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Merge pull request #1282 from EQEmu/bug_fix/spawngroup_leak_repop
[Leak] Port SpawnGroup stuff to unique_ptr to fix leak
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commit
a1531aa057
@ -78,12 +78,9 @@ uint32 SpawnGroup::GetNPCType(uint16 in_filter)
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return (0);
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}
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std::list<SpawnEntry *>::iterator cur, end;
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std::list<SpawnEntry *> possible;
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cur = list_.begin();
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end = list_.end();
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for (; cur != end; ++cur) {
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SpawnEntry *se = *cur;
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std::list<SpawnEntry *> possible;
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for (auto &it : list_) {
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auto se = it.get();
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if (!entity_list.LimitCheckType(se->NPCType, se->npc_spawn_limit)) {
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continue;
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@ -95,6 +92,7 @@ uint32 SpawnGroup::GetNPCType(uint16 in_filter)
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totalchance += se->chance;
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possible.push_back(se);
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}
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if (totalchance == 0) {
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return 0;
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}
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@ -102,10 +100,7 @@ uint32 SpawnGroup::GetNPCType(uint16 in_filter)
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int32 roll = 0;
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roll = zone->random.Int(0, totalchance - 1);
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cur = possible.begin();
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end = possible.end();
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for (; cur != end; ++cur) {
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SpawnEntry *se = *cur;
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for (auto se : possible) {
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if (roll < se->chance) {
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npcType = se->NPCType;
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break;
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@ -117,42 +112,28 @@ uint32 SpawnGroup::GetNPCType(uint16 in_filter)
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return npcType;
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}
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void SpawnGroup::AddSpawnEntry(SpawnEntry *newEntry)
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void SpawnGroup::AddSpawnEntry(std::unique_ptr<SpawnEntry> &newEntry)
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{
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list_.push_back(newEntry);
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list_.push_back(std::move(newEntry));
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}
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SpawnGroup::~SpawnGroup()
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{
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std::list<SpawnEntry *>::iterator cur, end;
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cur = list_.begin();
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end = list_.end();
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for (; cur != end; ++cur) {
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SpawnEntry *tmp = *cur;
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safe_delete(tmp);
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}
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list_.clear();
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}
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SpawnGroupList::~SpawnGroupList()
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{
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std::map<uint32, SpawnGroup *>::iterator cur, end;
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cur = m_spawn_groups.begin();
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end = m_spawn_groups.end();
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for (; cur != end; ++cur) {
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SpawnGroup *tmp = cur->second;
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safe_delete(tmp);
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}
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m_spawn_groups.clear();
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}
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void SpawnGroupList::AddSpawnGroup(SpawnGroup *new_group)
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void SpawnGroupList::AddSpawnGroup(std::unique_ptr<SpawnGroup> &new_group)
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{
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if (new_group == nullptr) {
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return;
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}
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m_spawn_groups[new_group->id] = new_group;
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m_spawn_groups[new_group->id] = std::move(new_group);
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}
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SpawnGroup *SpawnGroupList::GetSpawnGroup(uint32 in_id)
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@ -161,7 +142,7 @@ SpawnGroup *SpawnGroupList::GetSpawnGroup(uint32 in_id)
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return nullptr;
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}
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return (m_spawn_groups[in_id]);
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return (m_spawn_groups[in_id].get());
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}
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bool SpawnGroupList::RemoveSpawnGroup(uint32 in_id)
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@ -224,7 +205,7 @@ bool ZoneDatabase::LoadSpawnGroups(const char *zone_name, uint16 version, SpawnG
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}
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for (auto row = results.begin(); row != results.end(); ++row) {
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auto new_spawn_group = new SpawnGroup(
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auto new_spawn_group = std::make_unique<SpawnGroup>(
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atoi(row[0]),
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row[1],
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atoi(row[2]),
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@ -272,7 +253,7 @@ bool ZoneDatabase::LoadSpawnGroups(const char *zone_name, uint16 version, SpawnG
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}
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for (auto row = results.begin(); row != results.end(); ++row) {
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auto new_spawn_entry = new SpawnEntry(
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auto new_spawn_entry = std::make_unique<SpawnEntry>(
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atoi(row[1]),
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atoi(row[2]),
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atoi(row[3]),
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@ -282,7 +263,6 @@ bool ZoneDatabase::LoadSpawnGroups(const char *zone_name, uint16 version, SpawnG
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SpawnGroup *spawn_group = spawn_group_list->GetSpawnGroup(atoi(row[0]));
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if (!spawn_group) {
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safe_delete(new_spawn_entry);
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continue;
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}
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@ -337,7 +317,7 @@ bool ZoneDatabase::LoadSpawnGroupsByID(int spawn_group_id, SpawnGroupList *spawn
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row[3]
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);
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auto new_spawn_group = new SpawnGroup(
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auto new_spawn_group = std::make_unique<SpawnGroup>(
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atoi(row[0]),
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row[1],
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atoi(row[2]),
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@ -380,7 +360,7 @@ bool ZoneDatabase::LoadSpawnGroupsByID(int spawn_group_id, SpawnGroupList *spawn
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}
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for (auto row = results.begin(); row != results.end(); ++row) {
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auto new_spawn_entry = new SpawnEntry(
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auto new_spawn_entry = std::make_unique<SpawnEntry>(
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atoi(row[1]),
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atoi(row[2]),
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atoi(row[3]),
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@ -398,7 +378,6 @@ bool ZoneDatabase::LoadSpawnGroupsByID(int spawn_group_id, SpawnGroupList *spawn
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SpawnGroup *spawn_group = spawn_group_list->GetSpawnGroup(atoi(row[0]));
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if (!spawn_group) {
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safe_delete(new_spawn_entry);
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continue;
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}
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@ -22,6 +22,7 @@
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#include <map>
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#include <list>
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#include <memory>
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class SpawnEntry {
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public:
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@ -55,7 +56,7 @@ public:
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~SpawnGroup();
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uint32 GetNPCType(uint16 condition_value_filter=1);
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void AddSpawnEntry(SpawnEntry *newEntry);
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void AddSpawnEntry(std::unique_ptr<SpawnEntry> &newEntry);
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uint32 id;
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bool wp_spawns; // if true, spawn NPCs at a random waypoint location (if spawnpoint has a grid) instead of the spawnpoint's loc
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float roamdist;
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@ -66,7 +67,7 @@ public:
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uint32 despawn_timer;
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private:
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char name_[120];
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std::list<SpawnEntry *> list_;
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std::list<std::unique_ptr<SpawnEntry>> list_;
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uint8 group_spawn_limit; //max # of this entry which can be spawned by this group
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};
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@ -75,14 +76,13 @@ public:
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SpawnGroupList() {}
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~SpawnGroupList();
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void AddSpawnGroup(SpawnGroup *new_group);
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void AddSpawnGroup(std::unique_ptr<SpawnGroup> &new_group);
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SpawnGroup *GetSpawnGroup(uint32 id);
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bool RemoveSpawnGroup(uint32 in_id);
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void ClearSpawnGroups();
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void ReloadSpawnGroups();
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private:
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//LinkedList<SpawnGroup*> list_;
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std::map<uint32, SpawnGroup *> m_spawn_groups;
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std::map<uint32, std::unique_ptr<SpawnGroup>> m_spawn_groups;
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};
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#endif
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