Introduce player map references.

This commit is contained in:
hunuza 2008-11-16 21:37:19 +01:00
parent 0ae2133254
commit 79558a32d9
12 changed files with 194 additions and 80 deletions

View file

@ -33,6 +33,7 @@
#include "World.h"
#include "ScriptCalls.h"
#include "Group.h"
#include "MapRefManager.h"
#include "MapInstanced.h"
#include "InstanceSaveMgr.h"
@ -418,6 +419,8 @@ Map::LoadGrid(const Cell& cell, bool no_unload)
bool Map::Add(Player *player)
{
player->GetMapRef().link(this, player);
player->SetInstanceId(GetInstanceId());
// update player state for other player and visa-versa
@ -570,22 +573,13 @@ void Map::Update(const uint32 &t_diff)
// for pets
TypeContainerVisitor<MaNGOS::ObjectUpdater, WorldTypeMapContainer > world_object_update(updater);
//TODO: Player guard
HashMapHolder<Player>::MapType& playerMap = HashMapHolder<Player>::GetContainer();
for(HashMapHolder<Player>::MapType::iterator iter = playerMap.begin(); iter != playerMap.end(); ++iter)
for(MapRefManager::iterator iter = m_mapRefManager.begin(); iter != m_mapRefManager.end(); ++iter)
{
WorldObject* obj = iter->second;
if(!obj->IsInWorld())
Player* plr = iter->getSource();
if(!plr->IsInWorld())
continue;
if(obj->GetMapId() != GetId())
continue;
if(obj->GetInstanceId() != GetInstanceId())
continue;
CellPair standing_cell(MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY()));
CellPair standing_cell(MaNGOS::ComputeCellPair(plr->GetPositionX(), plr->GetPositionY()));
// Check for correctness of standing_cell, it also avoids problems with update_cell
if (standing_cell.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || standing_cell.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
@ -637,6 +631,7 @@ void Map::Update(const uint32 &t_diff)
void Map::Remove(Player *player, bool remove)
{
player->GetMapRef().unlink();
CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
if(p.x_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP || p.y_coord >= TOTAL_NUMBER_OF_CELLS_PER_MAP)
{
@ -1434,6 +1429,21 @@ bool Map::CanUnload(const uint32 &diff)
return false;
}
uint32 Map::GetPlayersCountExceptGMs() const
{
uint32 count = 0;
for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
if(!itr->getSource()->isGameMaster())
++count;
return count;
}
void Map::SendToPlayers(WorldPacket const* data) const
{
for(MapRefManager::const_iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->getSource()->GetSession()->SendPacket(data);
}
template void Map::Add(Corpse *);
template void Map::Add(Creature *);
template void Map::Add(GameObject *);
@ -1469,7 +1479,7 @@ InstanceMap::~InstanceMap()
*/
bool InstanceMap::CanEnter(Player *player)
{
if(std::find(i_Players.begin(),i_Players.end(),player)!=i_Players.end())
if(player->GetMapRef().getTarget() == this)
{
sLog.outError("InstanceMap::CanEnter - player %s(%u) already in map %d,%d,%d!", player->GetName(), player->GetGUIDLow(), GetId(), GetInstanceId(), GetSpawnMode());
assert(false);
@ -1586,7 +1596,6 @@ bool InstanceMap::Add(Player *player)
if(i_data) i_data->OnPlayerEnter(player);
SetResetSchedule(false);
i_Players.push_back(player);
player->SendInitWorldStates();
sLog.outDetail("MAP: Player '%s' entered the instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName());
// initialize unload state
@ -1611,9 +1620,9 @@ void InstanceMap::Update(const uint32& t_diff)
void InstanceMap::Remove(Player *player, bool remove)
{
sLog.outDetail("MAP: Removing player '%s' from instance '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName());
i_Players.remove(player);
SetResetSchedule(true);
if(!m_unloadTimer && i_Players.empty())
//if last player set unload timer
if(!m_unloadTimer && m_mapRefManager.getSize() == 1)
m_unloadTimer = m_unloadWhenEmpty ? MIN_UNLOAD_DELAY : std::max(sWorld.getConfig(CONFIG_INSTANCE_UNLOAD_DELAY), (uint32)MIN_UNLOAD_DELAY);
Map::Remove(player, remove);
}
@ -1664,21 +1673,21 @@ bool InstanceMap::Reset(uint8 method)
// note: since the map may not be loaded when the instance needs to be reset
// the instance must be deleted from the DB by InstanceSaveManager
if(!i_Players.empty())
if(HavePlayers())
{
if(method == INSTANCE_RESET_ALL)
{
// notify the players to leave the instance so it can be reset
for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
(*itr)->SendResetFailedNotify(GetId());
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->getSource()->SendResetFailedNotify(GetId());
}
else
{
if(method == INSTANCE_RESET_GLOBAL)
{
// set the homebind timer for players inside (1 minute)
for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
(*itr)->m_InstanceValid = false;
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->getSource()->m_InstanceValid = false;
}
// the unload timer is not started
@ -1694,16 +1703,7 @@ bool InstanceMap::Reset(uint8 method)
m_resetAfterUnload = true;
}
return i_Players.empty();
}
uint32 InstanceMap::GetPlayersCountExceptGMs() const
{
uint32 count = 0;
for(PlayerList::const_iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
if(!(*itr)->isGameMaster())
++count;
return count;
return m_mapRefManager.isEmpty();
}
void InstanceMap::PermBindAllPlayers(Player *player)
@ -1717,25 +1717,23 @@ void InstanceMap::PermBindAllPlayers(Player *player)
Group *group = player->GetGroup();
// group members outside the instance group don't get bound
for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
{
if(*itr)
Player* plr = itr->getSource();
// players inside an instance cannot be bound to other instances
// some players may already be permanently bound, in this case nothing happens
InstancePlayerBind *bind = plr->GetBoundInstance(save->GetMapId(), save->GetDifficulty());
if(!bind || !bind->perm)
{
// players inside an instance cannot be bound to other instances
// some players may already be permanently bound, in this case nothing happens
InstancePlayerBind *bind = (*itr)->GetBoundInstance(save->GetMapId(), save->GetDifficulty());
if(!bind || !bind->perm)
{
(*itr)->BindToInstance(save, true);
WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
data << uint32(0);
(*itr)->GetSession()->SendPacket(&data);
}
// if the leader is not in the instance the group will not get a perm bind
if(group && group->GetLeaderGUID() == (*itr)->GetGUID())
group->BindToInstance(save, true);
plr->BindToInstance(save, true);
WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
data << uint32(0);
plr->GetSession()->SendPacket(&data);
}
// if the leader is not in the instance the group will not get a perm bind
if(group && group->GetLeaderGUID() == plr->GetGUID())
group->BindToInstance(save, true);
}
}
@ -1747,11 +1745,14 @@ time_t InstanceMap::GetResetTime()
void InstanceMap::UnloadAll(bool pForce)
{
if(!i_Players.empty())
if(HavePlayers())
{
sLog.outError("InstanceMap::UnloadAll: there are still players in the instance at unload, should not happen!");
for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
if(*itr) (*itr)->TeleportTo((*itr)->m_homebindMapId, (*itr)->m_homebindX, (*itr)->m_homebindY, (*itr)->m_homebindZ, (*itr)->GetOrientation());
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
{
Player* plr = itr->getSource();
plr->TeleportTo(plr->m_homebindMapId, plr->m_homebindX, plr->m_homebindY, plr->m_homebindZ, plr->GetOrientation());
}
}
if(m_resetAfterUnload == true)
@ -1762,8 +1763,8 @@ void InstanceMap::UnloadAll(bool pForce)
void InstanceMap::SendResetWarnings(uint32 timeLeft)
{
for(PlayerList::iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
(*itr)->SendInstanceResetWarning(GetId(), timeLeft);
for(MapRefManager::iterator itr = m_mapRefManager.begin(); itr != m_mapRefManager.end(); ++itr)
itr->getSource()->SendInstanceResetWarning(GetId(), timeLeft);
}
void InstanceMap::SetResetSchedule(bool on)
@ -1771,7 +1772,7 @@ void InstanceMap::SetResetSchedule(bool on)
// only for normal instances
// the reset time is only scheduled when there are no payers inside
// it is assumed that the reset time will rarely (if ever) change while the reset is scheduled
if(i_Players.empty() && !IsRaid() && !IsHeroic())
if(!HavePlayers() && !IsRaid() && !IsHeroic())
{
InstanceSave *save = sInstanceSaveManager.GetInstanceSave(GetInstanceId());
if(!save) sLog.outError("InstanceMap::SetResetSchedule: cannot turn schedule %s, no save available for instance %d of %d", on ? "on" : "off", GetInstanceId(), GetId());
@ -1779,12 +1780,6 @@ void InstanceMap::SetResetSchedule(bool on)
}
}
void InstanceMap::SendToPlayers(WorldPacket const* data) const
{
for(PlayerList::const_iterator itr = i_Players.begin(); itr != i_Players.end(); ++itr)
(*itr)->GetSession()->SendPacket(data);
}
/* ******* Battleground Instance Maps ******* */
BattleGroundMap::BattleGroundMap(uint32 id, time_t expiry, uint32 InstanceId)
@ -1798,7 +1793,7 @@ BattleGroundMap::~BattleGroundMap()
bool BattleGroundMap::CanEnter(Player * player)
{
if(std::find(i_Players.begin(),i_Players.end(),player)!=i_Players.end())
if(player->GetMapRef().getTarget() == this)
{
sLog.outError("BGMap::CanEnter - player %u already in map!", player->GetGUIDLow());
assert(false);
@ -1819,7 +1814,6 @@ bool BattleGroundMap::Add(Player * player)
Guard guard(*this);
if(!CanEnter(player))
return false;
i_Players.push_back(player);
// reset instance validity, battleground maps do not homebind
player->m_InstanceValid = true;
}
@ -1829,7 +1823,6 @@ bool BattleGroundMap::Add(Player * player)
void BattleGroundMap::Remove(Player *player, bool remove)
{
sLog.outDetail("MAP: Removing player '%s' from bg '%u' of map '%s' before relocating to other map", player->GetName(), GetInstanceId(), GetMapName());
i_Players.remove(player);
Map::Remove(player, remove);
}
@ -1840,15 +1833,14 @@ void BattleGroundMap::SetUnload()
void BattleGroundMap::UnloadAll(bool pForce)
{
while(!i_Players.empty())
while(HavePlayers())
{
PlayerList::iterator itr = i_Players.begin();
Player * plr = *itr;
if(plr) (plr)->TeleportTo((*itr)->m_homebindMapId, (*itr)->m_homebindX, (*itr)->m_homebindY, (*itr)->m_homebindZ, (*itr)->GetOrientation());
Player * plr = m_mapRefManager.getFirst()->getSource();
if(plr) (plr)->TeleportTo(plr->m_homebindMapId, plr->m_homebindX, plr->m_homebindY, plr->m_homebindZ, plr->GetOrientation());
// TeleportTo removes the player from this map (if the map exists) -> calls BattleGroundMap::Remove -> invalidates the iterator.
// just in case, remove the player from the list explicitly here as well to prevent a possible infinite loop
// note that this remove is not needed if the code works well in other places
i_Players.remove(plr);
plr->GetMapRef().unlink();
}
Map::UnloadAll(pForce);