mirror of
https://github.com/TrinityCore/TrinityCore.git
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932 lines
33 KiB
C++
932 lines
33 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "PoolMgr.h"
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#include "Containers.h"
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#include "Creature.h"
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#include "DatabaseEnv.h"
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#include "GameObject.h"
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#include "Log.h"
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#include "Map.h"
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#include "MapUtils.h"
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#include "ObjectMgr.h"
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#include <fmt/ranges.h>
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PoolObject::PoolObject(uint64 _guid, float _chance) : guid(_guid), chance(std::fabs(_chance))
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{
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}
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////////////////////////////////////////////////////////////
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// template class SpawnedPoolData
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SpawnedPoolData::SpawnedPoolData(Map* owner) : mOwner(owner) { }
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SpawnedPoolData::~SpawnedPoolData() = default;
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// Method that tell amount spawned objects/subpools
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uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
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{
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SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
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return itr != mSpawnedPools.end() ? itr->second : 0;
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}
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// Method that tell if a creature is spawned currently
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template<>
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TC_GAME_API bool SpawnedPoolData::IsSpawnedObject<Creature>(uint64 db_guid) const
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{
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return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
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}
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// Method that tell if a gameobject is spawned currently
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template<>
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TC_GAME_API bool SpawnedPoolData::IsSpawnedObject<GameObject>(uint64 db_guid) const
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{
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return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
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}
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// Method that tell if a pool is spawned currently
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template<>
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TC_GAME_API bool SpawnedPoolData::IsSpawnedObject<Pool>(uint64 sub_pool_id) const
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{
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return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
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}
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bool SpawnedPoolData::IsSpawnedObject(SpawnObjectType type, uint64 db_guid_or_pool_id) const
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{
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switch (type)
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{
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case SPAWN_TYPE_CREATURE:
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return IsSpawnedObject<Creature>(db_guid_or_pool_id);
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case SPAWN_TYPE_GAMEOBJECT:
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return IsSpawnedObject<GameObject>(db_guid_or_pool_id);
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default:
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ABORT_MSG("Invalid spawn type %u passed to SpawnedPoolData::IsSpawnedObject (with spawnId " UI64FMTD ")", uint32(type), db_guid_or_pool_id);
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}
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}
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template<>
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void SpawnedPoolData::AddSpawn<Creature>(uint64 db_guid, uint32 pool_id)
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{
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mSpawnedCreatures.insert(db_guid);
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++mSpawnedPools[pool_id];
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}
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template<>
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void SpawnedPoolData::AddSpawn<GameObject>(uint64 db_guid, uint32 pool_id)
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{
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mSpawnedGameobjects.insert(db_guid);
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++mSpawnedPools[pool_id];
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}
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template<>
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void SpawnedPoolData::AddSpawn<Pool>(uint64 sub_pool_id, uint32 pool_id)
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{
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mSpawnedPools[sub_pool_id] = 0;
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++mSpawnedPools[pool_id];
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}
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template<>
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void SpawnedPoolData::RemoveSpawn<Creature>(uint64 db_guid, uint32 pool_id)
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{
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mSpawnedCreatures.erase(db_guid);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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template<>
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void SpawnedPoolData::RemoveSpawn<GameObject>(uint64 db_guid, uint32 pool_id)
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{
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mSpawnedGameobjects.erase(db_guid);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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template<>
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void SpawnedPoolData::RemoveSpawn<Pool>(uint64 sub_pool_id, uint32 pool_id)
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{
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mSpawnedPools.erase(sub_pool_id);
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uint32& val = mSpawnedPools[pool_id];
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if (val > 0)
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--val;
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}
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////////////////////////////////////////////////////////////
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// Methods of template class PoolGroup
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template <class T>
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PoolGroup<T>::PoolGroup(): poolId(0)
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{
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}
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template <class T>
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PoolGroup<T>::~PoolGroup() = default;
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template <class T>
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bool PoolGroup<T>::isEmptyDeepCheck() const
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{
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return isEmpty();
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}
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template <>
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bool PoolGroup<Pool>::isEmptyDeepCheck() const
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{
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for (PoolObject const& explicitlyChanced : ExplicitlyChanced)
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if (!sPoolMgr->IsEmpty(explicitlyChanced.guid))
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return false;
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for (PoolObject const& equalChanced : EqualChanced)
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if (!sPoolMgr->IsEmpty(equalChanced.guid))
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return false;
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return true;
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}
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// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
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template <class T>
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void PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
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{
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if (poolitem.chance != 0 && maxentries == 1)
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ExplicitlyChanced.push_back(poolitem);
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else
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EqualChanced.push_back(poolitem);
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}
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// Method to check the chances are proper in this object pool
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template <class T>
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bool PoolGroup<T>::CheckPool() const
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{
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if (EqualChanced.empty())
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{
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float chance = 0;
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for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
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chance += ExplicitlyChanced[i].chance;
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if (chance != 100 && chance != 0)
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return false;
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}
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return true;
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}
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// Main method to despawn a creature or gameobject in a pool
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// If no guid is passed, the pool is just removed (event end case)
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// If guid is filled, cache will be used and no removal will occur, it just fill the cache
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template<class T>
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void PoolGroup<T>::DespawnObject(SpawnedPoolData& spawns, uint64 guid, bool alwaysDeleteRespawnTime)
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{
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for (size_t i=0; i < EqualChanced.size(); ++i)
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{
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// if spawned
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if (spawns.IsSpawnedObject<T>(EqualChanced[i].guid))
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{
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if (!guid || EqualChanced[i].guid == guid)
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{
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Despawn1Object(spawns, EqualChanced[i].guid, alwaysDeleteRespawnTime);
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spawns.RemoveSpawn<T>(EqualChanced[i].guid, poolId);
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}
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}
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else if (alwaysDeleteRespawnTime)
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RemoveRespawnTimeFromDB(spawns, EqualChanced[i].guid);
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}
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for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
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{
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// spawned
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if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
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{
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if (!guid || ExplicitlyChanced[i].guid == guid)
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{
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Despawn1Object(spawns, ExplicitlyChanced[i].guid, alwaysDeleteRespawnTime);
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spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid, poolId);
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}
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}
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else if (alwaysDeleteRespawnTime)
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RemoveRespawnTimeFromDB(spawns, ExplicitlyChanced[i].guid);
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}
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}
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// Method that is actualy doing the removal job on one creature
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template<>
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void PoolGroup<Creature>::Despawn1Object(SpawnedPoolData& spawns, uint64 guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
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{
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auto creatureBounds = spawns.GetMap()->GetCreatureBySpawnIdStore().equal_range(guid);
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for (auto itr = creatureBounds.first; itr != creatureBounds.second;)
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{
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Creature* creature = itr->second;
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++itr;
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// For dynamic spawns, save respawn time here
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if (saveRespawnTime && !creature->GetRespawnCompatibilityMode())
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creature->SaveRespawnTime();
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creature->AddObjectToRemoveList();
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}
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if (alwaysDeleteRespawnTime)
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spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true);
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}
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// Same on one gameobject
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template<>
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void PoolGroup<GameObject>::Despawn1Object(SpawnedPoolData& spawns, uint64 guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
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{
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auto gameobjectBounds = spawns.GetMap()->GetGameObjectBySpawnIdStore().equal_range(guid);
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for (auto itr = gameobjectBounds.first; itr != gameobjectBounds.second;)
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{
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GameObject* go = itr->second;
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++itr;
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// For dynamic spawns, save respawn time here
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if (saveRespawnTime && !go->GetRespawnCompatibilityMode())
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go->SaveRespawnTime();
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go->AddObjectToRemoveList();
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}
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if (alwaysDeleteRespawnTime)
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spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
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}
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// Same on one pool
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template<>
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void PoolGroup<Pool>::Despawn1Object(SpawnedPoolData& spawns, uint64 child_pool_id, bool alwaysDeleteRespawnTime, bool /*saveRespawnTime*/)
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{
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sPoolMgr->DespawnPool(spawns, child_pool_id, alwaysDeleteRespawnTime);
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}
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// Method for a pool only to remove any found record causing a circular dependency loop
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template<>
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void PoolGroup<Pool>::RemoveOneRelation(uint32 child_pool_id)
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{
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for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr)
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{
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if (itr->guid == child_pool_id)
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{
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ExplicitlyChanced.erase(itr);
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break;
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}
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}
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for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr)
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{
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if (itr->guid == child_pool_id)
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{
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EqualChanced.erase(itr);
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break;
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}
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}
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}
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template <class T>
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void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint64 triggerFrom)
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{
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int count = limit - spawns.GetSpawnedObjects(poolId);
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// If triggered from some object respawn this object is still marked as spawned
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// and also counted into m_SpawnedPoolAmount so we need increase count to be
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// spawned by 1
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if (triggerFrom)
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++count;
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if (count > 0)
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{
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PoolObjectList rolledObjects;
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rolledObjects.reserve(count);
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// roll objects to be spawned
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if (!ExplicitlyChanced.empty())
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{
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float roll = rand_chance();
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for (PoolObject& obj : ExplicitlyChanced)
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{
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roll -= obj.chance;
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (roll < 0 && (obj.guid == triggerFrom || !spawns.IsSpawnedObject<T>(obj.guid)))
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{
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rolledObjects.push_back(obj);
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break;
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}
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}
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}
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if (!EqualChanced.empty() && rolledObjects.empty())
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{
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std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [triggerFrom, &spawns](PoolObject const& object)
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{
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return object.guid == triggerFrom || !spawns.IsSpawnedObject<T>(object.guid);
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});
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Trinity::Containers::RandomResize(rolledObjects, count);
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}
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// try to spawn rolled objects
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for (PoolObject& obj : rolledObjects)
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{
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if (obj.guid == triggerFrom)
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{
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ReSpawn1Object(spawns, &obj);
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triggerFrom = 0;
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}
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else
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{
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spawns.AddSpawn<T>(obj.guid, poolId);
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Spawn1Object(spawns, &obj);
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}
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}
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}
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// One spawn one despawn no count increase
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if (triggerFrom)
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DespawnObject(spawns, triggerFrom);
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}
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// Method that is actualy doing the spawn job on 1 creature
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template <>
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void PoolGroup<Creature>::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
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{
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if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid))
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{
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// Spawn if necessary (loaded grids only)
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// We use spawn coords to spawn
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if (spawns.GetMap()->IsGridLoaded(data->spawnPoint))
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Creature::CreateCreatureFromDB(obj->guid, spawns.GetMap());
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}
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}
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// Same for 1 gameobject
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template <>
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void PoolGroup<GameObject>::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
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{
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if (GameObjectData const* data = sObjectMgr->GetGameObjectData(obj->guid))
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{
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// Spawn if necessary (loaded grids only)
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// We use current coords to unspawn, not spawn coords since creature can have changed grid
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if (spawns.GetMap()->IsGridLoaded(data->spawnPoint))
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if (GameObject* go = GameObject::CreateGameObjectFromDB(obj->guid, spawns.GetMap(), false))
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if (go->isSpawnedByDefault())
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if (!spawns.GetMap()->AddToMap(go))
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delete go;
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}
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}
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// Same for 1 pool
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template <>
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void PoolGroup<Pool>::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
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{
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sPoolMgr->SpawnPool(spawns, obj->guid);
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}
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// Method that does the respawn job on the specified creature
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template <>
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void PoolGroup<Creature>::ReSpawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
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{
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Despawn1Object(spawns, obj->guid, false, false);
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Spawn1Object(spawns, obj);
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}
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// Method that does the respawn job on the specified gameobject
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template <>
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void PoolGroup<GameObject>::ReSpawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
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{
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Despawn1Object(spawns, obj->guid, false, false);
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Spawn1Object(spawns, obj);
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}
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// Nothing to do for a child Pool
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template <>
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void PoolGroup<Pool>::ReSpawn1Object(SpawnedPoolData& /*spawns*/, PoolObject* /*obj*/) { }
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template <>
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void PoolGroup<Creature>::RemoveRespawnTimeFromDB(SpawnedPoolData& spawns, uint64 guid)
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{
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spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true);
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}
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template <>
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void PoolGroup<GameObject>::RemoveRespawnTimeFromDB(SpawnedPoolData& spawns, uint64 guid)
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{
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spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
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}
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template <>
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void PoolGroup<Pool>::RemoveRespawnTimeFromDB(SpawnedPoolData& /*spawns*/, uint64 /*guid*/) { }
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////////////////////////////////////////////////////////////
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// Methods of class PoolMgr
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PoolMgr::PoolMgr() = default;
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PoolMgr::~PoolMgr() = default;
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void PoolMgr::Initialize()
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{
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mGameobjectSearchMap.clear();
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mCreatureSearchMap.clear();
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}
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PoolMgr* PoolMgr::instance()
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{
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static PoolMgr instance;
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return &instance;
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}
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void PoolMgr::LoadFromDB()
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{
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// Pool templates
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{
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uint32 oldMSTime = getMSTime();
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QueryResult result = WorldDatabase.Query("SELECT entry, max_limit FROM pool_template");
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if (!result)
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{
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mPoolTemplate.clear();
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TC_LOG_INFO("server.loading", ">> Loaded 0 object pools. DB table `pool_template` is empty.");
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return;
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}
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uint32 count = 0;
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do
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{
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Field* fields = result->Fetch();
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uint32 pool_id = fields[0].GetUInt32();
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PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
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pPoolTemplate.MaxLimit = fields[1].GetUInt32();
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pPoolTemplate.MapId = -1;
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++count;
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}
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while (result->NextRow());
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TC_LOG_INFO("server.loading", ">> Loaded {} objects pools in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
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}
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// Creatures
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TC_LOG_INFO("server.loading", "Loading Creatures Pooling Data...");
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{
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uint32 oldMSTime = getMSTime();
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// 1 2 3
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QueryResult result = WorldDatabase.Query("SELECT spawnId, poolSpawnId, chance FROM pool_members WHERE type = 0");
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if (!result)
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{
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TC_LOG_INFO("server.loading", ">> Loaded 0 creatures in pools. DB table `pool_creature` is empty.");
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}
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else
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{
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uint32 count = 0;
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do
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{
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Field* fields = result->Fetch();
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uint64 guid = fields[0].GetUInt64();
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uint32 pool_id = fields[1].GetUInt32();
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float chance = fields[2].GetFloat();
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CreatureData const* data = sObjectMgr->GetCreatureData(guid);
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if (!data)
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{
|
|
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<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());
|
|
|
|
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<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());
|
|
|
|
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<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
|
|
// All pool_ids are in pool_template
|
|
for (auto const& it : mPoolTemplate)
|
|
{
|
|
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 ({}), 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())
|
|
{
|
|
TC_LOG_ERROR("sql.sql", "The pool(s) {} create(s) a circular reference, which can cause the server to freeze.\nRemoving the last link between mother pool {} and child pool {}",
|
|
fmt::join(checkedPools, " "), poolItr->first, poolItr->second);
|
|
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<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(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>(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<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(spawnedPoolData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id);
|
|
}
|
|
|
|
void PoolMgr::SpawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id)
|
|
{
|
|
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(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<Creature>(spawnId);
|
|
case SPAWN_TYPE_GAMEOBJECT:
|
|
return IsPartOfAPool<GameObject>(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<typename T>
|
|
void PoolMgr::UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint64 db_guid_or_pool_id)
|
|
{
|
|
if (uint32 motherpoolid = IsPartOfAPool<Pool>(pool_id))
|
|
SpawnPool<Pool>(spawnedPoolData, motherpoolid, pool_id);
|
|
else
|
|
SpawnPool<T>(spawnedPoolData, pool_id, 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(SpawnedPoolData& spawnedPoolData, uint32 pool_id, SpawnObjectType type, uint64 spawnId)
|
|
{
|
|
switch (type)
|
|
{
|
|
case SPAWN_TYPE_CREATURE:
|
|
UpdatePool<Creature>(spawnedPoolData, pool_id, spawnId);
|
|
break;
|
|
case SPAWN_TYPE_GAMEOBJECT:
|
|
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);
|
|
}
|