/* * Copyright (C) 2005-2011 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 "DBCStores.h" #include "ObjectGuid.h" #include "PoolManager.h" struct InstanceTemplate; struct MapEntry; struct MapDifficulty; struct GameObjectData; struct CreatureData; class Player; class Group; class Map; typedef std::set CellGuidSet; struct MapCellObjectGuids { CellGuidSet creatures; CellGuidSet gameobjects; }; typedef UNORDERED_MAP MapCellObjectGuidsMap; class MapPersistentStateManager; class MapPersistentState { friend class MapPersistentStateManager; protected: MapPersistentState(uint16 MapId, uint32 InstanceId, Difficulty difficulty); public: /* Unloaded when m_playerList and m_groupList become empty or when the instance is reset */ virtual ~MapPersistentState(); /* A map corresponding to the InstanceId/MapId does not always exist. MapPersistentState 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; } MapEntry const* GetMapEntry() const; /* 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; } bool IsUsedByMap() const { return m_usedByMap; } Map* GetMap() const { return m_usedByMap; } // Can be NULL if map not loaded for persistent state void SetUsedByMapState(Map* map) { m_usedByMap = map; if (!map) UnloadIfEmpty(); } time_t GetCreatureRespawnTime(uint32 loguid) const { RespawnTimes::const_iterator itr = m_creatureRespawnTimes.find(loguid); return itr != m_creatureRespawnTimes.end() ? itr->second : 0; } void SaveCreatureRespawnTime(uint32 loguid, time_t t); time_t GetGORespawnTime(uint32 loguid) const { RespawnTimes::const_iterator itr = m_goRespawnTimes.find(loguid); return itr != m_goRespawnTimes.end() ? itr->second : 0; } void SaveGORespawnTime(uint32 loguid, time_t t); // pool system void InitPools(); virtual SpawnedPoolData& GetSpawnedPoolData() =0; template bool IsSpawnedPoolObject(uint32 db_guid_or_pool_id) { return GetSpawnedPoolData().IsSpawnedObject(db_guid_or_pool_id); } // grid objects (Dynamic map/instance specific added/removed grid spawns from pool system/etc) MapCellObjectGuids const& GetCellObjectGuids(uint32 cell_id) { return m_gridObjectGuids[cell_id]; } void AddCreatureToGrid(uint32 guid, CreatureData const* data); void RemoveCreatureFromGrid(uint32 guid, CreatureData const* data); void AddGameobjectToGrid(uint32 guid, GameObjectData const* data); void RemoveGameobjectFromGrid(uint32 guid, GameObjectData const* data); protected: virtual bool CanBeUnload() const =0; // body provided for subclasses bool UnloadIfEmpty(); void ClearRespawnTimes(); bool HasRespawnTimes() const { return !m_creatureRespawnTimes.empty() || !m_goRespawnTimes.empty(); } private: void SetCreatureRespawnTime(uint32 loguid, time_t t); void SetGORespawnTime(uint32 loguid, time_t t); private: typedef UNORDERED_MAP RespawnTimes; uint32 m_instanceid; uint32 m_mapid; Difficulty m_difficulty; Map* m_usedByMap; // NULL if map not loaded, non-NULL lock MapPersistentState from unload // persistent data RespawnTimes m_creatureRespawnTimes; // lock MapPersistentState from unload, for example for temporary bound dungeon unload delay RespawnTimes m_goRespawnTimes; // lock MapPersistentState from unload, for example for temporary bound dungeon unload delay MapCellObjectGuidsMap m_gridObjectGuids; // Single map copy specific grid spawn data, like pool spawns }; inline bool MapPersistentState::CanBeUnload() const { // prevent unload if used for loaded map return !m_usedByMap; } class WorldPersistentState : public MapPersistentState { public: /* Created either when: - any new non-instanceable map created - respawn data loading for non-instanceable map */ explicit WorldPersistentState(uint16 MapId) : MapPersistentState(MapId, 0, REGULAR_DIFFICULTY) {} ~WorldPersistentState() {} SpawnedPoolData& GetSpawnedPoolData() { return m_sharedSpawnedPoolData; } protected: bool CanBeUnload() const; // overwrite MapPersistentState::CanBeUnload private: static SpawnedPoolData m_sharedSpawnedPoolData; // Pools spawns state for map, shared by all non-instanced maps }; /* 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 Used for InstanceMap only */ class DungeonPersistentState : public MapPersistentState { 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 */ DungeonPersistentState(uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset); ~DungeonPersistentState(); SpawnedPoolData& GetSpawnedPoolData() { return m_spawnedPoolData; } InstanceTemplate const* GetTemplate() const; uint8 GetPlayerCount() const { return m_playerList.size(); } uint8 GetGroupCount() const { return m_groupList.size(); } /* 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(); } /* 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; /* 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; } /* Saved when the instance is generated for the first time */ void SaveToDB(); /* When the instance is being reset (permanently deleted) */ void DeleteFromDB(); /* Delete respawn data at dungeon reset */ void DeleteRespawnTimes(); protected: bool CanBeUnload() const; // overwrite MapPersistentState::CanBeUnload bool HasBounds() const { return !m_playerList.empty() || !m_groupList.empty(); } private: typedef std::list PlayerListType; typedef std::list GroupListType; time_t m_resetTime; bool m_canReset; /* 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; // lock MapPersistentState from unload GroupListType m_groupList; // lock MapPersistentState from unload SpawnedPoolData m_spawnedPoolData; // Pools spawns state for map copy }; class BattleGroundPersistentState : public MapPersistentState { public: /* Created either when: - any new BG/arena is being generated */ BattleGroundPersistentState(uint16 MapId, uint32 InstanceId, Difficulty difficulty) : MapPersistentState(MapId, InstanceId, difficulty) {} ~BattleGroundPersistentState() {} SpawnedPoolData& GetSpawnedPoolData() { return m_spawnedPoolData; } protected: bool CanBeUnload() const; // overwrite MapPersistentState::CanBeUnload private: SpawnedPoolData m_spawnedPoolData; // Pools spawns state for map copy }; enum ResetEventType { RESET_EVENT_NORMAL_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 DungeonResetEvent { ResetEventType type :8; // if RESET_EVENT_NORMAL_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 DungeonResetEvent() : type(RESET_EVENT_NORMAL_DUNGEON), difficulty(DUNGEON_DIFFICULTY_NORMAL), mapid(0), instanceId(0) {} DungeonResetEvent(ResetEventType t, uint32 _mapid, Difficulty d, uint32 _instanceid) : type(t), difficulty(d), mapid(_mapid), instanceId(_instanceid) {} bool operator == (const DungeonResetEvent& e) { return e.mapid == mapid && e.difficulty == difficulty && e.instanceId == instanceId; } }; class DungeonResetScheduler { public: // constructors explicit DungeonResetScheduler(MapPersistentStateManager& 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, DungeonResetEvent event); void Update(); private: // fields MapPersistentStateManager& 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 MapPersistentStateManager : public MaNGOS::Singleton > { friend class DungeonResetScheduler; public: // constructors MapPersistentStateManager(); ~MapPersistentStateManager(); public: // common for all MapPersistentState (sub)classes // For proper work pool systems with shared pools state for non-instanceable maps need // load persistent map states for any non-instanceable maps before init pool system void InitWorldMaps(); void LoadCreatureRespawnTimes(); void LoadGameobjectRespawnTimes(); // auto select appropriate MapPersistentState (sub)class by MapEntry, and autoselect appropriate way store (by instance/map id) // always return != NULL MapPersistentState* AddPersistentState(MapEntry const* mapEntry, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load = false, bool initPools = true); // search stored state, can be NULL in result MapPersistentState *GetPersistentState(uint32 mapId, uint32 InstanceId); void RemovePersistentState(uint32 mapId, uint32 instanceId); template void DoForAllStatesWithMapId(uint32 mapId, Do& _do); public: // DungeonPersistentState specific void CleanupInstances(); void PackInstances(); DungeonResetScheduler& GetScheduler() { return m_Scheduler; } static void DeleteInstanceFromDB(uint32 instanceid); void GetStatistics(uint32& numStates, uint32& numBoundPlayers, uint32& numBoundGroups); void Update() { m_Scheduler.Update(); } private: typedef UNORDERED_MAP PersistentStateMap; // called by scheduler for DungeonPersistentStates void _ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, uint32 timeleft); void _ResetInstance(uint32 mapid, uint32 instanceId); void _CleanupExpiredInstancesAtTime(time_t t); void _ResetSave(PersistentStateMap& holder, PersistentStateMap::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 for instanceable maps PersistentStateMap m_instanceSaveByInstanceId; // fast lookup by map id for non-instanceable maps PersistentStateMap m_instanceSaveByMapId; DungeonResetScheduler m_Scheduler; }; template inline void MapPersistentStateManager::DoForAllStatesWithMapId(uint32 mapId, Do& _do) { MapEntry const* mapEntry = sMapStore.LookupEntry(mapId); if (!mapEntry) return; if (mapEntry->Instanceable()) { for(PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.begin(); itr != m_instanceSaveByInstanceId.end();) { if (itr->second->GetMapId() == mapId) _do((itr++)->second); else ++itr; } } else { if (MapPersistentState* state = GetPersistentState(mapId, 0)) _do(state); } } #define sMapPersistentStateMgr MaNGOS::Singleton::Instance() #endif