[10914] Remove ObjectLevelLockable inheritance in Map class + cleanup locks in Map code. Restore build after recent commits.

Signed-off-by: Ambal <pogrebniak@gala.net>
This commit is contained in:
Ambal 2010-12-24 01:22:04 +02:00
parent 8f37314950
commit f56e13966f
4 changed files with 124 additions and 133 deletions

View file

@ -31,7 +31,6 @@
#include "ObjectMgr.h"
#include "World.h"
#include "ScriptCalls.h"
#include "ScriptMgr.h"
#include "Group.h"
#include "MapRefManager.h"
#include "DBCEnums.h"
@ -39,14 +38,6 @@
#include "VMapFactory.h"
#include "BattleGroundMgr.h"
struct ScriptAction
{
ObjectGuid sourceGuid;
ObjectGuid targetGuid;
ObjectGuid ownerGuid; // owner of source if source is item
ScriptInfo const* script; // pointer to static script data
};
Map::~Map()
{
ObjectAccessor::DelinkMap(this);
@ -227,24 +218,20 @@ Map::EnsureGridCreated(const GridPair &p)
{
if(!getNGrid(p.x_coord, p.y_coord))
{
Guard guard(*this);
if(!getNGrid(p.x_coord, p.y_coord))
{
setNGrid(new NGridType(p.x_coord*MAX_NUMBER_OF_GRIDS + p.y_coord, p.x_coord, p.y_coord, i_gridExpiry, sWorld.getConfig(CONFIG_BOOL_GRID_UNLOAD)),
p.x_coord, p.y_coord);
setNGrid(new NGridType(p.x_coord*MAX_NUMBER_OF_GRIDS + p.y_coord, p.x_coord, p.y_coord, i_gridExpiry, sWorld.getConfig(CONFIG_BOOL_GRID_UNLOAD)),
p.x_coord, p.y_coord);
// build a linkage between this map and NGridType
buildNGridLinkage(getNGrid(p.x_coord, p.y_coord));
// build a linkage between this map and NGridType
buildNGridLinkage(getNGrid(p.x_coord, p.y_coord));
getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_IDLE);
getNGrid(p.x_coord, p.y_coord)->SetGridState(GRID_STATE_IDLE);
//z coord
int gx = (MAX_NUMBER_OF_GRIDS - 1) - p.x_coord;
int gy = (MAX_NUMBER_OF_GRIDS - 1) - p.y_coord;
//z coord
int gx = (MAX_NUMBER_OF_GRIDS - 1) - p.x_coord;
int gy = (MAX_NUMBER_OF_GRIDS - 1) - p.y_coord;
if(!m_bLoadedGrids[gx][gy])
LoadMapAndVMap(gx,gy);
}
if(!m_bLoadedGrids[gx][gy])
LoadMapAndVMap(gx,gy);
}
}
@ -1319,118 +1306,115 @@ bool InstanceMap::Add(Player *player)
// GMs still can teleport player in instance.
// Is it needed?
{
Guard guard(*this);
if (!CanEnter(player))
return false;
if (!CanEnter(player))
return false;
// Dungeon only code
if (IsDungeon())
// Dungeon only code
if (IsDungeon())
{
// check for existing instance binds
InstancePlayerBind *playerBind = player->GetBoundInstance(GetId(), GetDifficulty());
if (playerBind && playerBind->perm)
{
// check for existing instance binds
InstancePlayerBind *playerBind = player->GetBoundInstance(GetId(), GetDifficulty());
if (playerBind && playerBind->perm)
// cannot enter other instances if bound permanently
if (playerBind->save != GetInstanceSave())
{
// cannot enter other instances if bound permanently
if (playerBind->save != GetInstanceSave())
sLog.outError("InstanceMap::Add: player %s(%d) is permanently bound to instance %d,%d,%d,%d,%d,%d but he is being put in instance %d,%d,%d,%d,%d,%d",
player->GetName(), player->GetGUIDLow(), playerBind->save->GetMapId(),
playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(),
playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(),
playerBind->save->CanReset(),
GetInstanceSave()->GetMapId(), GetInstanceSave()->GetInstanceId(),
GetInstanceSave()->GetDifficulty(), GetInstanceSave()->GetPlayerCount(),
GetInstanceSave()->GetGroupCount(), GetInstanceSave()->CanReset());
MANGOS_ASSERT(false);
}
}
else
{
Group *pGroup = player->GetGroup();
if (pGroup)
{
// solo saves should be reset when entering a group
InstanceGroupBind *groupBind = pGroup->GetBoundInstance(this,GetDifficulty());
if (playerBind)
{
sLog.outError("InstanceMap::Add: player %s(%d) is permanently bound to instance %d,%d,%d,%d,%d,%d but he is being put in instance %d,%d,%d,%d,%d,%d",
player->GetName(), player->GetGUIDLow(), playerBind->save->GetMapId(),
playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(),
playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(),
playerBind->save->CanReset(),
GetInstanceSave()->GetMapId(), GetInstanceSave()->GetInstanceId(),
GetInstanceSave()->GetDifficulty(), GetInstanceSave()->GetPlayerCount(),
GetInstanceSave()->GetGroupCount(), GetInstanceSave()->CanReset());
MANGOS_ASSERT(false);
sLog.outError("InstanceMap::Add: %s is being put in instance %d,%d,%d,%d,%d,%d but he is in group (Id: %d) and is bound to instance %d,%d,%d,%d,%d,%d!",
player->GetGuidStr().c_str(), GetInstanceSave()->GetMapId(), GetInstanceSave()->GetInstanceId(),
GetInstanceSave()->GetDifficulty(), GetInstanceSave()->GetPlayerCount(), GetInstanceSave()->GetGroupCount(),
GetInstanceSave()->CanReset(), pGroup->GetId(),
playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(),
playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset());
if (groupBind)
sLog.outError("InstanceMap::Add: the group (Id: %d) is bound to instance %d,%d,%d,%d,%d,%d",
pGroup->GetId(),
groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty(),
groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset());
// no reason crash if we can fix state
player->UnbindInstance(GetId(), GetDifficulty());
}
// bind to the group or keep using the group save
if (!groupBind)
pGroup->BindToInstance(GetInstanceSave(), false);
else
{
// cannot jump to a different instance without resetting it
if (groupBind->save != GetInstanceSave())
{
sLog.outError("InstanceMap::Add: %s is being put in instance %d,%d,%d but he is in group (Id: %d) which is bound to instance %d,%d,%d!",
player->GetGuidStr().c_str(), GetInstanceSave()->GetMapId(),
GetInstanceSave()->GetInstanceId(), GetInstanceSave()->GetDifficulty(),
pGroup->GetId(), groupBind->save->GetMapId(),
groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty());
if (GetInstanceSave())
sLog.outError("MapSave players: %d, group count: %d",
GetInstanceSave()->GetPlayerCount(), GetInstanceSave()->GetGroupCount());
else
sLog.outError("MapSave NULL");
if (groupBind->save)
sLog.outError("GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount());
else
sLog.outError("GroupBind save NULL");
MANGOS_ASSERT(false);
}
// if the group/leader is permanently bound to the instance
// players also become permanently bound when they enter
if (groupBind->perm)
{
WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
data << uint32(0);
player->GetSession()->SendPacket(&data);
player->BindToInstance(GetInstanceSave(), true);
}
}
}
else
{
Group *pGroup = player->GetGroup();
if (pGroup)
{
// solo saves should be reset when entering a group
InstanceGroupBind *groupBind = pGroup->GetBoundInstance(this,GetDifficulty());
if (playerBind)
{
sLog.outError("InstanceMap::Add: %s is being put in instance %d,%d,%d,%d,%d,%d but he is in group (Id: %d) and is bound to instance %d,%d,%d,%d,%d,%d!",
player->GetGuidStr().c_str(), GetInstanceSave()->GetMapId(), GetInstanceSave()->GetInstanceId(),
GetInstanceSave()->GetDifficulty(), GetInstanceSave()->GetPlayerCount(), GetInstanceSave()->GetGroupCount(),
GetInstanceSave()->CanReset(), pGroup->GetId(),
playerBind->save->GetMapId(), playerBind->save->GetInstanceId(), playerBind->save->GetDifficulty(),
playerBind->save->GetPlayerCount(), playerBind->save->GetGroupCount(), playerBind->save->CanReset());
if (groupBind)
sLog.outError("InstanceMap::Add: the group (Id: %d) is bound to instance %d,%d,%d,%d,%d,%d",
pGroup->GetId(),
groupBind->save->GetMapId(), groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty(),
groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount(), groupBind->save->CanReset());
// no reason crash if we can fix state
player->UnbindInstance(GetId(), GetDifficulty());
}
// bind to the group or keep using the group save
if (!groupBind)
pGroup->BindToInstance(GetInstanceSave(), false);
else
{
// cannot jump to a different instance without resetting it
if (groupBind->save != GetInstanceSave())
{
sLog.outError("InstanceMap::Add: %s is being put in instance %d,%d,%d but he is in group (Id: %d) which is bound to instance %d,%d,%d!",
player->GetGuidStr().c_str(), GetInstanceSave()->GetMapId(),
GetInstanceSave()->GetInstanceId(), GetInstanceSave()->GetDifficulty(),
pGroup->GetId(), groupBind->save->GetMapId(),
groupBind->save->GetInstanceId(), groupBind->save->GetDifficulty());
if (GetInstanceSave())
sLog.outError("MapSave players: %d, group count: %d",
GetInstanceSave()->GetPlayerCount(), GetInstanceSave()->GetGroupCount());
else
sLog.outError("MapSave NULL");
if (groupBind->save)
sLog.outError("GroupBind save players: %d, group count: %d", groupBind->save->GetPlayerCount(), groupBind->save->GetGroupCount());
else
sLog.outError("GroupBind save NULL");
MANGOS_ASSERT(false);
}
// if the group/leader is permanently bound to the instance
// players also become permanently bound when they enter
if (groupBind->perm)
{
WorldPacket data(SMSG_INSTANCE_SAVE_CREATED, 4);
data << uint32(0);
player->GetSession()->SendPacket(&data);
player->BindToInstance(GetInstanceSave(), true);
}
}
}
// set up a solo bind or continue using it
if(!playerBind)
player->BindToInstance(GetInstanceSave(), false);
else
{
// set up a solo bind or continue using it
if(!playerBind)
player->BindToInstance(GetInstanceSave(), false);
else
// cannot jump to a different instance without resetting it
MANGOS_ASSERT(playerBind->save == GetInstanceSave());
}
// cannot jump to a different instance without resetting it
MANGOS_ASSERT(playerBind->save == GetInstanceSave());
}
}
// for normal instances cancel the reset schedule when the
// first player enters (no players yet)
SetResetSchedule(false);
DETAIL_LOG("MAP: Player '%s' is entering instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName());
// initialize unload state
m_unloadTimer = 0;
m_resetAfterUnload = false;
m_unloadWhenEmpty = false;
}
// for normal instances cancel the reset schedule when the
// first player enters (no players yet)
SetResetSchedule(false);
DETAIL_LOG("MAP: Player '%s' is entering instance '%u' of map '%s'", player->GetName(), GetInstanceId(), GetMapName());
// initialize unload state
m_unloadTimer = 0;
m_resetAfterUnload = false;
m_unloadWhenEmpty = false;
// this will acquire the same mutex so it cannot be in the previous block
Map::Add(player);
@ -1649,13 +1633,12 @@ bool BattleGroundMap::CanEnter(Player * player)
bool BattleGroundMap::Add(Player * player)
{
{
Guard guard(*this);
if(!CanEnter(player))
return false;
// reset instance validity, battleground maps do not homebind
player->m_InstanceValid = true;
}
if(!CanEnter(player))
return false;
// reset instance validity, battleground maps do not homebind
player->m_InstanceValid = true;
return Map::Add(player);
}

View file

@ -35,6 +35,7 @@
#include "GameSystem/GridRefManager.h"
#include "MapRefManager.h"
#include "Utilities/TypeList.h"
#include "ScriptMgr.h"
#include <bitset>
#include <list>
@ -46,7 +47,6 @@ class InstanceData;
class Group;
class InstanceSave;
struct ScriptInfo;
struct ScriptAction;
class BattleGround;
class GridMap;
@ -80,7 +80,7 @@ enum LevelRequirementVsMode
#define MIN_UNLOAD_DELAY 1 // immediate unload
class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::ObjectLevelLockable<Map, ACE_Thread_Mutex>
class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>
{
friend class MapReference;
friend class ObjectGridLoader;
@ -276,7 +276,6 @@ class MANGOS_DLL_SPEC Map : public GridRefManager<NGridType>, public MaNGOS::Obj
void SendObjectUpdates();
std::set<Object *> i_objectsToClientUpdate;
protected:
typedef MaNGOS::ObjectLevelLockable<Map, ACE_Thread_Mutex>::Lock Guard;
MapEntry const* i_mapEntry;
uint8 i_spawnMode;

View file

@ -21,6 +21,7 @@
#include "Common.h"
#include "Policies/Singleton.h"
#include "ObjectGuid.h"
enum eScriptCommand
{
@ -269,6 +270,14 @@ struct ScriptInfo
}
};
struct ScriptAction
{
ObjectGuid sourceGuid;
ObjectGuid targetGuid;
ObjectGuid ownerGuid; // owner of source if source is item
ScriptInfo const* script; // pointer to static script data
};
typedef std::multimap<uint32, ScriptInfo> ScriptMap;
typedef std::map<uint32, ScriptMap > ScriptMapMap;
extern ScriptMapMap sQuestEndScripts;

View file

@ -1,4 +1,4 @@
#ifndef __REVISION_NR_H__
#define __REVISION_NR_H__
#define REVISION_NR "10913"
#define REVISION_NR "10914"
#endif // __REVISION_NR_H__