diff options
Diffstat (limited to 'src/server/game/Pools/PoolMgr.cpp')
-rw-r--r-- | src/server/game/Pools/PoolMgr.cpp | 1111 |
1 files changed, 1111 insertions, 0 deletions
diff --git a/src/server/game/Pools/PoolMgr.cpp b/src/server/game/Pools/PoolMgr.cpp new file mode 100644 index 0000000000..d60d326174 --- /dev/null +++ b/src/server/game/Pools/PoolMgr.cpp @@ -0,0 +1,1111 @@ +/* + * Copyright (C) + * Copyright (C) + * + * 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 <http://www.gnu.org/licenses/>. + */ + +#include "PoolMgr.h" +#include "Containers.h" +#include "ObjectMgr.h" +#include "Log.h" +#include "MapManager.h" +#include "Transport.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<> +bool ActivePoolData::IsActiveObject<Creature>(uint32 db_guid) const +{ + return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end(); +} + +// Method that tell if a gameobject is spawned currently +template<> +bool ActivePoolData::IsActiveObject<GameObject>(uint32 db_guid) const +{ + return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end(); +} + +// Method that tell if a pool is spawned currently +template<> +bool ActivePoolData::IsActiveObject<Pool>(uint32 sub_pool_id) const +{ + return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end(); +} + +// Method that tell if a quest can be started +template<> +bool ActivePoolData::IsActiveObject<Quest>(uint32 quest_id) const +{ + return mActiveQuests.find(quest_id) != mActiveQuests.end(); +} + +template<> +void ActivePoolData::ActivateObject<Creature>(uint32 db_guid, uint32 pool_id) +{ + mSpawnedCreatures.insert(db_guid); + ++mSpawnedPools[pool_id]; +} + +template<> +void ActivePoolData::ActivateObject<GameObject>(uint32 db_guid, uint32 pool_id) +{ + mSpawnedGameobjects.insert(db_guid); + ++mSpawnedPools[pool_id]; +} + +template<> +void ActivePoolData::ActivateObject<Pool>(uint32 sub_pool_id, uint32 pool_id) +{ + mSpawnedPools[sub_pool_id] = 0; + ++mSpawnedPools[pool_id]; +} + +template<> +void ActivePoolData::ActivateObject<Quest>(uint32 quest_id, uint32 pool_id) +{ + mActiveQuests.insert(quest_id); + ++mSpawnedPools[pool_id]; +} + +template<> +void ActivePoolData::RemoveObject<Creature>(uint32 db_guid, uint32 pool_id) +{ + mSpawnedCreatures.erase(db_guid); + uint32& val = mSpawnedPools[pool_id]; + if (val > 0) + --val; +} + +template<> +void ActivePoolData::RemoveObject<GameObject>(uint32 db_guid, uint32 pool_id) +{ + mSpawnedGameobjects.erase(db_guid); + uint32& val = mSpawnedPools[pool_id]; + if (val > 0) + --val; +} + +template<> +void ActivePoolData::RemoveObject<Pool>(uint32 sub_pool_id, uint32 pool_id) +{ + mSpawnedPools.erase(sub_pool_id); + uint32& val = mSpawnedPools[pool_id]; + if (val > 0) + --val; +} + +template<> +void ActivePoolData::RemoveObject<Quest>(uint32 quest_id, uint32 pool_id) +{ + mActiveQuests.erase(quest_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 <class T> +void PoolGroup<T>::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 <class T> +bool PoolGroup<T>::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; +} + +template <class T> +PoolObject* PoolGroup<T>::RollOne(ActivePoolData& spawns, uint32 triggerFrom) +{ + if (!ExplicitlyChanced.empty()) + { + float roll = (float)rand_chance(); + + for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i) + { + roll -= ExplicitlyChanced[i].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 && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid))) + return &ExplicitlyChanced[i]; + } + } + if (!EqualChanced.empty()) + { + int32 index = irand(0, EqualChanced.size()-1); + // 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 (EqualChanced[index].guid == triggerFrom || !spawns.IsActiveObject<T>(EqualChanced[index].guid)) + return &EqualChanced[index]; + } + + return NULL; +} + +// 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<class T> +void PoolGroup<T>::DespawnObject(ActivePoolData& spawns, uint32 guid) +{ + for (size_t i=0; i < EqualChanced.size(); ++i) + { + // if spawned + if (spawns.IsActiveObject<T>(EqualChanced[i].guid)) + { + if (!guid || EqualChanced[i].guid == guid) + { + Despawn1Object(EqualChanced[i].guid); + spawns.RemoveObject<T>(EqualChanced[i].guid, poolId); + } + } + } + + for (size_t i = 0; i < ExplicitlyChanced.size(); ++i) + { + // spawned + if (spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid)) + { + if (!guid || ExplicitlyChanced[i].guid == guid) + { + Despawn1Object(ExplicitlyChanced[i].guid); + spawns.RemoveObject<T>(ExplicitlyChanced[i].guid, poolId); + } + } + } +} + +// Method that is actualy doing the removal job on one creature +template<> +void PoolGroup<Creature>::Despawn1Object(uint32 guid) +{ + if (CreatureData const* data = sObjectMgr->GetCreatureData(guid)) + { + sObjectMgr->RemoveCreatureFromGrid(guid, data); + + if (Creature* creature = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_UNIT), (Creature*)NULL)) + creature->AddObjectToRemoveList(); + } +} + +// Same on one gameobject +template<> +void PoolGroup<GameObject>::Despawn1Object(uint32 guid) +{ + if (GameObjectData const* data = sObjectMgr->GetGOData(guid)) + { + sObjectMgr->RemoveGameobjectFromGrid(guid, data); + + if (GameObject* pGameobject = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL)) + pGameobject->AddObjectToRemoveList(); + } +} + +// Same on one pool +template<> +void PoolGroup<Pool>::Despawn1Object(uint32 child_pool_id) +{ + sPoolMgr->DespawnPool(child_pool_id); +} + +// Same on one quest +template<> +void PoolGroup<Quest>::Despawn1Object(uint32 quest_id) +{ + // Creatures + QuestRelations* questMap = sObjectMgr->GetCreatureQuestRelationMap(); + PooledQuestRelationBoundsNC qr = sPoolMgr->mQuestCreatureRelation.equal_range(quest_id); + for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr) + { + QuestRelations::iterator qitr = questMap->find(itr->second); + if (qitr == questMap->end()) + continue; + QuestRelations::iterator lastElement = questMap->upper_bound(itr->second); + for (; qitr != lastElement; ++qitr) + { + if (qitr->first == itr->second && qitr->second == itr->first) + { + questMap->erase(qitr); // iterator is now no more valid + break; // but we can exit loop since the element is found + } + } + } + + // Gameobjects + questMap = sObjectMgr->GetGOQuestRelationMap(); + qr = sPoolMgr->mQuestGORelation.equal_range(quest_id); + for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr) + { + QuestRelations::iterator qitr = questMap->find(itr->second); + if (qitr == questMap->end()) + continue; + QuestRelations::iterator lastElement = questMap->upper_bound(itr->second); + for (; qitr != lastElement; ++qitr) + { + if (qitr->first == itr->second && qitr->second == itr->first) + { + questMap->erase(qitr); // iterator is now no more valid + break; // but we can exit loop since the element is found + } + } + } +} + +// Method for a pool only to remove any found record causing a circular dependency loop +template<> +void PoolGroup<Pool>::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 <class T> +void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom) +{ + uint32 lastDespawned = 0; + 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; + + // This will try to spawn the rest of pool, not guaranteed + for (int i = 0; i < count; ++i) + { + PoolObject* obj = RollOne(spawns, triggerFrom); + if (!obj) + continue; + if (obj->guid == lastDespawned) + continue; + + if (obj->guid == triggerFrom) + { + ReSpawn1Object(obj); + triggerFrom = 0; + continue; + } + spawns.ActivateObject<T>(obj->guid, poolId); + Spawn1Object(obj); + + if (triggerFrom) + { + // One spawn one despawn no count increase + DespawnObject(spawns, triggerFrom); + lastDespawned = triggerFrom; + triggerFrom = 0; + } + } +} + +// Method that is actualy doing the spawn job on 1 creature +template <> +void PoolGroup<Creature>::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->mapid); + // We use spawn coords to spawn + if (!map->Instanceable() && map->IsGridLoaded(data->posX, data->posY)) + { + Creature* creature = new Creature; + //sLog->outDebug(LOG_FILTER_POOLSYS, "Spawning creature %u", guid); + if (!creature->LoadCreatureFromDB(obj->guid, map)) + { + delete creature; + return; + } + } + } +} + +// Same for 1 gameobject +template <> +void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj) +{ + if (GameObjectData const* data = sObjectMgr->GetGOData(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->mapid); + // We use current coords to unspawn, not spawn coords since creature can have changed grid + if (!map->Instanceable() && map->IsGridLoaded(data->posX, data->posY)) + { + GameObject* pGameobject = sObjectMgr->IsGameObjectStaticTransport(data->id) ? new StaticTransport() : new GameObject(); + //sLog->outDebug(LOG_FILTER_POOLSYS, "Spawning gameobject %u", guid); + if (!pGameobject->LoadGameObjectFromDB(obj->guid, map, false)) + { + delete pGameobject; + return; + } + else + { + if (pGameobject->isSpawnedByDefault()) + map->AddToMap(pGameobject); + } + } + } +} + +// Same for 1 pool +template <> +void PoolGroup<Pool>::Spawn1Object(PoolObject* obj) +{ + sPoolMgr->SpawnPool(obj->guid); +} + +// Same for 1 quest +template<> +void PoolGroup<Quest>::Spawn1Object(PoolObject* obj) +{ + // Creatures + QuestRelations* questMap = sObjectMgr->GetCreatureQuestRelationMap(); + PooledQuestRelationBoundsNC qr = sPoolMgr->mQuestCreatureRelation.equal_range(obj->guid); + for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr) + { + ;//sLog->outDebug(LOG_FILTER_POOLSYS, "PoolGroup<Quest>: Adding quest %u to creature %u", itr->first, itr->second); + questMap->insert(QuestRelations::value_type(itr->second, itr->first)); + } + + // Gameobjects + questMap = sObjectMgr->GetGOQuestRelationMap(); + qr = sPoolMgr->mQuestGORelation.equal_range(obj->guid); + for (PooledQuestRelation::iterator itr = qr.first; itr != qr.second; ++itr) + { + ;//sLog->outDebug(LOG_FILTER_POOLSYS, "PoolGroup<Quest>: Adding quest %u to GO %u", itr->first, itr->second); + questMap->insert(QuestRelations::value_type(itr->second, itr->first)); + } +} + +template <> +void PoolGroup<Quest>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom) +{ + ;//sLog->outDebug(LOG_FILTER_POOLSYS, "PoolGroup<Quest>: Spawning pool %u", poolId); + // load state from db + if (!triggerFrom) + { + PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_POOL_QUEST_SAVE); + + stmt->setUInt32(0, poolId); + + PreparedQueryResult result = CharacterDatabase.Query(stmt); + + if (result) + { + do + { + uint32 questId = result->Fetch()[0].GetUInt32(); + spawns.ActivateObject<Quest>(questId, poolId); + PoolObject tempObj(questId, 0.0f); + Spawn1Object(&tempObj); + --limit; + } while (result->NextRow() && limit); + return; + } + } + + ActivePoolObjects currentQuests = spawns.GetActiveQuests(); + ActivePoolObjects newQuests; + + // always try to select different quests + for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr) + { + if (spawns.IsActiveObject<Quest>(itr->guid)) + continue; + newQuests.insert(itr->guid); + } + + // clear the pool + DespawnObject(spawns); + + // recycle minimal amount of quests if possible count is lower than limit + if (limit > newQuests.size() && !currentQuests.empty()) + { + do + { + uint32 questId = Trinity::Containers::SelectRandomContainerElement(currentQuests); + newQuests.insert(questId); + currentQuests.erase(questId); + } while (newQuests.size() < limit && !currentQuests.empty()); // failsafe + } + + if (newQuests.empty()) + return; + + // activate <limit> random quests + do + { + uint32 questId = Trinity::Containers::SelectRandomContainerElement(newQuests); + spawns.ActivateObject<Quest>(questId, poolId); + PoolObject tempObj(questId, 0.0f); + Spawn1Object(&tempObj); + newQuests.erase(questId); + --limit; + } while (limit && !newQuests.empty()); + + // if we are here it means the pool is initialized at startup and did not have previous saved state + if (!triggerFrom) + sPoolMgr->SaveQuestsToDB(false, false, true); +} + +// Method that does the respawn job on the specified creature +template <> +void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj) +{ + if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid)) + if (Creature* creature = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_UNIT), (Creature*)NULL)) + creature->GetMap()->AddToMap(creature); +} + +// Method that does the respawn job on the specified gameobject +template <> +void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj) +{ + if (GameObjectData const* data = sObjectMgr->GetGOData(obj->guid)) + if (GameObject* pGameobject = ObjectAccessor::GetObjectInWorld(MAKE_NEW_GUID(obj->guid, data->id, HIGHGUID_GAMEOBJECT), (GameObject*)NULL)) + pGameobject->GetMap()->AddToMap(pGameobject); +} + +// Nothing to do for a child Pool +template <> +void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/) +{ +} + +// Nothing to do for a quest +template <> +void PoolGroup<Quest>::ReSpawn1Object(PoolObject* /*obj*/) +{ +} + +//////////////////////////////////////////////////////////// +// Methods of class PoolMgr + +PoolMgr::PoolMgr() : max_pool_id(0) +{ +} + +void PoolMgr::Initialize() +{ + QueryResult result = WorldDatabase.Query("SELECT MAX(entry) FROM pool_template"); + if (result) + { + Field* fields = result->Fetch(); + max_pool_id = fields[0].GetUInt32(); + } + + mPoolTemplate.resize(max_pool_id + 1); + mPoolCreatureGroups.resize(max_pool_id + 1); + mPoolGameobjectGroups.resize(max_pool_id + 1); + mPoolPoolGroups.resize(max_pool_id + 1); + mPoolQuestGroups.resize(max_pool_id + 1); + + mQuestSearchMap.clear(); + mGameobjectSearchMap.clear(); + mCreatureSearchMap.clear(); +} + +void PoolMgr::LoadFromDB() +{ + // Pool templates + { + uint32 oldMSTime = getMSTime(); + + QueryResult result = WorldDatabase.Query("SELECT entry, max_limit FROM pool_template"); + if (!result) + { + mPoolTemplate.clear(); + sLog->outString(">> Loaded 0 object pools. DB table `pool_template` is empty."); + sLog->outString(); + 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()); + + sLog->outString(">> Loaded %u objects pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); + sLog->outString(); + } + + // Creatures + + sLog->outString("Loading Creatures Pooling Data..."); + { + uint32 oldMSTime = getMSTime(); + + // 1 2 3 + QueryResult result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature"); + + if (!result) + { + sLog->outString(">> Loaded 0 creatures in pools. DB table `pool_creature` is empty."); + sLog->outString(); + } + else + { + uint32 count = 0; + do + { + Field* fields = result->Fetch(); + + uint32 guid = fields[0].GetUInt32(); + uint32 pool_id = fields[1].GetUInt32(); + float chance = fields[2].GetFloat(); + + CreatureData const* data = sObjectMgr->GetCreatureData(guid); + if (!data) + { + sLog->outErrorDb("`pool_creature` has a non existing creature spawn (GUID: %u) defined for pool id (%u), skipped.", guid, pool_id); + continue; + } + if (pool_id > max_pool_id) + { + sLog->outErrorDb("`pool_creature` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.", pool_id); + continue; + } + if (chance < 0 || chance > 100) + { + sLog->outErrorDb("`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<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()); + + sLog->outString(">> Loaded %u creatures in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); + sLog->outString(); + } + } + + // Gameobjects + + sLog->outString("Loading Gameobject Pooling Data..."); + { + uint32 oldMSTime = getMSTime(); + + // 1 2 3 + QueryResult result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject"); + + if (!result) + { + sLog->outString(">> Loaded 0 gameobjects in pools. DB table `pool_gameobject` is empty."); + sLog->outString(); + } + else + { + uint32 count = 0; + do + { + Field* fields = result->Fetch(); + + uint32 guid = fields[0].GetUInt32(); + uint32 pool_id = fields[1].GetUInt32(); + float chance = fields[2].GetFloat(); + + GameObjectData const* data = sObjectMgr->GetGOData(guid); + if (!data) + { + sLog->outErrorDb("`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) + { + sLog->outErrorDb("`pool_gameobject` has a not lootable gameobject spawn (GUID: %u, type: %u) defined for pool id (%u), skipped.", guid, goinfo->type, pool_id); + continue; + } + + if (pool_id > max_pool_id) + { + sLog->outErrorDb("`pool_gameobject` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.", pool_id); + continue; + } + + if (chance < 0 || chance > 100) + { + sLog->outErrorDb("`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<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()); + + sLog->outString(">> Loaded %u gameobject in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); + sLog->outString(); + } + } + + // Pool of pools + + sLog->outString("Loading Mother Pooling Data..."); + { + uint32 oldMSTime = getMSTime(); + + // 1 2 3 + QueryResult result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool"); + + if (!result) + { + sLog->outString(">> Loaded 0 pools in pools"); + sLog->outString(); + } + 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(); + + if (mother_pool_id > max_pool_id) + { + sLog->outErrorDb("`pool_pool` mother_pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.", mother_pool_id); + continue; + } + if (child_pool_id > max_pool_id) + { + sLog->outErrorDb("`pool_pool` included pool_id (%u) is out of range compared to max pool id in `pool_template`, skipped.", child_pool_id); + continue; + } + if (mother_pool_id == child_pool_id) + { + sLog->outErrorDb("`pool_pool` pool_id (%u) includes itself, dead-lock detected, skipped.", child_pool_id); + continue; + } + if (chance < 0 || chance > 100) + { + sLog->outErrorDb("`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<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 + for (uint32 i=0; i < max_pool_id; ++i) + { + std::set<uint32> checkedPools; + for (SearchMap::iterator poolItr = mPoolSearchMap.find(i); 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<uint32>::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; + sLog->outErrorDb("%s", ss.str().c_str()); + mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first); + mPoolSearchMap.erase(poolItr); + --count; + break; + } + } + } + + sLog->outString(">> Loaded %u pools in mother pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); + sLog->outString(); + } + } + + sLog->outString("Loading Quest Pooling Data..."); + { + uint32 oldMSTime = getMSTime(); + + PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_QUEST_POOLS); + PreparedQueryResult result = WorldDatabase.Query(stmt); + + if (!result) + { + sLog->outString(">> Loaded 0 quests in pools"); + sLog->outString(); + } + else + { + PooledQuestRelationBounds creBounds; + PooledQuestRelationBounds goBounds; + + enum eQuestTypes + { + QUEST_NONE = 0, + QUEST_DAILY = 1, + QUEST_WEEKLY = 2 + }; + + std::map<uint32, int32> poolTypeMap; + uint32 count = 0; + do + { + Field* fields = result->Fetch(); + + uint32 entry = fields[0].GetUInt32(); + uint32 pool_id = fields[1].GetUInt32(); + + Quest const* quest = sObjectMgr->GetQuestTemplate(entry); + if (!quest) + { + sLog->outErrorDb("`pool_quest` has a non existing quest template (Entry: %u) defined for pool id (%u), skipped.", entry, pool_id); + continue; + } + + if (pool_id > max_pool_id) + { + sLog->outErrorDb("`pool_quest` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.", pool_id); + continue; + } + + if (!quest->IsDailyOrWeekly()) + { + sLog->outErrorDb("`pool_quest` has an quest (%u) which is not daily or weekly in pool id (%u), use ExclusiveGroup instead, skipped.", entry, pool_id); + continue; + } + + if (poolTypeMap[pool_id] == QUEST_NONE) + poolTypeMap[pool_id] = quest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY; + + int32 currType = quest->IsDaily() ? QUEST_DAILY : QUEST_WEEKLY; + + if (poolTypeMap[pool_id] != currType) + { + sLog->outErrorDb("`pool_quest` quest %u is %s but pool (%u) is specified for %s, mixing not allowed, skipped.", + entry, currType == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY", pool_id, poolTypeMap[pool_id] == QUEST_DAILY ? "QUEST_DAILY" : "QUEST_WEEKLY"); + continue; + } + + creBounds = mQuestCreatureRelation.equal_range(entry); + goBounds = mQuestGORelation.equal_range(entry); + + if (creBounds.first == creBounds.second && goBounds.first == goBounds.second) + { + sLog->outErrorDb("`pool_quest` lists entry (%u) as member of pool (%u) but is not started anywhere, skipped.", entry, pool_id); + continue; + } + + PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id]; + PoolObject plObject = PoolObject(entry, 0.0f); + PoolGroup<Quest>& questgroup = mPoolQuestGroups[pool_id]; + questgroup.SetPoolId(pool_id); + questgroup.AddEntry(plObject, pPoolTemplate->MaxLimit); + SearchPair p(entry, pool_id); + mQuestSearchMap.insert(p); + + ++count; + } + while (result->NextRow()); + + sLog->outString(">> Loaded %u quests in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); + sLog->outString(); + } + } + + // 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 + sLog->outString("Starting objects pooling system..."); + { + uint32 oldMSTime = getMSTime(); + + QueryResult result = WorldDatabase.Query("SELECT DISTINCT pool_template.entry, pool_pool.pool_id, pool_pool.mother_pool FROM pool_template" + " LEFT JOIN game_event_pool ON pool_template.entry=game_event_pool.pool_entry" + " LEFT JOIN pool_pool ON pool_template.entry=pool_pool.pool_id WHERE game_event_pool.pool_entry IS NULL"); + + if (!result) + { + sLog->outString(">> Pool handling system initialized, 0 pools spawned."); + sLog->outString(); + } + 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. + sLog->outErrorDb("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 + sLog->outErrorDb("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()); + + sLog->outBasic("Pool handling system initialized, %u pools spawned in %u ms", count, GetMSTimeDiffToNow(oldMSTime)); + sLog->outString(); + } + } +} + +void PoolMgr::LoadQuestPools() +{ + +} + +void PoolMgr::SaveQuestsToDB(bool daily, bool weekly, bool other) +{ + SQLTransaction trans = CharacterDatabase.BeginTransaction(); + + // pussywizard: mysql thread races, change only what is meant to be changed + std::set<uint32> deletedPools; + for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr) + { + if (itr->isEmpty()) + continue; + if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->GetFirstEqualChancedObjectId())) + { + if (!daily && quest->IsDaily()) + continue; + if (!weekly && quest->IsWeekly()) + continue; + if (!other && !quest->IsDaily() && !quest->IsWeekly()) + continue; + } + PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_POOL_SAVE); + stmt->setUInt32(0, itr->GetPoolId()); + trans->Append(stmt); + deletedPools.insert(itr->GetPoolId()); + } + + for (SearchMap::iterator itr = mQuestSearchMap.begin(); itr != mQuestSearchMap.end(); ++itr) + if (deletedPools.find(itr->second) != deletedPools.end()) + if (IsSpawnedObject<Quest>(itr->first)) + { + PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_QUEST_POOL_SAVE); + stmt->setUInt32(0, itr->second); + stmt->setUInt32(1, itr->first); + trans->Append(stmt); + } + + CharacterDatabase.CommitTransaction(trans); +} + +void PoolMgr::ChangeDailyQuests() +{ + for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr) + { + if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->GetFirstEqualChancedObjectId())) + { + if (quest->IsWeekly()) + continue; + + UpdatePool<Quest>(itr->GetPoolId(), 1); // anything non-zero means don't load from db + } + } + + SaveQuestsToDB(true, false, false); +} + +void PoolMgr::ChangeWeeklyQuests() +{ + for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr) + { + if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->GetFirstEqualChancedObjectId())) + { + if (quest->IsDaily()) + continue; + + UpdatePool<Quest>(itr->GetPoolId(), 1); + } + } + + SaveQuestsToDB(false, true, false); +} + +// Call to spawn a pool, if cache if true the method will spawn only if cached entry is different +// If it's same, the creature is respawned only (added back to map) +template<> +void PoolMgr::SpawnPool<Creature>(uint32 pool_id, uint32 db_guid) +{ + if (!mPoolCreatureGroups[pool_id].isEmpty()) + mPoolCreatureGroups[pool_id].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<GameObject>(uint32 pool_id, uint32 db_guid) +{ + if (!mPoolGameobjectGroups[pool_id].isEmpty()) + mPoolGameobjectGroups[pool_id].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<Pool>(uint32 pool_id, uint32 sub_pool_id) +{ + if (!mPoolPoolGroups[pool_id].isEmpty()) + mPoolPoolGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id); +} + +// Call to spawn a pool +template<> +void PoolMgr::SpawnPool<Quest>(uint32 pool_id, uint32 quest_id) +{ + if (!mPoolQuestGroups[pool_id].isEmpty()) + mPoolQuestGroups[pool_id].SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, quest_id); +} + +void PoolMgr::SpawnPool(uint32 pool_id) +{ + SpawnPool<Pool>(pool_id, 0); + SpawnPool<GameObject>(pool_id, 0); + SpawnPool<Creature>(pool_id, 0); + SpawnPool<Quest>(pool_id, 0); +} + +// Call to despawn a pool, all gameobjects/creatures in this pool are removed +void PoolMgr::DespawnPool(uint32 pool_id) +{ + if (!mPoolCreatureGroups[pool_id].isEmpty()) + mPoolCreatureGroups[pool_id].DespawnObject(mSpawnedData); + + if (!mPoolGameobjectGroups[pool_id].isEmpty()) + mPoolGameobjectGroups[pool_id].DespawnObject(mSpawnedData); + + if (!mPoolPoolGroups[pool_id].isEmpty()) + mPoolPoolGroups[pool_id].DespawnObject(mSpawnedData); + + if (!mPoolQuestGroups[pool_id].isEmpty()) + mPoolQuestGroups[pool_id].DespawnObject(mSpawnedData); +} + +// Method that check chance integrity of the creatures and gameobjects in this pool +bool PoolMgr::CheckPool(uint32 pool_id) const +{ + return pool_id <= max_pool_id && + mPoolGameobjectGroups[pool_id].CheckPool() && + mPoolCreatureGroups[pool_id].CheckPool() && + mPoolPoolGroups[pool_id].CheckPool() && + mPoolQuestGroups[pool_id].CheckPool(); +} + +// 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(uint32 pool_id, uint32 db_guid_or_pool_id) +{ + if (uint32 motherpoolid = IsPartOfAPool<Pool>(pool_id)) + SpawnPool<Pool>(motherpoolid, pool_id); + else + SpawnPool<T>(pool_id, db_guid_or_pool_id); +} + +template void PoolMgr::UpdatePool<Pool>(uint32 pool_id, uint32 db_guid_or_pool_id); +template void PoolMgr::UpdatePool<GameObject>(uint32 pool_id, uint32 db_guid_or_pool_id); +template void PoolMgr::UpdatePool<Creature>(uint32 pool_id, uint32 db_guid_or_pool_id); +template void PoolMgr::UpdatePool<Quest>(uint32 pool_id, uint32 db_guid_or_pool_id); |