Streamlining loading functions for server startup
- Added a couple of timer outputs - Improved code consistency between loading functions - Progess bars should look and behave similar on all OS now (sLog.outString() is not needed anymore to replace the progress bar in log files) --HG-- branch : trunk
This commit is contained in:
@@ -543,10 +543,12 @@ PoolMgr::PoolMgr()
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void PoolMgr::LoadFromDB()
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{
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uint32 oldMSTime = getMSTime();
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QueryResult result = WorldDatabase.Query("SELECT MAX(entry) FROM pool_template");
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if (!result)
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{
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sLog.outString(">> Table pool_template is empty.");
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sLog.outString(">> Loaded 0 object pools. DB table `pool_template` is empty.");
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sLog.outString();
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return;
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}
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@@ -562,7 +564,7 @@ void PoolMgr::LoadFromDB()
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if (!result)
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{
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mPoolTemplate.clear();
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sLog.outString(">> Table pool_template is empty:");
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sLog.outString(">> Loaded 0 object pools. DB table `pool_template` is empty.");
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sLog.outString();
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return;
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}
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@@ -584,13 +586,13 @@ void PoolMgr::LoadFromDB()
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} while (result->NextRow());
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sLog.outString(">> Loaded %u objects pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog.outString();
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sLog.outString(">> Loaded %u objects pools", count);
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// Creatures
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sLog.outString();
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sLog.outString("Loading Creatures Pooling Data...");
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oldMSTime = getMSTime();
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mPoolCreatureGroups.resize(max_pool_id + 1);
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mCreatureSearchMap.clear();
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@@ -602,9 +604,8 @@ void PoolMgr::LoadFromDB()
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{
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barGoLink bar2(1);
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bar2.step();
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sLog.outString(">> Loaded 0 creatures in pools. DB table `pool_creature` is empty.");
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sLog.outString();
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sLog.outString(">> Loaded %u creatures in pools", count);
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}
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else
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{
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@@ -647,8 +648,10 @@ void PoolMgr::LoadFromDB()
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mCreatureSearchMap.insert(p);
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} while (result->NextRow());
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sLog.outString(">> Loaded %u creatures in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog.outString();
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sLog.outString(">> Loaded %u creatures in pools", count);
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}
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// Gameobjects
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@@ -665,9 +668,8 @@ void PoolMgr::LoadFromDB()
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{
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barGoLink bar2(1);
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bar2.step();
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sLog.outString(">> Loaded 0 gameobjects in pools. DB table `pool_gameobject` is empty.");
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sLog.outString();
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sLog.outString(">> Loaded %u gameobject in pools", count);
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}
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else
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{
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@@ -719,13 +721,15 @@ void PoolMgr::LoadFromDB()
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mGameobjectSearchMap.insert(p);
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} while (result->NextRow());
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sLog.outString(">> Loaded %u gameobject in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog.outString();
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sLog.outString(">> Loaded %u gameobject in pools", count);
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}
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// Pool of pools
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sLog.outString("Loading Mother Pooling Data...");
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oldMSTime = getMSTime();
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mPoolPoolGroups.resize(max_pool_id + 1);
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// 1 2 3
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@@ -736,9 +740,8 @@ void PoolMgr::LoadFromDB()
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{
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barGoLink bar2(1);
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bar2.step();
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sLog.outString(">> Loaded 0 pools in pools");
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sLog.outString();
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sLog.outString(">> Loaded %u pools in pools", count);
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}
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else
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{
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@@ -811,13 +814,15 @@ void PoolMgr::LoadFromDB()
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}
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}
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sLog.outString(">> Loaded %u pools in mother pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog.outString();
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sLog.outString(">> Loaded %u pools in mother pools", count);
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}
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}
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void PoolMgr::LoadQuestPools()
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{
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uint32 oldMSTime = getMSTime();
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PreparedStatement* stmt = WorldDatabase.GetPreparedStatement(WORLD_LOAD_QUEST_POOLS);
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PreparedQueryResult result = WorldDatabase.Query(stmt);
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@@ -829,9 +834,8 @@ void PoolMgr::LoadQuestPools()
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{
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barGoLink bar(1);
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bar.step();
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sLog.outString();
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sLog.outString(">> Loaded 0 quests in pools");
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sLog.outString();
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return;
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}
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@@ -910,8 +914,8 @@ void PoolMgr::LoadQuestPools()
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}
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while (result->NextRow());
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sLog.outString(">> Loaded %u quests in pools in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog.outString();
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sLog.outString(">> Loaded %u quests in pools", count);
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}
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// The initialize method will spawn all pools not in an event and not in another pool, this is why there is 2 left joins with 2 null checks
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