Core/Pooling: Fixed less and less objects from pools being spawned the longer the server is running
Port From (https://github.com/TrinityCore/TrinityCore/commit/00991543167cd15d9ef52a50f19f0b242dfdbe00)
This commit is contained in:
@@ -604,33 +604,6 @@ namespace Game
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return true;
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}
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PoolObject RollOne(ActivePoolData spawns, ulong triggerFrom)
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{
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if (!ExplicitlyChanced.Empty())
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{
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float roll = (float)RandomHelper.randChance();
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for (int i = 0; i < ExplicitlyChanced.Count; ++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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int index = RandomHelper.IRand(0, EqualChanced.Count - 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 null;
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}
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public void DespawnObject(ActivePoolData spawns, ulong guid = 0)
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{
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for (int i = 0; i < EqualChanced.Count; ++i)
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@@ -776,7 +749,6 @@ namespace Game
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return;
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}
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ulong lastDespawned = 0;
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int count = (int)(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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@@ -786,31 +758,68 @@ namespace Game
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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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if (count > 0)
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{
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PoolObject obj = RollOne(spawns, triggerFrom);
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if (obj == null)
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continue;
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if (obj.guid == lastDespawned)
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continue;
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List<PoolObject> rolledObjects = new List<PoolObject>();
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if (obj.guid == 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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ReSpawn1Object(obj);
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triggerFrom = 0;
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continue;
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while (count != 0 && ExplicitlyChanced.Count > rolledObjects.Count)
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{
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--count;
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float roll = (float)RandomHelper.randChance();
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foreach (PoolObject obj in 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.Add(obj);
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break;
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}
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}
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}
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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 (triggerFrom != 0)
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else if (!EqualChanced.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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rolledObjects = EqualChanced;
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for (var i =0; i < rolledObjects.Count; ++i)
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{
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var obj = rolledObjects[i];
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// remove most of the active objects so there is higher chance inactive ones are spawned
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if (spawns.IsActiveObject<T>(obj.guid) && RandomHelper.URand(1, 4) != 1)
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rolledObjects.Remove(obj);
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}
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rolledObjects.RandomResize((uint)count);
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}
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// try to spawn rolled objects
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foreach (PoolObject obj in rolledObjects)
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{
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if (spawns.IsActiveObject<T>(obj.guid))
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continue;
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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 != 0)
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DespawnObject(spawns, triggerFrom);
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}
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void SpawnQuestObject(ActivePoolData spawns, uint limit, ulong triggerFrom)
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