanced.size(); ++i)
    {
        // if spawned
        if (spawns.IsSpawnedObject(EqualChanced[i].guid))
        {
            if (!guid || EqualChanced[i].guid == guid)
            {
                Despawn1Object(spawns, EqualChanced[i].guid, alwaysDeleteRespawnTime);
                spawns.RemoveSpawn(EqualChanced[i].guid, poolId);
            }
        }
        else if (alwaysDeleteRespawnTime)
            RemoveRespawnTimeFromDB(spawns, EqualChanced[i].guid);
    }
    for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
    {
        // spawned
        if (spawns.IsSpawnedObject(ExplicitlyChanced[i].guid))
        {
            if (!guid || ExplicitlyChanced[i].guid == guid)
            {
                Despawn1Object(spawns, ExplicitlyChanced[i].guid, alwaysDeleteRespawnTime);
                spawns.RemoveSpawn(ExplicitlyChanced[i].guid, poolId);
            }
        }
        else if (alwaysDeleteRespawnTime)
            RemoveRespawnTimeFromDB(spawns, ExplicitlyChanced[i].guid);
    }
}
// Method that is actualy doing the removal job on one creature
template<>
void PoolGroup::Despawn1Object(SpawnedPoolData& spawns, uint64 guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
{
    auto creatureBounds = spawns.GetMap()->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)
        spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true);
}
// Same on one gameobject
template<>
void PoolGroup::Despawn1Object(SpawnedPoolData& spawns, uint64 guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
{
    auto gameobjectBounds = spawns.GetMap()->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();
    }
    if (alwaysDeleteRespawnTime)
        spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
}
// Same on one pool
template<>
void PoolGroup::Despawn1Object(SpawnedPoolData& spawns, uint64 child_pool_id, bool alwaysDeleteRespawnTime, bool /*saveRespawnTime*/)
{
    sPoolMgr->DespawnPool(spawns, child_pool_id, alwaysDeleteRespawnTime);
}
// Method for a pool only to remove any found record causing a circular dependency loop
template<>
void PoolGroup::RemoveOneRelation(uint32 child_pool_id)
{
    for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
    {
        if (itr->guid == child_pool_id)
        {
            ExplicitlyChanced.erase(itr);
            break;
        }
    }
    for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
    {
        if (itr->guid == child_pool_id)
        {
            EqualChanced.erase(itr);
            break;
        }
    }
}
template 
void PoolGroup::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint64 triggerFrom)
{
    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
    // spawned by 1
    if (triggerFrom)
        ++count;
    if (count > 0)
    {
        PoolObjectList rolledObjects;
        rolledObjects.reserve(count);
        // roll objects to be spawned
        if (!ExplicitlyChanced.empty())
        {
            float roll = 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.IsSpawnedObject(obj.guid)))
                {
                    rolledObjects.push_back(obj);
                    break;
                }
            }
        }
        if (!EqualChanced.empty() && rolledObjects.empty())
        {
            std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [triggerFrom, &spawns](PoolObject const& object)
            {
                return object.guid == triggerFrom || !spawns.IsSpawnedObject(object.guid);
            });
            Trinity::Containers::RandomResize(rolledObjects, count);
        }
        // try to spawn rolled objects
        for (PoolObject& obj : rolledObjects)
        {
            if (obj.guid == triggerFrom)
            {
                ReSpawn1Object(spawns, &obj);
                triggerFrom = 0;
            }
            else
            {
                spawns.AddSpawn(obj.guid, poolId);
                Spawn1Object(spawns, &obj);
            }
        }
    }
    // One spawn one despawn no count increase
    if (triggerFrom)
        DespawnObject(spawns, triggerFrom);
}
// Method that is actualy doing the spawn job on 1 creature
template <>
void PoolGroup::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
{
    if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid))
    {
        // Spawn if necessary (loaded grids only)
        // We use spawn coords to spawn
        if (spawns.GetMap()->IsGridLoaded(data->spawnPoint))
            Creature::CreateCreatureFromDB(obj->guid, spawns.GetMap());
    }
}
// Same for 1 gameobject
template <>
void PoolGroup::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
{
    if (GameObjectData const* data = sObjectMgr->GetGameObjectData(obj->guid))
    {
        // Spawn if necessary (loaded grids only)
        // We use current coords to unspawn, not spawn coords since creature can have changed grid
        if (spawns.GetMap()->IsGridLoaded(data->spawnPoint))
            if (GameObject* go = GameObject::CreateGameObjectFromDB(obj->guid, spawns.GetMap(), false))
                if (go->isSpawnedByDefault())
                    if (!spawns.GetMap()->AddToMap(go))
                        delete go;
    }
}
// Same for 1 pool
template <>
void PoolGroup::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
{
    sPoolMgr->SpawnPool(spawns, obj->guid);
}
// Method that does the respawn job on the specified creature
template <>
void PoolGroup::ReSpawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
{
    Despawn1Object(spawns, obj->guid, false, false);
    Spawn1Object(spawns, obj);
}
// Method that does the respawn job on the specified gameobject
template <>
void PoolGroup::ReSpawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
{
    Despawn1Object(spawns, obj->guid, false, false);
    Spawn1Object(spawns, obj);
}
// Nothing to do for a child Pool
template <>
void PoolGroup::ReSpawn1Object(SpawnedPoolData& /*spawns*/, PoolObject* /*obj*/) { }
template <>
void PoolGroup::RemoveRespawnTimeFromDB(SpawnedPoolData& spawns, uint64 guid)
{
    spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true);
}
template <>
void PoolGroup::RemoveRespawnTimeFromDB(SpawnedPoolData& spawns, uint64 guid)
{
    spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
}
template <>
void PoolGroup::RemoveRespawnTimeFromDB(SpawnedPoolData& /*spawns*/, uint64 /*guid*/) { }
////////////////////////////////////////////////////////////
// Methods of class PoolMgr
PoolMgr::PoolMgr() = default;
PoolMgr::~PoolMgr() = default;
void PoolMgr::Initialize()
{
    mGameobjectSearchMap.clear();
    mCreatureSearchMap.clear();
}
PoolMgr* PoolMgr::instance()
{
    static PoolMgr instance;
    return &instance;
}
void PoolMgr::LoadFromDB()
{
    // Pool templates
    {
        uint32 oldMSTime = getMSTime();
        QueryResult result = WorldDatabase.Query("SELECT entry, max_limit FROM pool_template");
        if (!result)
        {
            mPoolTemplate.clear();
            TC_LOG_INFO("server.loading", ">> Loaded 0 object pools. DB table `pool_template` is empty.");
            return;
        }
        uint32 count = 0;
        do
        {
            Field* fields = result->Fetch();
            uint32 pool_id = fields[0].GetUInt32();
            PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
            pPoolTemplate.MaxLimit  = fields[1].GetUInt32();
            pPoolTemplate.MapId = -1;
            ++count;
        }
        while (result->NextRow());
        TC_LOG_INFO("server.loading", ">> Loaded {} objects pools in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
    }
    // Creatures
    TC_LOG_INFO("server.loading", "Loading Creatures Pooling Data...");
    {
        uint32 oldMSTime = getMSTime();
        //                                                 1      2            3
        QueryResult result = WorldDatabase.Query("SELECT spawnId, poolSpawnId, chance FROM pool_members WHERE type = 0");
        if (!result)
        {
            TC_LOG_INFO("server.loading", ">> Loaded 0 creatures in pools. DB table `pool_creature` is empty.");
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                uint64 guid = fields[0].GetUInt64();
                uint32 pool_id = fields[1].GetUInt32();
                float chance   = fields[2].GetFloat();
                CreatureData const* data = sObjectMgr->GetCreatureData(guid);
                if (!data)
                {
                    TC_LOG_ERROR("sql.sql", "`pool_creature` has a non existing creature spawn (GUID: {}) defined for pool id ({}), skipped.", guid, pool_id);
                    continue;
                }
                auto it = mPoolTemplate.find(pool_id);
                if (it == mPoolTemplate.end())
                {
                    TC_LOG_ERROR("sql.sql", "`pool_creature` pool id ({}) is not in `pool_template`, skipped.", pool_id);
                    continue;
                }
                if (chance < 0 || chance > 100)
                {
                    TC_LOG_ERROR("sql.sql", "`pool_creature` has an invalid chance ({}) for creature guid ({}) in pool id ({}), skipped.", chance, guid, pool_id);
                    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 ({}) in pool id ({}), skipped.", guid, pool_id);
                    continue;
                }
                PoolObject plObject = PoolObject(guid, chance);
                PoolGroup& 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());
            TC_LOG_INFO("server.loading", ">> Loaded {} creatures in pools in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
        }
    }
    // Gameobjects
    TC_LOG_INFO("server.loading", "Loading Gameobject Pooling Data...");
    {
        uint32 oldMSTime = getMSTime();
        //                                               1        2            3
        QueryResult result = WorldDatabase.Query("SELECT spawnId, poolSpawnId, chance FROM pool_members WHERE type = 1");
        if (!result)
        {
            TC_LOG_INFO("server.loading", ">> Loaded 0 gameobjects in pools. DB table `pool_gameobject` is empty.");
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                uint64 guid = fields[0].GetUInt64();
                uint32 pool_id = fields[1].GetUInt32();
                float chance   = fields[2].GetFloat();
                GameObjectData const* data = sObjectMgr->GetGameObjectData(guid);
                if (!data)
                {
                    TC_LOG_ERROR("sql.sql", "`pool_gameobject` has a non existing gameobject spawn (GUID: {}) defined for pool id ({}), skipped.", guid, pool_id);
                    continue;
                }
                auto it = mPoolTemplate.find(pool_id);
                if (it == mPoolTemplate.end())
                {
                    TC_LOG_ERROR("sql.sql", "`pool_gameobject` pool id ({}) is not in `pool_template`, skipped.", pool_id);
                    continue;
                }
                if (chance < 0 || chance > 100)
                {
                    TC_LOG_ERROR("sql.sql", "`pool_gameobject` has an invalid chance ({}) for gameobject guid ({}) in pool id ({}), skipped.", chance, guid, pool_id);
                    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_gameobject` has gameobject spawns on multiple different maps for gameobject guid ({}) in pool id ({}), skipped.", guid, pool_id);
                    continue;
                }
                PoolObject plObject = PoolObject(guid, chance);
                PoolGroup& 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());
            TC_LOG_INFO("server.loading", ">> Loaded {} gameobject in pools in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
        }
    }
    // Pool of pools
    TC_LOG_INFO("server.loading", "Loading Mother Pooling Data...");
    {
        uint32 oldMSTime = getMSTime();
        //                                                  1        2            3
        QueryResult result = WorldDatabase.Query("SELECT spawnId, poolSpawnId, chance FROM pool_members WHERE type = 2");
        if (!result)
        {
            TC_LOG_INFO("server.loading", ">> Loaded 0 pools in pools");
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                uint32 child_pool_id  = fields[0].GetUInt64();
                uint32 mother_pool_id = fields[1].GetUInt32();
                float chance          = fields[2].GetFloat();
                {
                    auto it = mPoolTemplate.find(mother_pool_id);
                    if (it == mPoolTemplate.end())
                    {
                        TC_LOG_ERROR("sql.sql", "`pool_pool` mother_pool id ({}) is not in `pool_template`, skipped.", mother_pool_id);
                        continue;
                    }
                }
                {
                    auto it = mPoolTemplate.find(child_pool_id);
                    if (it == mPoolTemplate.end())
                    {
                        TC_LOG_ERROR("sql.sql", "`pool_pool` included pool_id ({}) is not in `pool_template`, skipped.", child_pool_id);
                        continue;
                    }
                }
                if (mother_pool_id == child_pool_id)
                {
                    TC_LOG_ERROR("sql.sql", "`pool_pool` pool_id ({}) includes itself, dead-lock detected, skipped.", child_pool_id);
                    continue;
                }
                if (chance < 0 || chance > 100)
                {
                    TC_LOG_ERROR("sql.sql", "`pool_pool` has an invalid chance ({}) for pool id ({}) in mother pool id ({}), skipped.", chance, child_pool_id, mother_pool_id);
                    continue;
                }
                PoolTemplateData* pPoolTemplateMother = &mPoolTemplate[mother_pool_id];
                PoolObject plObject = PoolObject(child_pool_id, chance);
                PoolGroup& 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
            // All pool_ids are in pool_template
            for (auto const& it : mPoolTemplate)
            {
                std::set 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 ({}), 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())
                    {
                        std::ostringstream ss;
                        ss << "The pool(s) ";
                        for (std::set::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;
                        TC_LOG_ERROR("sql.sql", "{}", ss.str());
                        mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first);
                        mPoolSearchMap.erase(poolItr);
                        --count;
                        break;
                    }
                }
            }
            TC_LOG_INFO("server.loading", ">> Loaded {} pools in mother pools in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
        }
    }
    for (auto const& [poolId, templateData] : mPoolTemplate)
    {
        if (IsEmpty(poolId))
        {
            TC_LOG_ERROR("sql.sql", "Pool Id {} 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...");
    {
        uint32 oldMSTime = getMSTime();
        QueryResult result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry, pool_members.spawnId, pool_members.poolSpawnId FROM pool_template"
            " LEFT JOIN game_event_pool ON pool_template.entry = game_event_pool.pool_entry"
            " LEFT JOIN pool_members ON pool_members.type = 2 AND pool_template.entry = pool_members.spawnId WHERE game_event_pool.pool_entry IS NULL");
        if (!result)
        {
            TC_LOG_INFO("server.loading", ">> Pool handling system initialized, 0 pools spawned.");
        }
        else
        {
            uint32 count = 0;
            do
            {
                Field* fields = result->Fetch();
                uint32 pool_entry = fields[0].GetUInt32();
                uint32 pool_pool_id = fields[1].GetUInt64();
                if (IsEmpty(pool_entry))
                    continue;
                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.
                        TC_LOG_ERROR("sql.sql", "Pool Id {} has no equal chance pooled entites defined and explicit chance sum is not 100. This broken pool is a child pool of Id {} and cannot be safely removed.", pool_entry, fields[2].GetUInt32());
                    else
                        TC_LOG_ERROR("sql.sql", "Pool Id {} 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)
                {
                    mAutoSpawnPoolsPerMap[mPoolTemplate[pool_entry].MapId].push_back(pool_entry);
                    count++;
                }
            }
            while (result->NextRow());
            TC_LOG_DEBUG("pool", "Pool handling system initialized, {} pools will be spawned by default in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
        }
    }
}
// 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(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid)
{
    auto it = mPoolCreatureGroups.find(pool_id);
    if (it != mPoolCreatureGroups.end() && !it->second.isEmpty())
        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(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid)
{
    auto it = mPoolGameobjectGroups.find(pool_id);
    if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty())
        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(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(spawnedPoolData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id);
}
void PoolMgr::SpawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id)
{
    SpawnPool(spawnedPoolData, pool_id, 0);
    SpawnPool(spawnedPoolData, pool_id, 0);
    SpawnPool(spawnedPoolData, pool_id, 0);
}
// Call to despawn a pool, all gameobjects/creatures in this pool are removed
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(spawnedPoolData, 0, alwaysDeleteRespawnTime);
    }
    {
        auto it = mPoolGameobjectGroups.find(pool_id);
        if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty())
            it->second.DespawnObject(spawnedPoolData, 0, alwaysDeleteRespawnTime);
    }
    {
        auto it = mPoolPoolGroups.find(pool_id);
        if (it != mPoolPoolGroups.end() && !it->second.isEmpty())
            it->second.DespawnObject(spawnedPoolData, 0, alwaysDeleteRespawnTime);
    }
}
// Selects proper template overload to call based on passed type
uint32 PoolMgr::IsPartOfAPool(SpawnObjectType type, ObjectGuid::LowType spawnId) const
{
    switch (type)
    {
        case SPAWN_TYPE_CREATURE:
            return IsPartOfAPool(spawnId);
        case SPAWN_TYPE_GAMEOBJECT:
            return IsPartOfAPool(spawnId);
        case SPAWN_TYPE_AREATRIGGER:
            return 0;
        default:
            ABORT_MSG("Invalid spawn type %u passed to PoolMgr::IsPartOfPool (with spawnId " UI64FMTD ")", uint32(type), spawnId);
            return 0;
    }
}
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
{
    {
        auto it = mPoolGameobjectGroups.find(pool_id);
        if (it != mPoolGameobjectGroups.end() && !it->second.CheckPool())
            return false;
    }
    {
        auto it = mPoolCreatureGroups.find(pool_id);
        if (it != mPoolCreatureGroups.end() && !it->second.CheckPool())
            return false;
    }
    {
        auto it = mPoolPoolGroups.find(pool_id);
        if (it != mPoolPoolGroups.end() && !it->second.CheckPool())
            return false;
    }
    return true;
}
// Call to update the pool when a gameobject/creature part of pool [pool_id] is ready to respawn
// 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
void PoolMgr::UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid_or_pool_id)
{
    if (uint32 motherpoolid = IsPartOfAPool(pool_id))
        SpawnPool(spawnedPoolData, motherpoolid, pool_id);
    else
        SpawnPool(spawnedPoolData, pool_id, db_guid_or_pool_id);
}
template void PoolMgr::UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid_or_pool_id);
template void PoolMgr::UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid_or_pool_id);
template void PoolMgr::UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid_or_pool_id);
void PoolMgr::UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, SpawnObjectType type, uint64 spawnId)
{
    switch (type)
    {
        case SPAWN_TYPE_CREATURE:
            UpdatePool(spawnedPoolData, pool_id, spawnId);
            break;
        case SPAWN_TYPE_GAMEOBJECT:
            UpdatePool(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 PoolMgr::InitPoolsForMap(Map* map)
{
    std::unique_ptr spawnedPoolData = std::make_unique(map);
    if (std::vector 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);
}