Wishmaster update

Optimised, better use of DB Query, avoids reallocations. Nice.
This commit is contained in:
Iain Donnelly
2025-10-02 14:37:47 +01:00
parent 24f841f728
commit 0e4c759e7f

View File

@@ -875,59 +875,64 @@ void RandomPlayerbotFactory::CreateRandomGuilds()
LOG_INFO("playerbots", "Random bot guilds deleted");
}
// Check how many randomBot guilds are in the guild table in the characterDB
std::unordered_set<uint32> botAccounts;
botAccounts.reserve(sPlayerbotAIConfig->randomBotAccounts.size());
for (uint32 acc : sPlayerbotAIConfig->randomBotAccounts)
botAccounts.insert(acc);
// Recount bot guilds directly from the database (does not depend on connected bots)
uint32 guildNumber = 0;
QueryResult guildTableResults = CharacterDatabase.Query("SELECT guildid, leaderguid FROM guild");
if (guildTableResults)
sPlayerbotAIConfig->randomBotGuilds.clear();
sPlayerbotAIConfig->randomBotGuilds.shrink_to_fit(); // avoids accumulating old capacity
if (!botAccounts.empty())
{
do
if (QueryResult res = CharacterDatabase.Query(
// We only retrieve what is necessary (guildid, leader account)
"SELECT g.guildid, c.account "
"FROM guild g JOIN characters c ON g.leaderguid = c.guid"))
{
Field* fields = guildTableResults->Fetch();
uint32 guildID = fields[0].Get<uint32>();
uint32 leaderGuid = fields[1].Get<uint32>();
// check the accountID of the guild leader against the list of randomBot accounts to determine if this is a player guild or a bot guild
QueryResult charactersTableResults = CharacterDatabase.Query("SELECT account FROM characters WHERE guid = {}", leaderGuid);
if (charactersTableResults)
do
{
Field* fields2 = charactersTableResults->Fetch();
uint32 accountID = fields2[0].Get<uint32>();
Field* f = res->Fetch();
const uint32 guildId = f[0].Get<uint32>();
const uint32 accountId = f[1].Get<uint32>();
if(std::find(sPlayerbotAIConfig->randomBotAccounts.begin(),sPlayerbotAIConfig->randomBotAccounts.end(), accountID) != sPlayerbotAIConfig->randomBotAccounts.end())
// Boss considered 'bot' if his account is in botAccounts
if (botAccounts.find(accountId) != botAccounts.end())
{
guildNumber++;
sPlayerbotAIConfig->randomBotGuilds.push_back(guildID);
++guildNumber;
sPlayerbotAIConfig->randomBotGuilds.push_back(guildId);
}
}
} while (guildTableResults->NextRow());
} while (res->NextRow());
}
}
// Is it worth continuing?
LOG_INFO("playerbots", "{}/{} random bot guilds exist in guild table)", guildNumber, sPlayerbotAIConfig->randomBotGuildCount);
LOG_INFO("playerbots", "{}/{} random bot guilds exist in guild table",guildNumber, sPlayerbotAIConfig->randomBotGuildCount);
if (guildNumber >= sPlayerbotAIConfig->randomBotGuildCount)
{
LOG_INFO("playerbots", "No new random guilds required");
return;
}
else
{
LOG_INFO("playerbots", "Creating {} new random guilds...", sPlayerbotAIConfig->randomBotGuildCount - guildNumber);
}
// Get a list of bots that are logged in and available to lead new guilds
// We list the available leaders (online bots, not in guilds)
GuidVector availableLeaders;
for (std::vector<uint32>::iterator i = randomBots.begin(); i != randomBots.end(); ++i)
availableLeaders.reserve(randomBots.size()); // limit reallocs
for (const uint32 botLowGuid : randomBots)
{
ObjectGuid leader = ObjectGuid::Create<HighGuid::Player>(*i);
if (Guild* guild = sGuildMgr->GetGuildByLeader(leader))
ObjectGuid leader = ObjectGuid::Create<HighGuid::Player>(botLowGuid);
if (sGuildMgr->GetGuildByLeader(leader))
{
// Bot is already a GM
// already GuildLeader -> ignored
continue;
}
else
{
Player* player = ObjectAccessor::FindPlayer(leader);
if (player && !player->GetGuildId())
availableLeaders.push_back(leader);
if (Player* player = ObjectAccessor::FindPlayer(leader))
{
if (!player->GetGuildId())
availableLeaders.push_back(leader);
}
}
}
LOG_INFO("playerbots", "{} available leaders for new guilds found", availableLeaders.size());