Core/Pools: Implemented pooling for instances

This commit is contained in:
Shauren authored and Ovahlord committed 2022-12-29 11:56:56 +01:00
1 parent 317a9f2d32
commit 0f0b283168
10 files changed
+320 -200

No files matched your search

@@ -1624,7 +1624,7 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
if (!m_respawnCompatibilityMode)
{
// @todo pools need fixing! this is just a temporary thing, but they violate dynspawn principles
if (!sPoolMgr->IsPartOfAPool<Creature>(spawnId))
if (!data->poolId)
{
TC_LOG_ERROR("entities.unit", "Creature (SpawnID %u) trying to load in inactive spawn group '%s':\n", spawnId, data->spawnGroupData->name.c_str());
return false;
@@ -1639,7 +1639,7 @@ bool Creature::LoadFromDB(ObjectGuid::LowType spawnId, Map* map, bool addToMap,
if (!m_respawnCompatibilityMode)
{
// @todo same as above
if (!sPoolMgr->IsPartOfAPool<Creature>(spawnId))
if (!data->poolId)
{
TC_LOG_ERROR("entities.unit", "Creature (SpawnID %u) trying to load despite a respawn timer in progress:\n", spawnId);
return false;
@@ -2038,9 +2038,9 @@ void Creature::Respawn(bool force)
m_triggerJustAppeared = true;
uint32 poolid = GetSpawnId() ? sPoolMgr->IsPartOfAPool<Creature>(GetSpawnId()) : 0;
uint32 poolid = GetCreatureData() ? GetCreatureData()->poolId : 0;
if (poolid)
sPoolMgr->UpdatePool<Creature>(poolid, GetSpawnId());
sPoolMgr->UpdatePool<Creature>(GetMap()->GetPoolData(), poolid, GetSpawnId());
}
UpdateObjectVisibility();
}
@@ -941,9 +941,9 @@ void GameObject::Update(uint32 diff)
AI()->Reset();
// Respawn timer
uint32 poolid = GetSpawnId() ? sPoolMgr->IsPartOfAPool<GameObject>(GetSpawnId()) : 0;
uint32 poolid = GetGameObjectData() ? GetGameObjectData()->poolId : 0;
if (poolid)
sPoolMgr->UpdatePool<GameObject>(poolid, GetSpawnId());
sPoolMgr->UpdatePool<GameObject>(GetMap()->GetPoolData(), poolid, GetSpawnId());
else
GetMap()->AddToMap(this);
}
@@ -1237,9 +1237,9 @@ void GameObject::Delete()
if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
SetUInt32Value(GAMEOBJECT_FLAGS, addon->flags);
uint32 poolid = GetSpawnId() ? sPoolMgr->IsPartOfAPool<GameObject>(GetSpawnId()) : 0;
uint32 poolid = GetGameObjectData() ? GetGameObjectData()->poolId : 0;
if (poolid)
sPoolMgr->UpdatePool<GameObject>(poolid, GetSpawnId());
sPoolMgr->UpdatePool<GameObject>(GetMap()->GetPoolData(), poolid, GetSpawnId());
else
AddObjectToRemoveList();
}
+25 -2
View File
@@ -407,6 +407,11 @@ void GameEventMgr::LoadFromDB()
continue;
}
// Log error for pooled object, but still spawn it
if (data->poolId)
TC_LOG_ERROR("sql.sql", "`game_event_creature`: game event id (%i) contains creature (%u) which is part of a pool (%u). This should be spawned in game_event_pool", event_id, guid, data->poolId);
GuidList& crelist = mGameEventCreatureGuids[internal_event_id];
crelist.push_back(guid);
@@ -453,6 +458,10 @@ void GameEventMgr::LoadFromDB()
continue;
}
// Log error for pooled object, but still spawn it
if (data->poolId)
TC_LOG_ERROR("sql.sql", "`game_event_gameobject`: game event id (%i) contains game object (%u) which is part of a pool (%u). This should be spawned in game_event_pool", event_id, guid, data->poolId);
GuidList& golist = mGameEventGameobjectGuids[internal_event_id];
golist.push_back(guid);
@@ -1314,7 +1323,15 @@ void GameEventMgr::GameEventSpawn(int16 event_id)
}
for (IdList::iterator itr = mGameEventPoolIds[internal_event_id].begin(); itr != mGameEventPoolIds[internal_event_id].end(); ++itr)
sPoolMgr->SpawnPool(*itr);
{
if (PoolTemplateData const* poolTemplate = sPoolMgr->GetPoolTemplate(*itr))
{
sMapMgr->DoForAllMapsWithMapId(poolTemplate->MapId, [&itr](Map* map)
{
sPoolMgr->SpawnPool(map->GetPoolData(), *itr);
});
}
}
}
void GameEventMgr::GameEventUnspawn(int16 event_id)
@@ -1390,7 +1407,13 @@ void GameEventMgr::GameEventUnspawn(int16 event_id)
for (IdList::iterator itr = mGameEventPoolIds[internal_event_id].begin(); itr != mGameEventPoolIds[internal_event_id].end(); ++itr)
{
sPoolMgr->DespawnPool(*itr, true);
if (PoolTemplateData const* poolTemplate = sPoolMgr->GetPoolTemplate(*itr))
{
sMapMgr->DoForAllMapsWithMapId(poolTemplate->MapId, [&itr](Map* map)
{
sPoolMgr->DespawnPool(map->GetPoolData(), *itr, true);
});
}
}
}
+8 -8
View File
@@ -2068,7 +2068,7 @@ void ObjectMgr::LoadCreatures()
data.movementType = fields[14].GetUInt8();
data.spawnMask = fields[15].GetUInt8();
int16 gameEvent = fields[16].GetInt8();
uint32 PoolId = fields[17].GetUInt32();
data.poolId = fields[17].GetUInt32();
data.npcflag = fields[18].GetUInt32();
data.unit_flags = fields[19].GetUInt32();
data.dynamicflags = fields[20].GetUInt32();
@@ -2208,8 +2208,8 @@ void ObjectMgr::LoadCreatures()
WorldDatabase.Execute(stmt);
}
// Add to grid if not managed by the game event or pool system
if (gameEvent == 0 && PoolId == 0)
// Add to grid if not managed by the game event
if (gameEvent == 0)
AddCreatureToGrid(guid, &data);
}
while (result->NextRow());
@@ -2359,10 +2359,10 @@ void ObjectMgr::LoadGameObjects()
data.spawnGroupData = GetLegacySpawnGroup(); // force compatibility group for transport spawns
int16 gameEvent = fields[15].GetInt8();
uint32 PoolId = fields[16].GetUInt32();
data.phaseUseFlags = fields[17].GetUInt8();
data.phaseId = fields[18].GetUInt32();
data.phaseGroup = fields[19].GetUInt32();
data.poolId = fields[16].GetUInt32();
data.phaseUseFlags = fields[17].GetUInt8();
data.phaseId = fields[18].GetUInt32();
data.phaseGroup = fields[19].GetUInt32();
if (data.phaseUseFlags & ~PHASE_USE_FLAGS_ALL)
{
@@ -2459,7 +2459,7 @@ void ObjectMgr::LoadGameObjects()
WorldDatabase.Execute(stmt);
}
if (gameEvent == 0 && PoolId == 0) // if not this is to be managed by GameEvent System or Pool system
if (gameEvent == 0) // if not this is to be managed by GameEvent System or Pool system
AddGameobjectToGrid(guid, &data);
}
while (result->NextRow());
+7 -1
View File
@@ -146,6 +146,8 @@ i_scriptLock(false), _respawnCheckTimer(0)
_weatherUpdateTimer.SetInterval(time_t(1 * IN_MILLISECONDS));
_poolData = sPoolMgr->InitPoolsForMap(this);
sTransportMgr->CreateTransportsForMap(this);
MMAP::MMapFactory::createOrGetMMapManager()->loadMapInstance(sWorld->GetDataPath(), GetId(), i_InstanceId);
@@ -1968,7 +1970,7 @@ void Map::ProcessRespawns()
GetRespawnMapForType(next->type).erase(next->spawnId);
// step 2: tell pooling logic to do its thing
sPoolMgr->UpdatePool(poolId, next->type, next->spawnId);
sPoolMgr->UpdatePool(GetPoolData(), poolId, next->type, next->spawnId);
// step 3: get rid of the actual entry
RemoveRespawnTime(next->type, next->spawnId, nullptr, true);
@@ -2062,6 +2064,10 @@ bool Map::ShouldBeSpawnedOnGridLoad(SpawnObjectType type, ObjectGuid::LowType sp
if (!IsSpawnGroupActive(spawnGroup->groupId))
return false;
if (spawnData->ToSpawnData()->poolId)
if (!GetPoolData().IsSpawnedObject(type, spawnId))
return false;
return true;
}
+5
View File
@@ -51,6 +51,7 @@ class MapInstanced;
class Object;
class PhaseShift;
class Player;
class SpawnedPoolData;
class TempSummon;
class TerrainInfo;
class Transport;
@@ -646,6 +647,9 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
// This will not affect any already-present creatures in the group
void SetSpawnGroupInactive(uint32 groupId) { SetSpawnGroupActive(groupId, false); }
SpawnedPoolData& GetPoolData() { return *_poolData; }
SpawnedPoolData const& GetPoolData() const { return *_poolData; }
typedef std::function<void(Map*)> FarSpellCallback;
void AddFarSpellCallback(FarSpellCallback&& callback);
@@ -727,6 +731,7 @@ class TC_GAME_API Map : public GridRefManager<NGridType>
}
std::map<HighGuid, std::unique_ptr<ObjectGuidGeneratorBase>> _guidGenerators;
std::unique_ptr<SpawnedPoolData> _poolData;
MapStoredObjectTypesContainer _objectsStore;
CreatureBySpawnIdContainer _creatureBySpawnIdStore;
GameObjectBySpawnIdContainer _gameObjectBySpawnIdStore;
+1
View File
@@ -97,6 +97,7 @@ struct SpawnData : public SpawnMetadata
{
uint32 id = 0; // entry in respective _template table
Position spawnPoint;
uint32 poolId = 0;
int32 spawntimesecs = 0;
uint8 spawnMask = 0;
uint8 phaseUseFlags = 0;
+222 -143
View File
@@ -21,67 +21,80 @@
#include "DatabaseEnv.h"
#include "GameObject.h"
#include "Log.h"
#include "MapManager.h"
#include "Map.h"
#include "ObjectMgr.h"
#include <sstream>
////////////////////////////////////////////////////////////
// template class ActivePoolData
// template class SpawnedPoolData
ActivePoolData::ActivePoolData() = default;
ActivePoolData::~ActivePoolData() = default;
SpawnedPoolData::SpawnedPoolData(Map* owner) : mOwner(owner) { }
SpawnedPoolData::~SpawnedPoolData() = default;
// Method that tell amount spawned objects/subpools
uint32 ActivePoolData::GetActiveObjectCount(uint32 pool_id) const
uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const
{
ActivePoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
SpawnedPoolPools::const_iterator itr = mSpawnedPools.find(pool_id);
return itr != mSpawnedPools.end() ? itr->second : 0;
}
// Method that tell if a creature is spawned currently
template<>
TC_GAME_API bool ActivePoolData::IsActiveObject<Creature>(uint32 db_guid) const
TC_GAME_API bool SpawnedPoolData::IsSpawnedObject<Creature>(uint32 db_guid) const
{
return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end();
}
// Method that tell if a gameobject is spawned currently
template<>
TC_GAME_API bool ActivePoolData::IsActiveObject<GameObject>(uint32 db_guid) const
TC_GAME_API bool SpawnedPoolData::IsSpawnedObject<GameObject>(uint32 db_guid) const
{
return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end();
}
// Method that tell if a pool is spawned currently
template<>
TC_GAME_API bool ActivePoolData::IsActiveObject<Pool>(uint32 sub_pool_id) const
TC_GAME_API bool SpawnedPoolData::IsSpawnedObject<Pool>(uint32 sub_pool_id) const
{
return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end();
}
bool SpawnedPoolData::IsSpawnedObject(SpawnObjectType type, uint32 db_guid_or_pool_id) const
{
switch (type)
{
case SPAWN_TYPE_CREATURE:
return IsSpawnedObject<Creature>(db_guid_or_pool_id);
case SPAWN_TYPE_GAMEOBJECT:
return IsSpawnedObject<GameObject>(db_guid_or_pool_id);
default:
ASSERT(false, "Invalid spawn type %u passed to SpawnedPoolData::IsSpawnedObject (with spawnId %u)", uint32(type), db_guid_or_pool_id);
}
}
template<>
void ActivePoolData::ActivateObject<Creature>(uint32 db_guid, uint32 pool_id)
void SpawnedPoolData::AddSpawn<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)
void SpawnedPoolData::AddSpawn<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)
void SpawnedPoolData::AddSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
{
mSpawnedPools[sub_pool_id] = 0;
++mSpawnedPools[pool_id];
}
template<>
void ActivePoolData::RemoveObject<Creature>(uint32 db_guid, uint32 pool_id)
void SpawnedPoolData::RemoveSpawn<Creature>(uint32 db_guid, uint32 pool_id)
{
mSpawnedCreatures.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
@@ -90,7 +103,7 @@ void ActivePoolData::RemoveObject<Creature>(uint32 db_guid, uint32 pool_id)
}
template<>
void ActivePoolData::RemoveObject<GameObject>(uint32 db_guid, uint32 pool_id)
void SpawnedPoolData::RemoveSpawn<GameObject>(uint32 db_guid, uint32 pool_id)
{
mSpawnedGameobjects.erase(db_guid);
uint32& val = mSpawnedPools[pool_id];
@@ -99,7 +112,7 @@ void ActivePoolData::RemoveObject<GameObject>(uint32 db_guid, uint32 pool_id)
}
template<>
void ActivePoolData::RemoveObject<Pool>(uint32 sub_pool_id, uint32 pool_id)
void SpawnedPoolData::RemoveSpawn<Pool>(uint32 sub_pool_id, uint32 pool_id)
{
mSpawnedPools.erase(sub_pool_id);
uint32& val = mSpawnedPools[pool_id];
@@ -118,6 +131,26 @@ PoolGroup<T>::PoolGroup() : poolId(0)
template <class T>
PoolGroup<T>::~PoolGroup() = default;
template <class T>
bool PoolGroup<T>::isEmptyDeepCheck() const
{
return isEmpty();
}
template <>
bool PoolGroup<Pool>::isEmptyDeepCheck() const
{
for (PoolObject const& explicitlyChanced : ExplicitlyChanced)
if (!sPoolMgr->IsEmpty(explicitlyChanced.guid))
return false;
for (PoolObject const& equalChanced : EqualChanced)
if (!sPoolMgr->IsEmpty(equalChanced.guid))
return false;
return true;
}
// Method to add a gameobject/creature guid to the proper list depending on pool type and chance value
template <class T>
void PoolGroup<T>::AddEntry(PoolObject& poolitem, uint32 maxentries)
@@ -147,99 +180,83 @@ bool PoolGroup<T>::CheckPool() const
// 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, ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime)
void PoolGroup<T>::DespawnObject(SpawnedPoolData& spawns, ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime)
{
for (size_t i=0; i < EqualChanced.size(); ++i)
{
// if spawned
if (spawns.IsActiveObject<T>(EqualChanced[i].guid))
if (spawns.IsSpawnedObject<T>(EqualChanced[i].guid))
{
if (!guid || EqualChanced[i].guid == guid)
{
Despawn1Object(EqualChanced[i].guid, alwaysDeleteRespawnTime);
spawns.RemoveObject<T>(EqualChanced[i].guid, poolId);
Despawn1Object(spawns, EqualChanced[i].guid, alwaysDeleteRespawnTime);
spawns.RemoveSpawn<T>(EqualChanced[i].guid, poolId);
}
}
else if (alwaysDeleteRespawnTime)
RemoveRespawnTimeFromDB(EqualChanced[i].guid);
RemoveRespawnTimeFromDB(spawns, EqualChanced[i].guid);
}
for (size_t i = 0; i < ExplicitlyChanced.size(); ++i)
{
// spawned
if (spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid))
if (spawns.IsSpawnedObject<T>(ExplicitlyChanced[i].guid))
{
if (!guid || ExplicitlyChanced[i].guid == guid)
{
Despawn1Object(ExplicitlyChanced[i].guid, alwaysDeleteRespawnTime);
spawns.RemoveObject<T>(ExplicitlyChanced[i].guid, poolId);
Despawn1Object(spawns, ExplicitlyChanced[i].guid, alwaysDeleteRespawnTime);
spawns.RemoveSpawn<T>(ExplicitlyChanced[i].guid, poolId);
}
}
else if (alwaysDeleteRespawnTime)
RemoveRespawnTimeFromDB(ExplicitlyChanced[i].guid);
RemoveRespawnTimeFromDB(spawns, ExplicitlyChanced[i].guid);
}
}
// Method that is actualy doing the removal job on one creature
template<>
void PoolGroup<Creature>::Despawn1Object(ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
void PoolGroup<Creature>::Despawn1Object(SpawnedPoolData& spawns, ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
{
if (CreatureData const* data = sObjectMgr->GetCreatureData(guid))
auto creatureBounds = spawns.GetMap()->GetCreatureBySpawnIdStore().equal_range(guid);
for (auto itr = creatureBounds.first; itr != creatureBounds.second;)
{
sObjectMgr->RemoveCreatureFromGrid(guid, data);
Map* map = sMapMgr->FindMap(data->mapId, 0);
if (map && !map->Instanceable())
{
auto creatureBounds = map->GetCreatureBySpawnIdStore().equal_range(guid);
for (auto itr = creatureBounds.first; itr != creatureBounds.second; )
{
Creature* creature = itr->second;
++itr;
// For dynamic spawns, save respawn time here
if (saveRespawnTime && !creature->GetRespawnCompatibilityMode())
creature->SaveRespawnTime();
creature->AddObjectToRemoveList();
}
if (alwaysDeleteRespawnTime)
map->RemoveRespawnTime(SpawnObjectType::SPAWN_TYPE_CREATURE, guid, nullptr, true);
}
Creature* creature = itr->second;
++itr;
// For dynamic spawns, save respawn time here
if (saveRespawnTime && !creature->GetRespawnCompatibilityMode())
creature->SaveRespawnTime();
creature->AddObjectToRemoveList();
}
if (alwaysDeleteRespawnTime)
spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true);
}
// Same on one gameobject
template<>
void PoolGroup<GameObject>::Despawn1Object(ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
void PoolGroup<GameObject>::Despawn1Object(SpawnedPoolData& spawns, ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime, bool saveRespawnTime)
{
if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid))
auto gameobjectBounds = spawns.GetMap()->GetGameObjectBySpawnIdStore().equal_range(guid);
for (auto itr = gameobjectBounds.first; itr != gameobjectBounds.second;)
{
sObjectMgr->RemoveGameobjectFromGrid(guid, data);
GameObject* go = itr->second;
++itr;
Map* map = sMapMgr->FindMap(data->mapId, 0);
if (map && !map->Instanceable())
{
auto gameObjectBounds = map->GetGameObjectBySpawnIdStore().equal_range(guid);
for (auto itr = gameObjectBounds.first; itr != gameObjectBounds.second; )
{
GameObject* go = itr->second;
++itr;
// For dynamic spawns, save respawn time here
if (saveRespawnTime && !go->GetRespawnCompatibilityMode())
go->SaveRespawnTime();
go->AddObjectToRemoveList();
}
if (alwaysDeleteRespawnTime)
map->RemoveRespawnTime(SpawnObjectType::SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
}
// For dynamic spawns, save respawn time here
if (saveRespawnTime && !go->GetRespawnCompatibilityMode())
go->SaveRespawnTime();
go->AddObjectToRemoveList();
}
if (alwaysDeleteRespawnTime)
spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
}
// Same on one pool
template<>
void PoolGroup<Pool>::Despawn1Object(uint32 child_pool_id, bool alwaysDeleteRespawnTime, bool /*saveRespawnTime*/)
void PoolGroup<Pool>::Despawn1Object(SpawnedPoolData& spawns, uint32 child_pool_id, bool alwaysDeleteRespawnTime, bool /*saveRespawnTime*/)
{
sPoolMgr->DespawnPool(child_pool_id, alwaysDeleteRespawnTime);
sPoolMgr->DespawnPool(spawns, child_pool_id, alwaysDeleteRespawnTime);
}
// Method for a pool only to remove any found record causing a circular dependency loop
@@ -265,9 +282,9 @@ void PoolGroup<Pool>::RemoveOneRelation(uint32 child_pool_id)
}
template <class T>
void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom)
void PoolGroup<T>::SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom)
{
int count = limit - spawns.GetActiveObjectCount(poolId);
int count = limit - spawns.GetSpawnedObjects(poolId);
// If triggered from some object respawn this object is still marked as spawned
// and also counted into m_SpawnedPoolAmount so we need increase count to be
@@ -290,7 +307,7 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 trig
roll -= obj.chance;
// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
// so this need explicit check for this case
if (roll < 0 && (obj.guid == triggerFrom || !spawns.IsActiveObject<T>(obj.guid)))
if (roll < 0 && (obj.guid == triggerFrom || !spawns.IsSpawnedObject<T>(obj.guid)))
{
rolledObjects.push_back(obj);
break;
@@ -302,7 +319,7 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 trig
{
std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [triggerFrom, &spawns](PoolObject const& object)
{
return object.guid == triggerFrom || !spawns.IsActiveObject<T>(object.guid);
return object.guid == triggerFrom || !spawns.IsSpawnedObject<T>(object.guid);
});
Trinity::Containers::RandomResize(rolledObjects, count);
@@ -313,13 +330,13 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 trig
{
if (obj.guid == triggerFrom)
{
ReSpawn1Object(&obj);
ReSpawn1Object(spawns, &obj);
triggerFrom = 0;
}
else
{
spawns.ActivateObject<T>(obj.guid, poolId);
Spawn1Object(&obj);
spawns.AddSpawn<T>(obj.guid, poolId);
Spawn1Object(spawns, &obj);
}
}
}
@@ -330,20 +347,17 @@ void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 trig
// Method that is actualy doing the spawn job on 1 creature
template <>
void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
void PoolGroup<Creature>::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
{
if (CreatureData const* data = sObjectMgr->GetCreatureData(obj->guid))
{
sObjectMgr->AddCreatureToGrid(obj->guid, data);
// Spawn if necessary (loaded grids only)
Map* map = sMapMgr->FindMap(data->mapId, 0);
// We use spawn coords to spawn
if (map && !map->Instanceable() && map->IsGridLoaded(data->spawnPoint))
if (spawns.GetMap()->IsGridLoaded(data->spawnPoint))
{
Creature* creature = new Creature();
//TC_LOG_DEBUG("pool", "Spawning creature %u", guid);
if (!creature->LoadFromDB(obj->guid, map, true, false))
if (!creature->LoadFromDB(obj->guid, spawns.GetMap(), true, false))
{
delete creature;
return;
@@ -354,28 +368,26 @@ void PoolGroup<Creature>::Spawn1Object(PoolObject* obj)
// Same for 1 gameobject
template <>
void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
void PoolGroup<GameObject>::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
{
if (GameObjectData const* data = sObjectMgr->GetGameObjectData(obj->guid))
{
sObjectMgr->AddGameobjectToGrid(obj->guid, data);
// Spawn if necessary (loaded grids only)
// this base map checked as non-instanced and then only existed
Map* map = sMapMgr->FindMap(data->mapId, 0);
// We use current coords to unspawn, not spawn coords since creature can have changed grid
if (map && !map->Instanceable() && map->IsGridLoaded(data->spawnPoint))
if (spawns.GetMap()->IsGridLoaded(data->spawnPoint))
{
GameObject* pGameobject = new GameObject;
GameObject* go = new GameObject;
//TC_LOG_DEBUG("pool", "Spawning gameobject %u", guid);
if (!pGameobject->LoadFromDB(obj->guid, map, false))
if (!go->LoadFromDB(obj->guid, spawns.GetMap(), false))
{
delete pGameobject;
delete go;
return;
}
else
{
if (pGameobject->isSpawnedByDefault())
map->AddToMap(pGameobject);
if (go->isSpawnedByDefault())
if (!spawns.GetMap()->AddToMap(go))
delete go;
}
}
}
@@ -383,59 +395,45 @@ void PoolGroup<GameObject>::Spawn1Object(PoolObject* obj)
// Same for 1 pool
template <>
void PoolGroup<Pool>::Spawn1Object(PoolObject* obj)
void PoolGroup<Pool>::Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
{
sPoolMgr->SpawnPool(obj->guid);
sPoolMgr->SpawnPool(spawns, obj->guid);
}
// Method that does the respawn job on the specified creature
template <>
void PoolGroup<Creature>::ReSpawn1Object(PoolObject* obj)
void PoolGroup<Creature>::ReSpawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
{
Despawn1Object(obj->guid, false, false);
Spawn1Object(obj);
Despawn1Object(spawns, obj->guid, false, false);
Spawn1Object(spawns, obj);
}
// Method that does the respawn job on the specified gameobject
template <>
void PoolGroup<GameObject>::ReSpawn1Object(PoolObject* obj)
void PoolGroup<GameObject>::ReSpawn1Object(SpawnedPoolData& spawns, PoolObject* obj)
{
Despawn1Object(obj->guid, false, false);
Spawn1Object(obj);
Despawn1Object(spawns, obj->guid, false, false);
Spawn1Object(spawns, obj);
}
// Nothing to do for a child Pool
template <>
void PoolGroup<Pool>::ReSpawn1Object(PoolObject* /*obj*/) { }
void PoolGroup<Pool>::ReSpawn1Object(SpawnedPoolData& /*spawns*/, PoolObject* /*obj*/) { }
template <>
void PoolGroup<Creature>::RemoveRespawnTimeFromDB(ObjectGuid::LowType guid)
void PoolGroup<Creature>::RemoveRespawnTimeFromDB(SpawnedPoolData& spawns, ObjectGuid::LowType guid)
{
if (CreatureData const* data = sObjectMgr->GetCreatureData(guid))
{
Map* map = sMapMgr->CreateBaseMap(data->mapId);
if (!map->Instanceable())
{
map->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true);
}
}
spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_CREATURE, guid, nullptr, true);
}
template <>
void PoolGroup<GameObject>::RemoveRespawnTimeFromDB(ObjectGuid::LowType guid)
void PoolGroup<GameObject>::RemoveRespawnTimeFromDB(SpawnedPoolData& spawns, ObjectGuid::LowType guid)
{
if (GameObjectData const* data = sObjectMgr->GetGameObjectData(guid))
{
Map* map = sMapMgr->CreateBaseMap(data->mapId);
if (!map->Instanceable())
{
map->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
}
}
spawns.GetMap()->RemoveRespawnTime(SPAWN_TYPE_GAMEOBJECT, guid, nullptr, true);
}
template <>
void PoolGroup<Pool>::RemoveRespawnTimeFromDB(ObjectGuid::LowType /*guid*/) { }
void PoolGroup<Pool>::RemoveRespawnTimeFromDB(SpawnedPoolData& /*spawns*/, ObjectGuid::LowType /*guid*/) { }
////////////////////////////////////////////////////////////
// Methods of class PoolMgr
@@ -478,6 +476,7 @@ void PoolMgr::LoadFromDB()
PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id];
pPoolTemplate.MaxLimit = fields[1].GetUInt32();
pPoolTemplate.MapId = -1;
++count;
}
@@ -528,6 +527,15 @@ void PoolMgr::LoadFromDB()
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 %u in pool id (%u), skipped.", guid, pool_id);
continue;
}
PoolObject plObject = PoolObject(guid, chance);
PoolGroup<Creature>& cregroup = mPoolCreatureGroups[pool_id];
cregroup.SetPoolId(pool_id);
@@ -597,6 +605,15 @@ void PoolMgr::LoadFromDB()
}
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 (%u) in pool id (%u), skipped.", guid, pool_id);
continue;
}
PoolObject plObject = PoolObject(guid, chance);
PoolGroup<GameObject>& gogroup = mPoolGameobjectGroups[pool_id];
gogroup.SetPoolId(pool_id);
@@ -681,6 +698,21 @@ void PoolMgr::LoadFromDB()
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 (%u), 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())
{
@@ -703,6 +735,16 @@ void PoolMgr::LoadFromDB()
}
}
for (auto const& [poolId, templateData] : mPoolTemplate)
{
if (IsEmpty(poolId))
{
TC_LOG_ERROR("sql.sql", "Pool Id %u 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...");
{
@@ -725,6 +767,9 @@ void PoolMgr::LoadFromDB()
uint32 pool_entry = fields[0].GetUInt32();
uint32 pool_pool_id = fields[1].GetUInt32();
if (IsEmpty(pool_entry))
continue;
if (!CheckPool(pool_entry))
{
if (pool_pool_id)
@@ -739,14 +784,13 @@ void PoolMgr::LoadFromDB()
// Don't spawn child pools, they are spawned recursively by their parent pools
if (!pool_pool_id)
{
SpawnPool(pool_entry);
mAutoSpawnPoolsPerMap[mPoolTemplate[pool_entry].MapId].push_back(pool_entry);
count++;
}
}
while (result->NextRow());
TC_LOG_DEBUG("pool", "Pool handling system initialized, %u pools spawned in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
TC_LOG_DEBUG("pool", "Pool handling system initialized, %u pools will be spawned by default in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
}
}
}
@@ -754,57 +798,57 @@ void PoolMgr::LoadFromDB()
// 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)
void PoolMgr::SpawnPool<Creature>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid)
{
auto it = mPoolCreatureGroups.find(pool_id);
if (it != mPoolCreatureGroups.end() && !it->second.isEmpty())
it->second.SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
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>(uint32 pool_id, uint32 db_guid)
void PoolMgr::SpawnPool<GameObject>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid)
{
auto it = mPoolGameobjectGroups.find(pool_id);
if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty())
it->second.SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, db_guid);
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>(uint32 pool_id, uint32 sub_pool_id)
void PoolMgr::SpawnPool<Pool>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 sub_pool_id)
{
auto it = mPoolPoolGroups.find(pool_id);
if (it != mPoolPoolGroups.end() && !it->second.isEmpty())
it->second.SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id);
it->second.SpawnObject(spawnedPoolData, mPoolTemplate[pool_id].MaxLimit, sub_pool_id);
}
void PoolMgr::SpawnPool(uint32 pool_id)
void PoolMgr::SpawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id)
{
SpawnPool<Pool>(pool_id, 0);
SpawnPool<GameObject>(pool_id, 0);
SpawnPool<Creature>(pool_id, 0);
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(uint32 pool_id, bool alwaysDeleteRespawnTime)
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(mSpawnedData, 0, alwaysDeleteRespawnTime);
it->second.DespawnObject(spawnedPoolData, 0, alwaysDeleteRespawnTime);
}
{
auto it = mPoolGameobjectGroups.find(pool_id);
if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty())
it->second.DespawnObject(mSpawnedData, 0, alwaysDeleteRespawnTime);
it->second.DespawnObject(spawnedPoolData, 0, alwaysDeleteRespawnTime);
}
{
auto it = mPoolPoolGroups.find(pool_id);
if (it != mPoolPoolGroups.end() && !it->second.isEmpty())
it->second.DespawnObject(mSpawnedData, 0, alwaysDeleteRespawnTime);
it->second.DespawnObject(spawnedPoolData, 0, alwaysDeleteRespawnTime);
}
}
@@ -823,6 +867,26 @@ uint32 PoolMgr::IsPartOfAPool(SpawnObjectType type, ObjectGuid::LowType spawnId)
}
}
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
{
@@ -848,29 +912,44 @@ bool PoolMgr::CheckPool(uint32 pool_id) const
// 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)
void PoolMgr::UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid_or_pool_id)
{
if (uint32 motherpoolid = IsPartOfAPool<Pool>(pool_id))
SpawnPool<Pool>(motherpoolid, pool_id);
SpawnPool<Pool>(spawnedPoolData, motherpoolid, pool_id);
else
SpawnPool<T>(pool_id, db_guid_or_pool_id);
SpawnPool<T>(spawnedPoolData, 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<Pool>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid_or_pool_id);
template void PoolMgr::UpdatePool<GameObject>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid_or_pool_id);
template void PoolMgr::UpdatePool<Creature>(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid_or_pool_id);
void PoolMgr::UpdatePool(uint32 pool_id, SpawnObjectType type, uint32 spawnId)
void PoolMgr::UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, SpawnObjectType type, uint32 spawnId)
{
switch (type)
{
case SPAWN_TYPE_CREATURE:
UpdatePool<Creature>(pool_id, spawnId);
UpdatePool<Creature>(spawnedPoolData, pool_id, spawnId);
break;
case SPAWN_TYPE_GAMEOBJECT:
UpdatePool<GameObject>(pool_id, spawnId);
UpdatePool<GameObject>(spawnedPoolData, pool_id, spawnId);
break;
default:
ASSERT(false, "Invalid spawn type %u passed to PoolMgr::IsPartOfPool (with spawnId %u)", 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);
}
+43 -37
View File
@@ -21,17 +21,20 @@
#include "Define.h"
#include "SpawnData.h"
#include <map>
#include <memory>
#include <set>
#include <unordered_map>
#include <vector>
class Creature;
class GameObject;
class Map;
class Quest;
struct PoolTemplateData
{
uint32 MaxLimit;
int32 MapId;
};
struct PoolObject
@@ -45,34 +48,39 @@ class Pool // for Pool of Pool
{
};
typedef std::set<ObjectGuid::LowType> ActivePoolObjects;
typedef std::map<uint32, uint32> ActivePoolPools;
typedef std::set<ObjectGuid::LowType> SpawnedPoolObjects;
typedef std::map<uint32, uint32> SpawnedPoolPools;
class TC_GAME_API ActivePoolData
class TC_GAME_API SpawnedPoolData
{
public:
explicit ActivePoolData();
~ActivePoolData();
explicit SpawnedPoolData(Map* owner);
~SpawnedPoolData();
ActivePoolData(ActivePoolData const& right) = delete;
ActivePoolData(ActivePoolData&& right) = delete;
ActivePoolData& operator=(ActivePoolData const& right) = delete;
ActivePoolData& operator=(ActivePoolData&& right) = delete;
SpawnedPoolData(SpawnedPoolData const& right) = delete;
SpawnedPoolData(SpawnedPoolData&& right) = delete;
SpawnedPoolData& operator=(SpawnedPoolData const& right) = delete;
SpawnedPoolData& operator=(SpawnedPoolData&& right) = delete;
Map* GetMap() const { return mOwner; }
template<typename T>
bool IsActiveObject(uint32 db_guid_or_pool_id) const;
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const;
uint32 GetActiveObjectCount(uint32 pool_id) const;
bool IsSpawnedObject(SpawnObjectType type, uint32 db_guid_or_pool_id) const;
uint32 GetSpawnedObjects(uint32 pool_id) const;
template<typename T>
void ActivateObject(uint32 db_guid_or_pool_id, uint32 pool_id);
void AddSpawn(uint32 db_guid_or_pool_id, uint32 pool_id);
template<typename T>
void RemoveObject(uint32 db_guid_or_pool_id, uint32 pool_id);
void RemoveSpawn(uint32 db_guid_or_pool_id, uint32 pool_id);
private:
ActivePoolObjects mSpawnedCreatures;
ActivePoolObjects mSpawnedGameobjects;
ActivePoolPools mSpawnedPools;
Map* mOwner;
SpawnedPoolObjects mSpawnedCreatures;
SpawnedPoolObjects mSpawnedGameobjects;
SpawnedPoolPools mSpawnedPools;
};
template <class T>
@@ -90,22 +98,17 @@ class TC_GAME_API PoolGroup
void SetPoolId(uint32 pool_id) { poolId = pool_id; }
bool isEmpty() const { return ExplicitlyChanced.empty() && EqualChanced.empty(); }
bool isEmptyDeepCheck() const;
void AddEntry(PoolObject& poolitem, uint32 maxentries);
bool CheckPool() const;
void DespawnObject(ActivePoolData& spawns, ObjectGuid::LowType guid = 0, bool alwaysDeleteRespawnTime = false);
void Despawn1Object(ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime = false, bool saveRespawnTime = true);
void SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom);
void RemoveRespawnTimeFromDB(ObjectGuid::LowType guid);
void DespawnObject(SpawnedPoolData& spawns, ObjectGuid::LowType guid = 0, bool alwaysDeleteRespawnTime = false);
void Despawn1Object(SpawnedPoolData& spawns, ObjectGuid::LowType guid, bool alwaysDeleteRespawnTime = false, bool saveRespawnTime = true);
void SpawnObject(SpawnedPoolData& spawns, uint32 limit, uint32 triggerFrom);
void RemoveRespawnTimeFromDB(SpawnedPoolData& spawns, ObjectGuid::LowType guid);
void Spawn1Object(PoolObject* obj);
void ReSpawn1Object(PoolObject* obj);
void Spawn1Object(SpawnedPoolData& spawns, PoolObject* obj);
void ReSpawn1Object(SpawnedPoolData& spawns, PoolObject* obj);
void RemoveOneRelation(uint32 child_pool_id);
uint32 GetFirstEqualChancedObjectId()
{
if (EqualChanced.empty())
return 0;
return EqualChanced.front().guid;
}
uint32 GetPoolId() const { return poolId; }
private:
uint32 poolId;
@@ -136,20 +139,25 @@ class TC_GAME_API PoolMgr
uint32 IsPartOfAPool(SpawnObjectType type, ObjectGuid::LowType spawnId) const;
template<typename T>
bool IsSpawnedObject(uint32 db_guid_or_pool_id) const { return mSpawnedData.IsActiveObject<T>(db_guid_or_pool_id); }
bool IsSpawnedObject(SpawnedPoolData& spawnedPoolData, uint32 db_guid_or_pool_id) const { return spawnedPoolData.IsSpawnedObject<T>(db_guid_or_pool_id); }
bool IsEmpty(uint32 pool_id) const;
bool CheckPool(uint32 pool_id) const;
void SpawnPool(uint32 pool_id);
void DespawnPool(uint32 pool_id, bool alwaysDeleteRespawnTime = false);
void SpawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id);
void DespawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, bool alwaysDeleteRespawnTime = false);
template<typename T>
void UpdatePool(uint32 pool_id, uint32 db_guid_or_pool_id);
void UpdatePool(uint32 pool_id, SpawnObjectType type, ObjectGuid::LowType spawnId);
void UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid_or_pool_id);
void UpdatePool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, SpawnObjectType type, ObjectGuid::LowType spawnId);
std::unique_ptr<SpawnedPoolData> InitPoolsForMap(Map* map);
PoolTemplateData const* GetPoolTemplate(uint16 pool_id) const;
private:
template<typename T>
void SpawnPool(uint32 pool_id, uint32 db_guid_or_pool_id);
void SpawnPool(SpawnedPoolData& spawnedPoolData, uint32 pool_id, uint32 db_guid_or_pool_id);
typedef std::unordered_map<uint32, PoolTemplateData> PoolTemplateDataMap;
typedef std::unordered_map<uint32, PoolGroup<Creature>> PoolGroupCreatureMap;
@@ -165,9 +173,7 @@ class TC_GAME_API PoolMgr
SearchMap mCreatureSearchMap;
SearchMap mGameobjectSearchMap;
SearchMap mPoolSearchMap;
// dynamic data
ActivePoolData mSpawnedData;
std::unordered_map<uint32, std::vector<uint32>> mAutoSpawnPoolsPerMap;
};
#define sPoolMgr PoolMgr::instance()
+1 -1
View File
@@ -309,7 +309,7 @@ public:
mapId = fields[6].GetUInt16();
phase = fields[7].GetUInt32();
poolId = sPoolMgr->IsPartOfAPool<GameObject>(guidLow);
if (!poolId || sPoolMgr->IsSpawnedObject<GameObject>(guidLow))
if (!poolId || sPoolMgr->IsSpawnedObject<GameObject>(player->GetMap()->GetPoolData(), guidLow))
found = true;
} while (result->NextRow() && !found);