/* * Copyright (C) 2008-2019 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 "DatabaseEnv.h" #include "Log.h" #include "MapManager.h" #include "ObjectMgr.h" //////////////////////////////////////////////////////////// // template class ActivePoolData // Method that tell amount spawned objects/subpools uint32 ActivePoolData::GetActiveObjectCount(uint32 pool_id) const { ActivePoolPools::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(uint32 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(uint32 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(uint32 sub_pool_id) const { return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end(); } template<> void ActivePoolData::ActivateObject(uint32 db_guid, uint32 pool_id) { mSpawnedCreatures.insert(db_guid); ++mSpawnedPools[pool_id]; } template<> void ActivePoolData::ActivateObject(uint32 db_guid, uint32 pool_id) { mSpawnedGameobjects.insert(db_guid); ++mSpawnedPools[pool_id]; } template<> void ActivePoolData::ActivateObject(uint32 sub_pool_id, uint32 pool_id) { mSpawnedPools[sub_pool_id] = 0; ++mSpawnedPools[pool_id]; } template<> void ActivePoolData::RemoveObject(uint32 db_guid, uint32 pool_id) { mSpawnedCreatures.erase(db_guid); uint32& val = mSpawnedPools[pool_id]; if (val > 0) --val; } template<> void ActivePoolData::RemoveObject(uint32 db_guid, uint32 pool_id) { mSpawnedGameobjects.erase(db_guid); uint32& val = mSpawnedPools[pool_id]; if (val > 0) --val; } template<> void ActivePoolData::RemoveObject(uint32 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 // 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(ActivePoolData& spawns, ObjectGuid::LowType guid) { for (size_t i=0; i < EqualChanced.size(); ++i) { // if spawned if (spawns.IsActiveObject(EqualChanced[i].guid)) { if (!guid || EqualChanced[i].guid == guid) { Despawn1Object(EqualChanced[i].guid); spawns.RemoveObject(EqualChanced[i].guid, poolId); } } } for (size_t i = 0; i < ExplicitlyChanced.size(); ++i) { // spawned if (spawns.IsActiveObject(ExplicitlyChanced[i].guid)) { if (!guid || ExplicitlyChanced[i].guid == guid) { Despawn1Object(ExplicitlyChanced[i].guid); spawns.RemoveObject(ExplicitlyChanced[i].guid, poolId); } } } } // Method that is actualy doing the removal job on one creature template<> void PoolGroup::Despawn1Object(ObjectGuid::LowType guid) { if (CreatureData const* data = sObjectMgr->GetCreatureData(guid)) { sObjectMgr->RemoveCreatureFromGrid(guid, data); Map* map = sMapMgr->CreateBaseMap(data->spawnPoint.GetMapId()); if (!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 (!creature->GetRespawnCompatibilityMode()) creature->SaveRespawnTime(); creature->AddObjectToRemoveList(); } } } } // Same on one gameobject template<> void PoolGroup::Despawn1Object(ObjectGuid::LowType guid) { if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid)) { sObjectMgr->RemoveGameobjectFromGrid(guid, data); Map* map = sMapMgr->CreateBaseMap(data->spawnPoint.GetMapId()); if (!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 (!go->GetRespawnCompatibilityMode()) go->SaveRespawnTime(); go->AddObjectToRemoveList(); } } } } // Same on one pool template<> void PoolGroup::Despawn1Object(uint32 child_pool_id) { sPoolMgr->DespawnPool(child_pool_id); } // 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(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom) { int count = limit - spawns.GetActiveObjectCount(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 = (float)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.IsActiveObject(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.IsActiveObject(object.guid); }); Trinity::Containers::RandomResize(rolledObjects, count); } // try to spawn rolled objects for (PoolObject& obj : rolledObjects) { if (obj.guid == triggerFrom) { ReSpawn1Object(&obj); triggerFrom = 0; } else { spawns.ActivateObject(obj.guid, poolId); Spawn1Object(&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(PoolObject* obj) { if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid)) { sObjectMgr->AddCreatureToGrid(obj->guid, data); // Spawn if necessary (loaded grids only) Map* map = sMapMgr->CreateBaseMap(data->spawnPoint.GetMapId()); // We use spawn coords to spawn if (!map->Instanceable() && map->IsGridLoaded(data->spawnPoint)) { Creature* creature = new Creature(); //TC_LOG_DEBUG("pool", "Spawning creature %u", guid); if (!creature->LoadFromDB(obj->guid, map, true, false)) { delete creature; return; } } } } // Same for 1 gameobject template <> void PoolGroup::Spawn1Object(PoolObject* obj) { if (GameObjectData const* data = sObjectMgr->GetGameObjectData(obj->guid)) { sObjectMgr->AddGameobjectToGrid(obj->guid, data); // Spawn if necessary (loaded grids only) // this base map checked as non-instanced and then only existed Map* map = sMapMgr->CreateBaseMap(data->spawnPoint.GetMapId()); // We use current coords to unspawn, not spawn coords since creature can have changed grid if (!map->Instanceable() && map->IsGridLoaded(data->spawnPoint)) { GameObject* pGameobject = new GameObject; //TC_LOG_DEBUG("pool", "Spawning gameobject %u", guid); if (!pGameobject->LoadFromDB(obj->guid, map, false)) { delete pGameobject; return; } else { if (pGameobject->isSpawnedByDefault()) map->AddToMap(pGameobject); } } } } // Same for 1 pool template <> void PoolGroup::Spawn1Object(PoolObject* obj) { sPoolMgr->SpawnPool(obj->guid); } // Method that does the respawn job on the specified creature template <> void PoolGroup::ReSpawn1Object(PoolObject* /*obj*/) { // Creature is still on map, nothing to do } // Method that does the respawn job on the specified gameobject template <> void PoolGroup::ReSpawn1Object(PoolObject* /*obj*/) { // GameObject is still on map, nothing to do } // Nothing to do for a child Pool template <> void PoolGroup::ReSpawn1Object(PoolObject* /*obj*/) { } //////////////////////////////////////////////////////////// // Methods of class PoolMgr PoolMgr::PoolMgr() { } 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(); ++count; } while (result->NextRow()); TC_LOG_INFO("server.loading", ">> Loaded %u objects pools in %u 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(); ObjectGuid::LowType guid = fields[0].GetUInt32(); 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: %u) defined for pool id (%u), skipped.", guid, pool_id); continue; } auto it = mPoolTemplate.find(pool_id); if (it == mPoolTemplate.end()) { TC_LOG_ERROR("sql.sql", "`pool_creature` pool id (%u) 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 (%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& 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 %u creatures in pools in %u 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(); ObjectGuid::LowType guid = fields[0].GetUInt32(); 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: %u) defined for pool id (%u), skipped.", guid, pool_id); continue; } GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(data->id); if (goinfo->type != GAMEOBJECT_TYPE_CHEST && goinfo->type != GAMEOBJECT_TYPE_GOOBER && goinfo->type != GAMEOBJECT_TYPE_FISHINGHOLE) { TC_LOG_ERROR("sql.sql", "`pool_gameobject` has a not lootable gameobject spawn (GUID: %u, type: %u) defined for pool id (%u), skipped.", guid, goinfo->type, pool_id); continue; } auto it = mPoolTemplate.find(pool_id); if (it == mPoolTemplate.end()) { TC_LOG_ERROR("sql.sql", "`pool_gameobject` pool id (%u) 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 (%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& 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 %u gameobject in pools in %u 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].GetUInt32(); 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 (%u) 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 (%u) 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 (%u) 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 (%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& 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)) { 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", "%s", ss.str().c_str()); mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first); mPoolSearchMap.erase(poolItr); --count; break; } } } TC_LOG_INFO("server.loading", ">> Loaded %u pools in mother pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); } } // 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].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. TC_LOG_ERROR("sql.sql", "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 TC_LOG_ERROR("sql.sql", "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()); TC_LOG_DEBUG("pool", "Pool handling system initialized, %u pools spawned in %u 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(uint32 pool_id, uint32 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); } // 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(uint32 pool_id, uint32 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); } // 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(uint32 pool_id, uint32 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); } void PoolMgr::SpawnPool(uint32 pool_id) { SpawnPool(pool_id, 0); SpawnPool(pool_id, 0); SpawnPool(pool_id, 0); } // Call to despawn a pool, all gameobjects/creatures in this pool are removed void PoolMgr::DespawnPool(uint32 pool_id) { { auto it = mPoolCreatureGroups.find(pool_id); if (it != mPoolCreatureGroups.end() && !it->second.isEmpty()) it->second.DespawnObject(mSpawnedData); } { auto it = mPoolGameobjectGroups.find(pool_id); if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty()) it->second.DespawnObject(mSpawnedData); } { auto it = mPoolPoolGroups.find(pool_id); if (it != mPoolPoolGroups.end() && !it->second.isEmpty()) it->second.DespawnObject(mSpawnedData); } } // 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); default: ASSERT(false, "Invalid spawn type %u passed to PoolMgr::IsPartOfPool (with spawnId %u)", uint32(type), spawnId); return 0; } } // 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(uint32 pool_id, uint32 db_guid_or_pool_id) { if (uint32 motherpoolid = IsPartOfAPool(pool_id)) SpawnPool(motherpoolid, pool_id); else SpawnPool(pool_id, db_guid_or_pool_id); } template void PoolMgr::UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id); template void PoolMgr::UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id); template void PoolMgr::UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id);