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https://github.com/mod-playerbots/azerothcore-wotlk.git
synced 2026-01-17 19:05:42 +00:00
fix(Core/Pooling): Fixed less and less objects from pools being spawned the longer the server is running (#5572)
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@@ -141,34 +141,6 @@ bool PoolGroup<T>::CheckPool() const
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return true;
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}
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template <class T>
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PoolObject* PoolGroup<T>::RollOne(ActivePoolData& spawns, uint32 triggerFrom)
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{
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if (!ExplicitlyChanced.empty())
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{
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float roll = (float)rand_chance();
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for (uint32 i = 0; i < ExplicitlyChanced.size(); ++i)
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{
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roll -= ExplicitlyChanced[i].chance;
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (roll < 0 && (ExplicitlyChanced[i].guid == triggerFrom || !spawns.IsActiveObject<T>(ExplicitlyChanced[i].guid)))
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return &ExplicitlyChanced[i];
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}
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}
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if (!EqualChanced.empty())
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{
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int32 index = irand(0, EqualChanced.size() - 1);
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (EqualChanced[index].guid == triggerFrom || !spawns.IsActiveObject<T>(EqualChanced[index].guid))
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return &EqualChanced[index];
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}
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return nullptr;
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}
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// Main method to despawn a creature or gameobject in a pool
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// If no guid is passed, the pool is just removed (event end case)
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// If guid is filled, cache will be used and no removal will occur, it just fill the cache
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@@ -321,40 +293,70 @@ void PoolGroup<Pool>::RemoveOneRelation(uint32 child_pool_id)
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template <class T>
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void PoolGroup<T>::SpawnObject(ActivePoolData& spawns, uint32 limit, uint32 triggerFrom)
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{
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uint32 lastDespawned = 0;
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int count = limit - spawns.GetActiveObjectCount(poolId);
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// If triggered from some object respawn this object is still marked as spawned
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// and also counted into m_SpawnedPoolAmount so we need increase count to be
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// spawned by 1
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if (triggerFrom)
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++count;
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// This will try to spawn the rest of pool, not guaranteed
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for (int i = 0; i < count; ++i)
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{
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PoolObject* obj = RollOne(spawns, triggerFrom);
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if (!obj)
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continue;
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if (obj->guid == lastDespawned)
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continue;
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++count;
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}
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if (obj->guid == triggerFrom)
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{
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ReSpawn1Object(obj);
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triggerFrom = 0;
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continue;
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}
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spawns.ActivateObject<T>(obj->guid, poolId);
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Spawn1Object(obj);
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if (count > 0)
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{
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PoolObjectList rolledObjects;
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rolledObjects.reserve(count);
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if (triggerFrom)
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// roll objects to be spawned
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if (!ExplicitlyChanced.empty())
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{
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// One spawn one despawn no count increase
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DespawnObject(spawns, triggerFrom);
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lastDespawned = triggerFrom;
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triggerFrom = 0;
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float roll = (float)rand_chance();
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for (PoolObject& obj : ExplicitlyChanced)
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{
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roll -= obj.chance;
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// Triggering object is marked as spawned at this time and can be also rolled (respawn case)
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// so this need explicit check for this case
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if (roll < 0 && (/*obj.guid == triggerFrom ||*/ !spawns.IsActiveObject<T>(obj.guid)))
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{
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rolledObjects.push_back(obj);
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break;
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}
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}
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}
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if (!EqualChanced.empty() && rolledObjects.empty())
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{
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std::copy_if(EqualChanced.begin(), EqualChanced.end(), std::back_inserter(rolledObjects), [/*triggerFrom, */&spawns](PoolObject const& object)
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{
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return /*object.guid == triggerFrom ||*/ !spawns.IsActiveObject<T>(object.guid);
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});
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acore::Containers::RandomResize(rolledObjects, count);
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}
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// try to spawn rolled objects
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for (PoolObject& obj : rolledObjects)
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{
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if (obj.guid == triggerFrom)
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{
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ReSpawn1Object(&obj);
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triggerFrom = 0;
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}
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else
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{
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spawns.ActivateObject<T>(obj.guid, poolId);
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Spawn1Object(&obj);
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}
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}
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}
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// One spawn one despawn no count increase
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if (triggerFrom)
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{
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DespawnObject(spawns, triggerFrom);
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}
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}
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