/* * Copyright (C) 2005-2010 MaNGOS * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA */ #ifndef __InstanceSaveMgr_H #define __InstanceSaveMgr_H #include "Common.h" #include "Platform/Define.h" #include "Policies/Singleton.h" #include "ace/Thread_Mutex.h" #include #include #include "Utilities/UnorderedMapSet.h" #include "Database/DatabaseEnv.h" #include "DBCEnums.h" #include "ObjectGuid.h" struct InstanceTemplate; struct MapEntry; struct MapDifficulty; class Player; class Group; /* Holds the information necessary for creating a new map for an existing instance Is referenced in three cases: - player-instance binds for solo players (not in group) - player-instance binds for permanent heroic/raid saves - group-instance binds (both solo and permanent) cache the player binds for the group leader */ class InstanceSave { public: /* Created either when: - any new instance is being generated - the first time a player bound to InstanceId logs in - when a group bound to the instance is loaded */ InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset); /* Unloaded when m_playerList and m_groupList become empty or when the instance is reset */ ~InstanceSave(); uint8 GetPlayerCount() const { return m_playerList.size(); } uint8 GetGroupCount() const { return m_groupList.size(); } /* A map corresponding to the InstanceId/MapId does not always exist. InstanceSave objects may be created on player logon but the maps are created and loaded only when a player actually enters the instance. */ uint32 GetInstanceId() const { return m_instanceid; } ObjectGuid GetInstanceGuid() const { return ObjectGuid(HIGHGUID_INSTANCE, GetInstanceId()); } uint32 GetMapId() const { return m_mapid; } /* Saved when the instance is generated for the first time */ void SaveToDB(); /* When the instance is being reset (permanently deleted) */ void DeleteFromDB(); /* for normal instances this corresponds to max(creature respawn time) + X hours for raid/heroic instances this caches the global respawn time for the map */ time_t GetResetTime() const { return m_resetTime; } void SetResetTime(time_t resetTime) { m_resetTime = resetTime; } time_t GetResetTimeForDB() const; InstanceTemplate const* GetTemplate() const; MapEntry const* GetMapEntry() const; /* online players bound to the instance (perm/solo) does not include the members of the group unless they have permanent saves */ void AddPlayer(Player *player) { m_playerList.push_back(player); } bool RemovePlayer(Player *player) { m_playerList.remove(player); return UnloadIfEmpty(); } /* all groups bound to the instance */ void AddGroup(Group *group) { m_groupList.push_back(group); } bool RemoveGroup(Group *group) { m_groupList.remove(group); return UnloadIfEmpty(); } /* instances cannot be reset (except at the global reset time) if there are players permanently bound to it this is cached for the case when those players are offline */ bool CanReset() const { return m_canReset; } void SetCanReset(bool canReset) { m_canReset = canReset; } /* currently it is possible to omit this information from this structure but that would depend on a lot of things that can easily change in future */ Difficulty GetDifficulty() const { return m_difficulty; } void SetUsedByMapState(bool state) { m_usedByMap = state; if (!state) UnloadIfEmpty(); } private: typedef std::list PlayerListType; typedef std::list GroupListType; bool UnloadIfEmpty(); /* the only reason the instSave-object links are kept is because the object-instSave links need to be broken at reset time TODO: maybe it's enough to just store the number of players/groups */ PlayerListType m_playerList; GroupListType m_groupList; time_t m_resetTime; uint32 m_instanceid; uint32 m_mapid; Difficulty m_difficulty; bool m_canReset; bool m_usedByMap; // true when instance map loaded }; enum ResetEventType { RESET_EVENT_DUNGEON = 0, // no fixed reset time RESET_EVENT_INFORM_1 = 1, // raid/heroic warnings RESET_EVENT_INFORM_2 = 2, RESET_EVENT_INFORM_3 = 3, RESET_EVENT_INFORM_LAST = 4, }; #define MAX_RESET_EVENT_TYPE 5 /* resetTime is a global propery of each (raid/heroic) map all instances of that map reset at the same time */ struct InstanceResetEvent { ResetEventType type :8; // if RESET_EVENT_DUNGEON then InstanceID == 0 and applied to all instances for pair (map,diff) Difficulty difficulty :8; // used with mapid used as for select reset for global cooldown instances (instamceid==0 for event) uint16 mapid; uint32 instanceId; // used for select reset for normal dungeons InstanceResetEvent() : type(RESET_EVENT_DUNGEON), difficulty(DUNGEON_DIFFICULTY_NORMAL), mapid(0), instanceId(0) {} InstanceResetEvent(ResetEventType t, uint32 _mapid, Difficulty d, uint32 _instanceid) : type(t), difficulty(d), mapid(_mapid), instanceId(_instanceid) {} bool operator == (const InstanceResetEvent& e) { return e.mapid == mapid && e.difficulty == difficulty && e.instanceId == instanceId; } }; class InstanceSaveManager; class InstanceResetScheduler { public: // constructors explicit InstanceResetScheduler(InstanceSaveManager& mgr) : m_InstanceSaves(mgr) {} void LoadResetTimes(); public: // accessors time_t GetResetTimeFor(uint32 mapid, Difficulty d) const { ResetTimeByMapDifficultyMap::const_iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR32(mapid,d)); return itr != m_resetTimeByMapDifficulty.end() ? itr->second : 0; } static uint32 GetMaxResetTimeFor(MapDifficulty const* mapDiff); static time_t CalculateNextResetTime(MapDifficulty const* mapDiff, time_t prevResetTime); public: // modifiers void SetResetTimeFor(uint32 mapid, Difficulty d, time_t t) { m_resetTimeByMapDifficulty[MAKE_PAIR32(mapid,d)] = t; } void ScheduleReset(bool add, time_t time, InstanceResetEvent event); void Update(); private: // fields InstanceSaveManager& m_InstanceSaves; // fast lookup for reset times (always use existing functions for access/set) typedef UNORDERED_MAP ResetTimeByMapDifficultyMap; ResetTimeByMapDifficultyMap m_resetTimeByMapDifficulty; typedef std::multimap ResetTimeQueue; ResetTimeQueue m_resetTimeQueue; }; class MANGOS_DLL_DECL InstanceSaveManager : public MaNGOS::Singleton > { friend class InstanceResetScheduler; public: InstanceSaveManager(); ~InstanceSaveManager(); void CleanupInstances(); void PackInstances(); InstanceResetScheduler& GetScheduler() { return m_Scheduler; } InstanceSave* AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load = false); void RemoveInstanceSave(uint32 InstanceId); static void DeleteInstanceFromDB(uint32 instanceid); /* statistics */ uint32 GetNumInstanceSaves() { return m_instanceSaveById.size(); } uint32 GetNumBoundPlayersTotal(); uint32 GetNumBoundGroupsTotal(); void Update() { m_Scheduler.Update(); } private: typedef UNORDERED_MAP InstanceSaveHashMap; typedef UNORDERED_MAP InstanceSaveMapMap; InstanceSave *GetInstanceSave(uint32 InstanceId); // called by scheduler void _ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, uint32 timeleft); void _ResetInstance(uint32 mapid, uint32 instanceId); void _CleanupExpiredInstancesAtTime(time_t t); void _ResetSave(InstanceSaveHashMap::iterator &itr); void _DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...); // used during global instance resets bool lock_instLists; // fast lookup by instance id InstanceSaveHashMap m_instanceSaveById; InstanceResetScheduler m_Scheduler; }; #define sInstanceSaveMgr MaNGOS::Singleton::Instance() #endif