/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2015 MaNGOS project * * 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, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "PoolManager.h" #include "ObjectMgr.h" #include "ObjectGuid.h" #include "ProgressBar.h" #include "Log.h" #include "MapPersistentStateMgr.h" #include "MapManager.h" #include "World.h" #include "Policies/Singleton.h" INSTANTIATE_SINGLETON_1(PoolManager); //////////////////////////////////////////////////////////// // template class SpawnedPoolData // Method that tell amount spawned objects/subpools uint32 SpawnedPoolData::GetSpawnedObjects(uint32 pool_id) const { 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<> bool SpawnedPoolData::IsSpawnedObject(uint32 db_guid) const { return mSpawnedCreatures.find(db_guid) != mSpawnedCreatures.end(); } // Method that tell if a gameobject is spawned currently template<> bool SpawnedPoolData::IsSpawnedObject(uint32 db_guid) const { return mSpawnedGameobjects.find(db_guid) != mSpawnedGameobjects.end(); } // Method that tell if a pool is spawned currently template<> bool SpawnedPoolData::IsSpawnedObject(uint32 sub_pool_id) const { return mSpawnedPools.find(sub_pool_id) != mSpawnedPools.end(); } template<> void SpawnedPoolData::AddSpawn(uint32 db_guid, uint32 pool_id) { mSpawnedCreatures.insert(db_guid); ++mSpawnedPools[pool_id]; } template<> void SpawnedPoolData::AddSpawn(uint32 db_guid, uint32 pool_id) { mSpawnedGameobjects.insert(db_guid); ++mSpawnedPools[pool_id]; } template<> void SpawnedPoolData::AddSpawn(uint32 sub_pool_id, uint32 pool_id) { mSpawnedPools[sub_pool_id] = 0; ++mSpawnedPools[pool_id]; } template<> void SpawnedPoolData::RemoveSpawn(uint32 db_guid, uint32 pool_id) { mSpawnedCreatures.erase(db_guid); uint32& val = mSpawnedPools[pool_id]; if (val > 0) { --val; } } template<> void SpawnedPoolData::RemoveSpawn(uint32 db_guid, uint32 pool_id) { mSpawnedGameobjects.erase(db_guid); uint32& val = mSpawnedPools[pool_id]; if (val > 0) { --val; } } template<> void SpawnedPoolData::RemoveSpawn(uint32 sub_pool_id, uint32 pool_id) { mSpawnedPools.erase(sub_pool_id); uint32& val = mSpawnedPools[pool_id]; if (val > 0) { --val; } } //////////////////////////////////////////////////////////// // Methods of class PoolObject template<> void PoolObject::CheckEventLinkAndReport(uint32 poolId, int16 event_id, std::map const& creature2event, std::map const& /*go2event*/) const { std::map::const_iterator itr = creature2event.find(guid); if (itr == creature2event.end() || itr->second != event_id) { sLog.outErrorDb("Creature (GUID: %u) expected to be listed in `game_event_creature` for event %u as part pool %u", guid, event_id, poolId); } } template<> void PoolObject::CheckEventLinkAndReport(uint32 poolId, int16 event_id, std::map const& /*creature2event*/, std::map const& go2event) const { std::map::const_iterator itr = go2event.find(guid); if (itr == go2event.end() || itr->second != event_id) { sLog.outErrorDb("Gameobject (GUID: %u) expected to be listed in `game_event_gameobject` for event %u as part pool %u", guid, event_id, poolId); } } template<> void PoolObject::CheckEventLinkAndReport(uint32 /*poolId*/, int16 event_id, std::map const& creature2event, std::map const& go2event) const { sPoolMgr.CheckEventLinkAndReport(guid, event_id, creature2event, go2event); } //////////////////////////////////////////////////////////// // Methods of template class PoolGroup // Method to add a gameobject/creature guid to the proper list depending on pool type and chance value template void PoolGroup::AddEntry(PoolObject& poolitem, uint32 maxentries) { if (poolitem.chance != 0 && maxentries == 1) { ExplicitlyChanced.push_back(poolitem); } else { EqualChanced.push_back(poolitem); } } // Method to check the chances are proper in this object pool template bool PoolGroup::CheckPool() const { if (EqualChanced.empty()) { float chance = 0; for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i) { chance += ExplicitlyChanced[i].chance; } if (chance != 100 && chance != 0) { return false; } } return true; } // Method to check event linking template void PoolGroup::CheckEventLinkAndReport(int16 event_id, std::map const& creature2event, std::map const& go2event) const { for (uint32 i = 0; i < EqualChanced.size(); ++i) { EqualChanced[i].template CheckEventLinkAndReport(poolId, event_id, creature2event, go2event); } for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i) { ExplicitlyChanced[i].template CheckEventLinkAndReport(poolId, event_id, creature2event, go2event); } } template void PoolGroup::SetExcludeObject(uint32 guid, bool state) { for (uint32 i = 0; i < EqualChanced.size(); ++i) { if (EqualChanced[i].guid == guid) { EqualChanced[i].exclude = state; return; } } for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i) { if (ExplicitlyChanced[i].guid == guid) { ExplicitlyChanced[i].exclude = state; return; } } } template PoolObject* PoolGroup::RollOne(SpawnedPoolData& 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].exclude && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsSpawnedObject(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].exclude && (EqualChanced[index].guid == triggerFrom || !spawns.IsSpawnedObject(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 void PoolGroup::DespawnObject(MapPersistentState& mapState, uint32 guid) { for (size_t i = 0; i < EqualChanced.size(); ++i) { // if spawned if (mapState.GetSpawnedPoolData().IsSpawnedObject(EqualChanced[i].guid)) { // any or specially requested if (!guid || EqualChanced[i].guid == guid) { Despawn1Object(mapState, EqualChanced[i].guid); mapState.GetSpawnedPoolData().RemoveSpawn(EqualChanced[i].guid, poolId); } } } for (size_t i = 0; i < ExplicitlyChanced.size(); ++i) { // spawned if (mapState.GetSpawnedPoolData().IsSpawnedObject(ExplicitlyChanced[i].guid)) { // any or specially requested if (!guid || ExplicitlyChanced[i].guid == guid) { Despawn1Object(mapState, ExplicitlyChanced[i].guid); mapState.GetSpawnedPoolData().RemoveSpawn(ExplicitlyChanced[i].guid, poolId); } } } } // Method that is actualy doing the removal job on one creature template<> void PoolGroup::Despawn1Object(MapPersistentState& mapState, uint32 guid) { if (CreatureData const* data = sObjectMgr.GetCreatureData(guid)) { // for non-instanceable maps pool spawn can be at different map from provided mapState if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0)) { dataMapState->RemoveCreatureFromGrid(guid, data); if (Map* dataMap = dataMapState->GetMap()) if (Creature* pCreature = dataMap->GetCreature(data->GetObjectGuid(guid))) { pCreature->AddObjectToRemoveList(); } } } } // Same on one gameobject template<> void PoolGroup::Despawn1Object(MapPersistentState& mapState, uint32 guid) { if (GameObjectData const* data = sObjectMgr.GetGOData(guid)) { // for non-instanceable maps pool spawn can be at different map from provided mapState if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0)) { dataMapState->RemoveGameobjectFromGrid(guid, data); if (Map* dataMap = dataMapState->GetMap()) if (GameObject* pGameobject = dataMap->GetGameObject(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, guid))) { pGameobject->AddObjectToRemoveList(); } } } } // Same on one pool template<> void PoolGroup::Despawn1Object(MapPersistentState& mapState, uint32 child_pool_id) { sPoolMgr.DespawnPool(mapState, child_pool_id); } // Method for a pool only to remove any found record causing a circular dependency loop template<> void PoolGroup::RemoveOneRelation(uint16 child_pool_id) { for (PoolObjectList::iterator itr = ExplicitlyChanced.begin(); itr != ExplicitlyChanced.end(); ++itr) { if (itr->guid == child_pool_id) { ExplicitlyChanced.erase(itr); break; } } for (PoolObjectList::iterator itr = EqualChanced.begin(); itr != EqualChanced.end(); ++itr) { if (itr->guid == child_pool_id) { EqualChanced.erase(itr); break; } } } template void PoolGroup::SpawnObject(MapPersistentState& mapState, uint32 limit, uint32 triggerFrom, bool instantly) { SpawnedPoolData& spawns = mapState.GetSpawnedPoolData(); uint32 lastDespawned = 0; 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 // spawned by 1 if (triggerFrom) { if (spawns.IsSpawnedObject(triggerFrom)) { ++count; } else { triggerFrom = 0; } } // 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) { MANGOS_ASSERT(spawns.IsSpawnedObject(obj->guid)); MANGOS_ASSERT(spawns.GetSpawnedObjects(poolId) > 0); ReSpawn1Object(mapState, obj); triggerFrom = 0; continue; } spawns.AddSpawn(obj->guid, poolId); Spawn1Object(mapState, obj, instantly); if (triggerFrom) { // One spawn one despawn no count increase DespawnObject(mapState, triggerFrom); lastDespawned = triggerFrom; triggerFrom = 0; } } } // Method that is actualy doing the spawn job on 1 creature template <> void PoolGroup::Spawn1Object(MapPersistentState& mapState, PoolObject* obj, bool instantly) { if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid)) { // for non-instanceable maps pool spawn can be at different map from provided mapState if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0)) { dataMapState->AddCreatureToGrid(obj->guid, data); Map* dataMap = dataMapState->GetMap(); // We use spawn coords to spawn if (dataMap && dataMap->IsLoaded(data->posX, data->posY)) { Creature* pCreature = new Creature; // DEBUG_LOG("Spawning creature %u",obj->guid); if (!pCreature->LoadFromDB(obj->guid, dataMap)) { delete pCreature; return; } else { // if new spawn replaces a just despawned creature, not instantly spawn but set respawn timer if (!instantly) { pCreature->SetRespawnTime(pCreature->GetRespawnDelay()); if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY) || pCreature->IsWorldBoss()) { pCreature->SaveRespawnTime(); } } dataMap->Add(pCreature); } } // for not loaded grid just update respawn time (avoid work for instances until implemented support) else if (!instantly) { dataMapState->SaveCreatureRespawnTime(obj->guid, time(NULL) + data->spawntimesecs); } } } } // Same for 1 gameobject template <> void PoolGroup::Spawn1Object(MapPersistentState& mapState, PoolObject* obj, bool instantly) { if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid)) { // for non-instanceable maps pool spawn can be at different map from provided mapState if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0)) { dataMapState->AddGameobjectToGrid(obj->guid, data); Map* dataMap = dataMapState->GetMap(); // We use spawn coords to spawn if (dataMap && dataMap->IsLoaded(data->posX, data->posY)) { GameObject* pGameobject = new GameObject; // DEBUG_LOG("Spawning gameobject %u", obj->guid); if (!pGameobject->LoadFromDB(obj->guid, dataMap)) { delete pGameobject; return; } else { if (pGameobject->isSpawnedByDefault()) { // if new spawn replaces a just despawned object, not instantly spawn but set respawn timer if (!instantly) { pGameobject->SetRespawnTime(pGameobject->GetRespawnDelay()); if (sWorld.getConfig(CONFIG_BOOL_SAVE_RESPAWN_TIME_IMMEDIATELY)) { pGameobject->SaveRespawnTime(); } } dataMap->Add(pGameobject); } } } // for not loaded grid just update respawn time (avoid work for instances until implemented support) else if (!instantly) { // for spawned by default object only if (data->spawntimesecs >= 0) { dataMapState->SaveGORespawnTime(obj->guid, time(NULL) + data->spawntimesecs); } } } } } // Same for 1 pool template <> void PoolGroup::Spawn1Object(MapPersistentState& mapState, PoolObject* obj, bool instantly) { sPoolMgr.SpawnPool(mapState, obj->guid, instantly); } // Method that does the respawn job on the specified creature template <> void PoolGroup::ReSpawn1Object(MapPersistentState& mapState, PoolObject* obj) { if (CreatureData const* data = sObjectMgr.GetCreatureData(obj->guid)) { // for non-instanceable maps pool spawn can be at different map from provided mapState if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0)) if (Map* dataMap = dataMapState->GetMap()) if (Creature* pCreature = dataMap->GetCreature(data->GetObjectGuid(obj->guid))) { pCreature->GetMap()->Add(pCreature); } } } // Method that does the respawn job on the specified gameobject template <> void PoolGroup::ReSpawn1Object(MapPersistentState& mapState, PoolObject* obj) { if (GameObjectData const* data = sObjectMgr.GetGOData(obj->guid)) { // for non-instanceable maps pool spawn can be at different map from provided mapState if (MapPersistentState* dataMapState = mapState.GetMapId() == data->mapid ? &mapState : sMapPersistentStateMgr.GetPersistentState(data->mapid, 0)) if (Map* dataMap = dataMapState->GetMap()) if (GameObject* pGameobject = dataMap->GetGameObject(ObjectGuid(HIGHGUID_GAMEOBJECT, data->id, obj->guid))) { pGameobject->GetMap()->Add(pGameobject); } } } // Nothing to do for a child Pool template <> void PoolGroup::ReSpawn1Object(MapPersistentState& /*mapState*/, PoolObject* /*obj*/) { } //////////////////////////////////////////////////////////// // Methods of class PoolManager PoolManager::PoolManager() { } // Check listing all pool spawns in single instanceable map or only in non-instanceable maps // This applied to all pools have common mother pool struct PoolMapChecker { PoolManager::PoolTemplateDataMap& m_poolTemplates; explicit PoolMapChecker(PoolManager::PoolTemplateDataMap& poolTemplates) : m_poolTemplates(poolTemplates) {} bool CheckAndRemember(uint32 mapid, uint32 pool_id, char const* tableName, char const* elementName) { MapEntry const* mapEntry = sMapStore.LookupEntry(mapid); if (!mapEntry) { return false; } MapEntry const* poolMapEntry = m_poolTemplates[pool_id].mapEntry; // if not listed then just remember if (!poolMapEntry) { m_poolTemplates[pool_id].mapEntry = mapEntry; return true; } // if at same map, then all ok if (poolMapEntry == mapEntry) { return true; } // pool spawns must be at single instanceable map if (mapEntry->Instanceable()) { sLog.outErrorDb("`%s` has %s spawned at instanceable map %u when one or several other spawned at different map %u in pool id %i, skipped.", tableName, elementName, mapid, poolMapEntry->MapID, pool_id); return false; } // pool spawns must be at single instanceable map if (poolMapEntry->Instanceable()) { sLog.outErrorDb("`%s` has %s spawned at map %u when one or several other spawned at different instanceable map %u in pool id %i, skipped.", tableName, elementName, mapid, poolMapEntry->MapID, pool_id); return false; } // pool spawns can be at different non-instanceable maps return true; } }; void PoolManager::LoadFromDB() { QueryResult* result = WorldDatabase.Query("SELECT MAX(entry) FROM pool_template"); if (!result) { sLog.outString(">> Table pool_template is empty."); sLog.outString(); return; } else { Field* fields = result->Fetch(); max_pool_id = fields[0].GetUInt16(); delete result; } mPoolTemplate.resize(max_pool_id + 1); result = WorldDatabase.Query("SELECT entry, max_limit, description FROM pool_template"); if (!result) { mPoolTemplate.clear(); sLog.outString(">> Table pool_template is empty:"); sLog.outString(); return; } uint32 count = 0; BarGoLink bar(result->GetRowCount()); do { ++count; Field* fields = result->Fetch(); bar.step(); uint16 pool_id = fields[0].GetUInt16(); PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_id]; pPoolTemplate.MaxLimit = fields[1].GetUInt32(); pPoolTemplate.description = fields[2].GetCppString(); pPoolTemplate.AutoSpawn = true; // will update and later data loading } while (result->NextRow()); sLog.outString(); sLog.outString(">> Loaded %u objects pools", count); delete result; PoolMapChecker mapChecker(mPoolTemplate); // Creatures (guids and entries) mPoolCreatureGroups.resize(max_pool_id + 1); mCreatureSearchMap.clear(); // 1 2 3 result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_creature"); count = 0; if (!result) { BarGoLink bar2(1); bar2.step(); sLog.outString(); sLog.outString(">> Loaded %u creatures in pools from `pool_creature`", count); } else { BarGoLink bar2(result->GetRowCount()); do { Field* fields = result->Fetch(); bar2.step(); uint32 guid = fields[0].GetUInt32(); uint16 pool_id = fields[1].GetUInt16(); 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 (%i) 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 (%i), skipped.", chance, guid, pool_id); continue; } if (!mapChecker.CheckAndRemember(data->mapid, pool_id, "pool_creature", "creature guid")) { continue; } PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id]; ++count; PoolObject plObject = PoolObject(guid, chance); PoolGroup& cregroup = mPoolCreatureGroups[pool_id]; cregroup.SetPoolId(pool_id); cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit); SearchPair p(guid, pool_id); mCreatureSearchMap.insert(p); } while (result->NextRow()); sLog.outString(); sLog.outString(">> Loaded %u creatures in pools from `pool_creature`", count); delete result; } result = WorldDatabase.Query("SELECT guid, pool_entry, chance, pool_creature_template.id FROM pool_creature_template LEFT JOIN creature ON creature.id = pool_creature_template.id"); count = 0; if (!result) { BarGoLink bar2(1); bar2.step(); sLog.outString(); sLog.outString(">> Loaded %u creatures in pools from `pool_creature_template`", count); } else { BarGoLink bar2(result->GetRowCount()); do { Field* fields = result->Fetch(); bar2.step(); uint32 guid = fields[0].GetUInt32(); uint16 pool_id = fields[1].GetUInt16(); float chance = fields[2].GetFloat(); uint16 entry_id = fields[3].GetUInt32(); // for errors output only CreatureData const* data = sObjectMgr.GetCreatureData(guid); if (!data) { sLog.outErrorDb("`pool_creature_template` has a non existing creature spawn (GUID: %u Entry: %u) defined for pool id (%u), skipped.", guid, entry_id, pool_id); continue; } if (pool_id > max_pool_id) { sLog.outErrorDb("`pool_creature_template` pool id (%i) 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_template` has an invalid chance (%f) for creature (Guid %u Entry %u) in pool id (%i), skipped.", chance, guid, entry_id, pool_id); continue; } // `pool_creature` and `pool_creature_template` can't have guids duplicates (in second case because entries also unique) // So if guid already listed in pools then this duplicate from alt.table // Also note: for added guid not important what case we skip from 2 tables if (uint16 alt_pool_id = IsPartOfAPool(guid)) { sLog.outErrorDb("`pool_creature` has guid %u for pool %u that already added to pool %u from `pool_creature_template` for creature entry %u, skipped.", guid, pool_id, alt_pool_id, entry_id); continue; } if (!mapChecker.CheckAndRemember(data->mapid, pool_id, "pool_creature_template", "creature guid")) { continue; } PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id]; ++count; PoolObject plObject = PoolObject(guid, chance); PoolGroup& cregroup = mPoolCreatureGroups[pool_id]; cregroup.SetPoolId(pool_id); cregroup.AddEntry(plObject, pPoolTemplate->MaxLimit); SearchPair p(guid, pool_id); mCreatureSearchMap.insert(p); } while (result->NextRow()); sLog.outString(); sLog.outString(">> Loaded %u creatures in pools from `pool_creature_template`", count); delete result; } // Gameobjects (guids and entries) mPoolGameobjectGroups.resize(max_pool_id + 1); mGameobjectSearchMap.clear(); // 1 2 3 result = WorldDatabase.Query("SELECT guid, pool_entry, chance FROM pool_gameobject"); count = 0; if (!result) { BarGoLink bar2(1); bar2.step(); sLog.outString(); sLog.outString(">> Loaded %u gameobject in pools from `pool_gameobject`", count); } else { BarGoLink bar2(result->GetRowCount()); do { Field* fields = result->Fetch(); bar2.step(); uint32 guid = fields[0].GetUInt32(); uint16 pool_id = fields[1].GetUInt16(); 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; } if (pool_id > max_pool_id) { sLog.outErrorDb("`pool_gameobject` pool id (%i) 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 (%i), skipped.", chance, guid, pool_id); continue; } if (!mapChecker.CheckAndRemember(data->mapid, pool_id, "pool_gameobject", "gameobject guid")) { continue; } PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id]; ++count; PoolObject plObject = PoolObject(guid, chance); PoolGroup& gogroup = mPoolGameobjectGroups[pool_id]; gogroup.SetPoolId(pool_id); gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit); SearchPair p(guid, pool_id); mGameobjectSearchMap.insert(p); } while (result->NextRow()); sLog.outString(); sLog.outString(">> Loaded %u gameobject in pools from `pool_gameobject`", count); delete result; } // 1 2 3 result = WorldDatabase.Query("SELECT guid, pool_entry, chance, pool_gameobject_template.id FROM pool_gameobject_template LEFT JOIN gameobject ON gameobject.id = pool_gameobject_template.id"); count = 0; if (!result) { BarGoLink bar2(1); bar2.step(); sLog.outString(); sLog.outString(">> Loaded %u gameobject in pools from `pool_gameobject_template`", count); } else { BarGoLink bar2(result->GetRowCount()); do { Field* fields = result->Fetch(); bar2.step(); uint32 guid = fields[0].GetUInt32(); uint16 pool_id = fields[1].GetUInt16(); float chance = fields[2].GetFloat(); uint16 entry_id = fields[3].GetUInt32(); // for errors output only GameObjectData const* data = sObjectMgr.GetGOData(guid); if (!data) { sLog.outErrorDb("`pool_gameobject_template` has a non existing gameobject spawn (GUID: %u Entry %u) defined for pool id (%u), skipped.", guid, entry_id, pool_id); continue; } if (pool_id > max_pool_id) { sLog.outErrorDb("`pool_gameobject_template` pool id (%i) 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_template` has an invalid chance (%f) for gameobject (Guid %u Entry %u) in pool id (%i), skipped.", chance, guid, entry_id, pool_id); continue; } // `pool_gameobject` and `pool_gameobject_template` can't have guids duplicates (in second case because entries also unique) // So if guid already listed in pools then this duplicate from alt.table // Also note: for added guid not important what case we skip from 2 tables if (uint16 alt_pool_id = IsPartOfAPool(guid)) { sLog.outErrorDb("`pool_gameobject` has guid %u for pool %u that already added to pool %u from `pool_gameobject_template` for gameobject entry %u, skipped.", guid, pool_id, alt_pool_id, entry_id); continue; } if (!mapChecker.CheckAndRemember(data->mapid, pool_id, "pool_gameobject_template", "gameobject guid")) { continue; } PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id]; ++count; PoolObject plObject = PoolObject(guid, chance); PoolGroup& gogroup = mPoolGameobjectGroups[pool_id]; gogroup.SetPoolId(pool_id); gogroup.AddEntry(plObject, pPoolTemplate->MaxLimit); SearchPair p(guid, pool_id); mGameobjectSearchMap.insert(p); } while (result->NextRow()); sLog.outString(); sLog.outString(">> Loaded %u gameobject in pools from `pool_gameobject_template`", count); delete result; } // Pool of pools mPoolPoolGroups.resize(max_pool_id + 1); // 1 2 3 result = WorldDatabase.Query("SELECT pool_id, mother_pool, chance FROM pool_pool"); count = 0; if (!result) { BarGoLink bar2(1); bar2.step(); sLog.outString(); sLog.outString(">> Loaded %u pools in pools", count); } else { BarGoLink bar2(result->GetRowCount()); do { Field* fields = result->Fetch(); bar2.step(); uint16 child_pool_id = fields[0].GetUInt16(); uint16 mother_pool_id = fields[1].GetUInt16(); float chance = fields[2].GetFloat(); if (mother_pool_id > max_pool_id) { sLog.outErrorDb("`pool_pool` mother_pool id (%i) 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 (%i) 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 (%i) 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 (%i), skipped.", chance, child_pool_id, mother_pool_id); continue; } PoolTemplateData* pPoolTemplateMother = &mPoolTemplate[mother_pool_id]; ++count; PoolObject plObject = PoolObject(child_pool_id, chance); PoolGroup& plgroup = mPoolPoolGroups[mother_pool_id]; plgroup.SetPoolId(mother_pool_id); plgroup.AddEntry(plObject, pPoolTemplateMother->MaxLimit); SearchPair p(child_pool_id, mother_pool_id); mPoolSearchMap.insert(p); // update top independent pool flag mPoolTemplate[child_pool_id].AutoSpawn = false; } while (result->NextRow()); // Now check for circular reference for (uint16 i = 0; i < max_pool_id; ++i) { std::set checkedPools; for (SearchMap::iterator poolItr = mPoolSearchMap.find(i); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second)) { // if child pool not have map data then it empty or have not checked child then will checked and all line later if (MapEntry const* childMapEntry = mPoolTemplate[poolItr->first].mapEntry) { if (!mapChecker.CheckAndRemember(childMapEntry->MapID, poolItr->second, "pool_pool", "pool with creature/gameobject")) { mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first); mPoolSearchMap.erase(poolItr); --count; break; } } checkedPools.insert(poolItr->first); if (checkedPools.find(poolItr->second) != checkedPools.end()) { std::ostringstream ss; ss << "The pool(s) "; for (std::set::const_iterator itr = checkedPools.begin(); itr != checkedPools.end(); ++itr) { ss << *itr << " "; } ss << "create(s) a circular reference, which can cause the server to freeze.\nRemoving the last link between mother pool " << poolItr->first << " and child pool " << poolItr->second; sLog.outErrorDb("%s", ss.str().c_str()); mPoolPoolGroups[poolItr->second].RemoveOneRelation(poolItr->first); mPoolSearchMap.erase(poolItr); --count; break; } } } sLog.outString(); sLog.outString(">> Loaded %u pools in mother pools", count); delete result; } // check chances integrity for (uint16 pool_entry = 0; pool_entry < mPoolTemplate.size(); ++pool_entry) { if (mPoolTemplate[pool_entry].AutoSpawn) { if (!CheckPool(pool_entry)) { sLog.outErrorDb("Pool Id (%u) has all creatures or gameobjects with explicit chance sum <>100 and no equal chance defined. The pool system can not pick one to spawn.", pool_entry); mPoolTemplate[pool_entry].AutoSpawn = false; } } } if (sWorld.getConfig(CONFIG_BOOL_AUTOPOOLING_MINING_ENABLE)) { // autocreate mining pools mPoolTemplate.resize(max_pool_id + 3486 + 533); //values are hardcoded for max zoneID and max MapID it would be better to read max IDs from the .dbc files mPoolCreatureGroups.resize(max_pool_id + 3486 + 533); mPoolGameobjectGroups.resize(max_pool_id + 3486 + 533); mPoolPoolGroups.resize(max_pool_id + 3486 + 533); uint32 max_autopool_entry = (max_pool_id + 3486 + 533); for (uint16 pool_entry = max_pool_id + 1; pool_entry < max_autopool_entry; ++pool_entry) { PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_entry]; pPoolTemplate.MaxLimit = 0; pPoolTemplate.description = "autopool zone %u" ,pool_entry ; pPoolTemplate.AutoSpawn = true; // will update and later data loading } count = 0; // 0 1 2 3 4 5 result = WorldDatabase.Query("SELECT gameobject.guid, gameobject.id, map, position_x, position_y, position_z," // 6 7 "pool_gameobject.pool_entry, pool_gameobject_template.pool_entry " "FROM gameobject " "LEFT OUTER JOIN pool_gameobject ON gameobject.guid = pool_gameobject.guid " "LEFT OUTER JOIN pool_gameobject_template ON gameobject.id = pool_gameobject_template.id"); if (!result) { BarGoLink bar3(1); bar3.step(); sLog.outString(); sLog.outErrorDb(">> Loaded 0 gameobjects. DB table `gameobject` is empty."); return; } BarGoLink bar3(result->GetRowCount()); do { Field* fields = result->Fetch(); bar3.step(); uint32 guid = fields[ 0].GetUInt32(); uint32 entry = fields[ 1].GetUInt32(); uint32 map = fields[ 2].GetUInt32(); float posX = fields[ 3].GetFloat(); float posY = fields[ 4].GetFloat(); float posZ = fields[ 5].GetFloat(); int16 GuidPoolId = fields[6].GetInt16(); int16 EntryPoolId = fields[7].GetInt16(); if (GuidPoolId != 0 || EntryPoolId != 0) // if not this is in the pool system already { continue; } GameObjectInfo const* goinfo = ObjectMgr::GetGameObjectInfo(entry); if (goinfo->type != GAMEOBJECT_TYPE_CHEST) { continue; } if (goinfo->chest.minSuccessOpens != 0 && goinfo->chest.maxSuccessOpens > goinfo->chest.minSuccessOpens) //in this case it is a mineral vein { uint32 zone_id; uint16 pool_id; if (map == 0 || map == 1) { zone_id = sTerrainMgr.LoadTerrain(map)->GetZoneId(posX, posY, posZ); pool_id = zone_id + max_pool_id; } else { zone_id = map; pool_id = zone_id + max_pool_id + 3486; //3486 zero value for maxzoneID } PoolTemplateData* pPoolTemplate = &mPoolTemplate[pool_id]; PoolObject plObject = PoolObject(guid, 0); PoolGroup& gogroup = mPoolGameobjectGroups[pool_id]; gogroup.SetPoolId(pool_id); gogroup.AddEntry(plObject, 0); SearchPair p(guid, pool_id); mGameobjectSearchMap.insert(p); if (!mapChecker.CheckAndRemember(map, pool_id, "pool_gameobject", "gameobject guid")) { continue; } ++count; //sLog.outErrorDb("UPDATE gameobject SET zone_id=%u, area_id=%u WHERE guid=%u;", zoneId, areaId, guid); } } while (result->NextRow()); for (uint16 pool_entry = max_pool_id + 1; pool_entry < max_autopool_entry; ++pool_entry) { uint32 poolsize; PoolTemplateData& pPoolTemplate = mPoolTemplate[pool_entry]; PoolGroup& gogroup = mPoolGameobjectGroups[pool_entry]; poolsize = gogroup.size(); pPoolTemplate.MaxLimit = (poolsize * CONFIG_UINT32_RATE_MINING_AUTOPOOLING) / 100; } delete result; sLog.outString(">> Loaded %u mining nodes", count); } } // The initialize method will spawn all pools not in an event and not in another pool void PoolManager::Initialize(MapPersistentState* state) { // spawn pools for expected map or for not initialized shared pools state for non-instanceable maps for (uint16 pool_entry = 0; pool_entry < mPoolTemplate.size(); ++pool_entry) if (mPoolTemplate[pool_entry].AutoSpawn) { InitSpawnPool(*state, pool_entry); } } // 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 PoolManager::SpawnPoolGroup(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid, bool instantly) { if (!mPoolCreatureGroups[pool_id].isEmpty()) { mPoolCreatureGroups[pool_id].SpawnObject(mapState, mPoolTemplate[pool_id].MaxLimit, db_guid, instantly); } } // 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 PoolManager::SpawnPoolGroup(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid, bool instantly) { if (!mPoolGameobjectGroups[pool_id].isEmpty()) { mPoolGameobjectGroups[pool_id].SpawnObject(mapState, mPoolTemplate[pool_id].MaxLimit, db_guid, instantly); } } // 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 PoolManager::SpawnPoolGroup(MapPersistentState& mapState, uint16 pool_id, uint32 sub_pool_id, bool instantly) { if (!mPoolPoolGroups[pool_id].isEmpty()) { mPoolPoolGroups[pool_id].SpawnObject(mapState, mPoolTemplate[pool_id].MaxLimit, sub_pool_id, instantly); } } /*! \param instantly defines if (leaf-)objects are spawned instantly or with fresh respawn timer */ void PoolManager::SpawnPool(MapPersistentState& mapState, uint16 pool_id, bool instantly) { SpawnPoolGroup(mapState, pool_id, 0, instantly); SpawnPoolGroup(mapState, pool_id, 0, instantly); SpawnPoolGroup(mapState, pool_id, 0, instantly); } // Call to despawn a pool, all gameobjects/creatures in this pool are removed void PoolManager::DespawnPool(MapPersistentState& mapState, uint16 pool_id) { if (!mPoolCreatureGroups[pool_id].isEmpty()) { mPoolCreatureGroups[pool_id].DespawnObject(mapState); } if (!mPoolGameobjectGroups[pool_id].isEmpty()) { mPoolGameobjectGroups[pool_id].DespawnObject(mapState); } if (!mPoolPoolGroups[pool_id].isEmpty()) { mPoolPoolGroups[pool_id].DespawnObject(mapState); } } // Method that check chance integrity of the creatures and gameobjects in this pool bool PoolManager::CheckPool(uint16 pool_id) const { return pool_id <= max_pool_id && mPoolGameobjectGroups[pool_id].CheckPool() && mPoolCreatureGroups[pool_id].CheckPool() && mPoolPoolGroups[pool_id].CheckPool(); } // Method that check linking all elements to event void PoolManager::CheckEventLinkAndReport(uint16 pool_id, int16 event_id, std::map const& creature2event, std::map const& go2event) const { mPoolGameobjectGroups[pool_id].CheckEventLinkAndReport(event_id, creature2event, go2event); mPoolCreatureGroups[pool_id].CheckEventLinkAndReport(event_id, creature2event, go2event); mPoolPoolGroups[pool_id].CheckEventLinkAndReport(event_id, creature2event, go2event); } // Method that exclude some elements from next spawn template<> void PoolManager::SetExcludeObject(uint16 pool_id, uint32 db_guid_or_pool_id, bool state) { mPoolCreatureGroups[pool_id].SetExcludeObject(db_guid_or_pool_id, state); } template<> void PoolManager::SetExcludeObject(uint16 pool_id, uint32 db_guid_or_pool_id, bool state) { mPoolGameobjectGroups[pool_id].SetExcludeObject(db_guid_or_pool_id, state); } // Call to update the pool when a gameobject/creature part of pool [pool_id] is ready to respawn // Here we cache only the creature/gameobject whose guid is passed as parameter // Then the spawn pool call will use this cache to decide template void PoolManager::UpdatePool(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid_or_pool_id) { if (uint16 motherpoolid = IsPartOfAPool(pool_id)) { SpawnPoolGroup(mapState, motherpoolid, pool_id, false); } else { SpawnPoolGroup(mapState, pool_id, db_guid_or_pool_id, false); } } template void PoolManager::UpdatePool(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid_or_pool_id); template void PoolManager::UpdatePool(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid_or_pool_id); template void PoolManager::UpdatePool(MapPersistentState& mapState, uint16 pool_id, uint32 db_guid_or_pool_id); struct SpawnPoolInMapsWorker { explicit SpawnPoolInMapsWorker(PoolManager& mgr, uint32 pool_id, bool instantly) : i_mgr(mgr), i_pool_id(pool_id), i_instantly(instantly) {} void operator()(MapPersistentState* state) { i_mgr.SpawnPool(*state, i_pool_id, i_instantly); } PoolManager& i_mgr; uint32 i_pool_id; bool i_instantly; }; // used for calling from global systems when need spawn pool in all appropriate map persistent states void PoolManager::SpawnPoolInMaps(uint16 pool_id, bool instantly) { PoolTemplateData& poolTemplate = mPoolTemplate[pool_id]; // pool no have spawns (base at loading algo if (!poolTemplate.mapEntry) { return; } SpawnPoolInMapsWorker worker(*this, pool_id, instantly); sMapPersistentStateMgr.DoForAllStatesWithMapId(poolTemplate.mapEntry->MapID, worker); } struct DespawnPoolInMapsWorker { explicit DespawnPoolInMapsWorker(PoolManager& mgr, uint32 pool_id) : i_mgr(mgr), i_pool_id(pool_id) {} void operator()(MapPersistentState* state) { i_mgr.DespawnPool(*state, i_pool_id); } PoolManager& i_mgr; uint32 i_pool_id; }; // used for calling from global systems when need spawn pool in all appropriate map persistent states void PoolManager::DespawnPoolInMaps(uint16 pool_id) { PoolTemplateData& poolTemplate = mPoolTemplate[pool_id]; // pool no have spawns (base at loading algo if (!poolTemplate.mapEntry) { return; } DespawnPoolInMapsWorker worker(*this, pool_id); sMapPersistentStateMgr.DoForAllStatesWithMapId(poolTemplate.mapEntry->MapID, worker); } void PoolManager::InitSpawnPool(MapPersistentState& mapState, uint16 pool_id) { // spawn pool for expected map or for not initialized shared pools state for non-instanceable maps if (mPoolTemplate[pool_id].CanBeSpawnedAtMap(mapState.GetMapEntry())) { SpawnPool(mapState, pool_id, true); } } template struct UpdatePoolInMapsWorker { explicit UpdatePoolInMapsWorker(PoolManager& mgr, uint32 pool_id, uint32 db_guid_or_pool_id) : i_mgr(mgr), i_pool_id(pool_id), i_db_guid_or_pool_id(db_guid_or_pool_id) {} void operator()(MapPersistentState* state) { i_mgr.UpdatePool(*state, i_pool_id, i_db_guid_or_pool_id); } PoolManager& i_mgr; uint32 i_pool_id; uint32 i_db_guid_or_pool_id; }; template void PoolManager::UpdatePoolInMaps(uint16 pool_id, uint32 db_guid_or_pool_id) { PoolTemplateData& poolTemplate = mPoolTemplate[pool_id]; // pool no have spawns (base at loading algo if (!poolTemplate.mapEntry) { return; } UpdatePoolInMapsWorker worker(*this, pool_id, db_guid_or_pool_id); sMapPersistentStateMgr.DoForAllStatesWithMapId(poolTemplate.mapEntry->MapID, worker); } template void PoolManager::UpdatePoolInMaps(uint16 pool_id, uint32 db_guid_or_pool_id); template void PoolManager::UpdatePoolInMaps(uint16 pool_id, uint32 db_guid_or_pool_id); template void PoolManager::UpdatePoolInMaps(uint16 pool_id, uint32 db_guid_or_pool_id);