feat(Core/Pool): improve pool manager (#2027)

Use "std::unordered_map" instead of "std::vector" in order to reduce memory usage (not much, perhaps 5-10%)
identify missing pool entries in pool_template via error messages in the server log
Concerning the pool entries I applied the following fixes as they would now cause errors:

Remove pool entry 5217 from pool_gameobject (only 1 game object "Saronite", not needed here)
Remove pool entry 1047 from pool_creature (only 1 creature "Hematos", not needed here)
Add a few missing Saronite nodes to pool_template
This commit is contained in:
Stoabrogga
2019-07-10 02:28:56 +02:00
committed by Poszer
parent 940f4f907a
commit c29c7bd968
3 changed files with 107 additions and 66 deletions

View File

@@ -533,25 +533,12 @@ void PoolGroup<Quest>::ReSpawn1Object(PoolObject* /*obj*/)
////////////////////////////////////////////////////////////
// Methods of class PoolMgr
PoolMgr::PoolMgr() : max_pool_id(0)
PoolMgr::PoolMgr()
{
}
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();
@@ -621,9 +608,10 @@ void PoolMgr::LoadFromDB()
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)
auto it = mPoolTemplate.find(pool_id);
if (it == mPoolTemplate.end())
{
sLog->outErrorDb("`pool_creature` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.", pool_id);
sLog->outErrorDb("`pool_creature` pool id (%u) is not in `pool_template`, skipped.", pool_id);
continue;
}
if (chance < 0 || chance > 100)
@@ -689,9 +677,10 @@ void PoolMgr::LoadFromDB()
continue;
}
if (pool_id > max_pool_id)
auto it = mPoolTemplate.find(pool_id);
if (it == mPoolTemplate.end())
{
sLog->outErrorDb("`pool_gameobject` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.", pool_id);
sLog->outErrorDb("`pool_gameobject` pool id (%u) is not in `pool_template`, skipped.", pool_id);
continue;
}
@@ -743,15 +732,21 @@ void PoolMgr::LoadFromDB()
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;
auto it = mPoolTemplate.find(mother_pool_id);
if (it == mPoolTemplate.end())
{
sLog->outErrorDb("`pool_pool` mother_pool id (%u) is not 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;
auto it = mPoolTemplate.find(child_pool_id);
if (it == mPoolTemplate.end())
{
sLog->outErrorDb("`pool_pool` included pool_id (%u) is not in `pool_template`, skipped.", child_pool_id);
continue;
}
}
if (mother_pool_id == child_pool_id)
{
@@ -776,10 +771,11 @@ void PoolMgr::LoadFromDB()
while (result->NextRow());
// Now check for circular reference
for (uint32 i=0; i < max_pool_id; ++i)
// All pool_ids are in pool_template
for (auto const it : mPoolTemplate)
{
std::set<uint32> checkedPools;
for (SearchMap::iterator poolItr = mPoolSearchMap.find(i); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
for (SearchMap::iterator poolItr = mPoolSearchMap.find(it.first); poolItr != mPoolSearchMap.end(); poolItr = mPoolSearchMap.find(poolItr->second))
{
checkedPools.insert(poolItr->first);
if (checkedPools.find(poolItr->second) != checkedPools.end())
@@ -844,9 +840,10 @@ void PoolMgr::LoadFromDB()
continue;
}
if (pool_id > max_pool_id)
auto it = mPoolTemplate.find(pool_id);
if (it == mPoolTemplate.end())
{
sLog->outErrorDb("`pool_quest` pool id (%u) is out of range compared to max pool id in `pool_template`, skipped.", pool_id);
sLog->outErrorDb("`pool_quest` pool id (%u) is not in `pool_template`, skipped.", pool_id);
continue;
}
@@ -956,9 +953,9 @@ void PoolMgr::SaveQuestsToDB(bool daily, bool weekly, bool other)
std::set<uint32> deletedPools;
for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr)
{
if (itr->isEmpty())
if (itr->second.isEmpty())
continue;
if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->GetFirstEqualChancedObjectId()))
if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->second.GetFirstEqualChancedObjectId()))
{
if (!daily && quest->IsDaily())
continue;
@@ -968,9 +965,9 @@ void PoolMgr::SaveQuestsToDB(bool daily, bool weekly, bool other)
continue;
}
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_QUEST_POOL_SAVE);
stmt->setUInt32(0, itr->GetPoolId());
stmt->setUInt32(0, itr->second.GetPoolId());
trans->Append(stmt);
deletedPools.insert(itr->GetPoolId());
deletedPools.insert(itr->second.GetPoolId());
}
for (SearchMap::iterator itr = mQuestSearchMap.begin(); itr != mQuestSearchMap.end(); ++itr)
@@ -990,12 +987,12 @@ void PoolMgr::ChangeDailyQuests()
{
for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr)
{
if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->GetFirstEqualChancedObjectId()))
if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->second.GetFirstEqualChancedObjectId()))
{
if (quest->IsWeekly())
continue;
UpdatePool<Quest>(itr->GetPoolId(), 1); // anything non-zero means don't load from db
UpdatePool<Quest>(itr->second.GetPoolId(), 1); // anything non-zero means don't load from db
}
}
@@ -1006,12 +1003,12 @@ void PoolMgr::ChangeWeeklyQuests()
{
for (PoolGroupQuestMap::iterator itr = mPoolQuestGroups.begin(); itr != mPoolQuestGroups.end(); ++itr)
{
if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->GetFirstEqualChancedObjectId()))
if (Quest const* quest = sObjectMgr->GetQuestTemplate(itr->second.GetFirstEqualChancedObjectId()))
{
if (quest->IsDaily())
continue;
UpdatePool<Quest>(itr->GetPoolId(), 1);
UpdatePool<Quest>(itr->second.GetPoolId(), 1);
}
}
@@ -1023,8 +1020,9 @@ void PoolMgr::ChangeWeeklyQuests()
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);
auto it = mPoolCreatureGroups.find(pool_id);
if (it != mPoolCreatureGroups.end() && !it->second.isEmpty())
it->second.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
@@ -1032,8 +1030,9 @@ void PoolMgr::SpawnPool<Creature>(uint32 pool_id, uint32 db_guid)
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);
auto it = mPoolGameobjectGroups.find(pool_id);
if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty())
it->second.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
@@ -1041,16 +1040,18 @@ void PoolMgr::SpawnPool<GameObject>(uint32 pool_id, uint32 db_guid)
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);
auto it = mPoolPoolGroups.find(pool_id);
if (it != mPoolPoolGroups.end() && !it->second.isEmpty())
it->second.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);
auto it = mPoolQuestGroups.find(pool_id);
if (it != mPoolQuestGroups.end() && !it->second.isEmpty())
it->second.SpawnObject(mSpawnedData, mPoolTemplate[pool_id].MaxLimit, quest_id);
}
void PoolMgr::SpawnPool(uint32 pool_id)
@@ -1064,27 +1065,52 @@ void PoolMgr::SpawnPool(uint32 pool_id)
// 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);
{
auto it = mPoolCreatureGroups.find(pool_id);
if (it != mPoolCreatureGroups.end() && !it->second.isEmpty())
it->second.DespawnObject(mSpawnedData);
}
{
auto it = mPoolGameobjectGroups.find(pool_id);
if (it != mPoolGameobjectGroups.end() && !it->second.isEmpty())
it->second.DespawnObject(mSpawnedData);
}
{
auto it = mPoolPoolGroups.find(pool_id);
if (it != mPoolPoolGroups.end() && !it->second.isEmpty())
it->second.DespawnObject(mSpawnedData);
}
{
auto it = mPoolQuestGroups.find(pool_id);
if (it != mPoolQuestGroups.end() && !it->second.isEmpty())
it->second.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();
{
auto it = mPoolGameobjectGroups.find(pool_id);
if (it != mPoolGameobjectGroups.end() && !it->second.CheckPool())
return false;
}
{
auto it = mPoolCreatureGroups.find(pool_id);
if (it != mPoolCreatureGroups.end() && !it->second.CheckPool())
return false;
}
{
auto it = mPoolPoolGroups.find(pool_id);
if (it != mPoolPoolGroups.end() && !it->second.CheckPool())
return false;
}
{
auto it = mPoolQuestGroups.find(pool_id);
if (it != mPoolQuestGroups.end() && !it->second.CheckPool())
return false;
}
return true;
}
// Call to update the pool when a gameobject/creature part of pool [pool_id] is ready to respawn