[7299] Implemented circular loop detection for pools in pools
As a result, the last relation that makes the loop is automatically removed.
An error message is displayed and core go on loading remaining records.
Author: Neo2003
--HG--
branch : trunk
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@@ -91,6 +91,7 @@ class PoolHandler::PoolGroup
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void SpawnObject(uint32 limit, bool cache=false);
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bool Spawn1Object(uint32 guid);
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bool ReSpawn1Object(uint32 guid);
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void RemoveOneRelation(uint16 child_pool_id);
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private:
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typedef std::vector<PoolObject> PoolObjectList;
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uint32 CacheValue; // Store the guid of the removed creature/gameobject during a pool update
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