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diff --git a/src/server/game/Pools/PoolMgr.cpp b/src/server/game/Pools/PoolMgr.cpp
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+++ b/src/server/game/Pools/PoolMgr.cpp
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+/*
+ * 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);