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674 lines
27 KiB
C++
674 lines
27 KiB
C++
/*
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* Copyright (C) 2005,2006,2007 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#include "Common.h"
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#include "Database/SQLStorage.h"
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#include "Player.h"
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#include "GridNotifiers.h"
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#include "Log.h"
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#include "GridStates.h"
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#include "CellImpl.h"
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#include "Map.h"
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#include "MapManager.h"
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#include "MapInstanced.h"
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#include "InstanceSaveMgr.h"
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#include "Timer.h"
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#include "GridNotifiersImpl.h"
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#include "Config/ConfigEnv.h"
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#include "Transports.h"
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#include "ObjectMgr.h"
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#include "World.h"
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#include "Group.h"
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#include "InstanceData.h"
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#include "ProgressBar.h"
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INSTANTIATE_SINGLETON_1( InstanceSaveManager );
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InstanceSaveManager::InstanceSaveManager() : lock_instLists(false)
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{
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}
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InstanceSaveManager::~InstanceSaveManager()
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{
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// it is undefined whether this or objectmgr will be unloaded first
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// so we must be prepared for both cases
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lock_instLists = true;
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for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
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{
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InstanceSave *save = itr->second;
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for(InstanceSave::PlayerListType::iterator itr2 = save->m_playerList.begin(), next = itr2; itr2 != save->m_playerList.end(); itr2 = next)
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{
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++next;
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(*itr2)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true);
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}
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save->m_playerList.clear();
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for(InstanceSave::GroupListType::iterator itr2 = save->m_groupList.begin(), next = itr2; itr2 != save->m_groupList.end(); itr2 = next)
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{
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++next;
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(*itr2)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true);
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}
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save->m_groupList.clear();
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delete save;
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}
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}
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/*
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- adding instance into manager
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- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
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*/
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InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load)
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{
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if(InstanceSave *old_save = GetInstanceSave(instanceId))
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return old_save;
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const MapEntry* entry = sMapStore.LookupEntry(mapId);
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if (!entry)
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{
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sLog.outError("InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId);
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return NULL;
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}
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if (instanceId == 0)
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{
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sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId);
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return NULL;
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}
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if (difficulty >= (entry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY))
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{
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sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty);
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return NULL;
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}
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if(!resetTime)
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{
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// initialize reset time
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// for normal instances if no creatures are killed the instance will reset in two hours
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if(entry->map_type == MAP_RAID || difficulty > DUNGEON_DIFFICULTY_NORMAL)
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resetTime = GetResetTimeFor(mapId,difficulty);
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else
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{
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resetTime = time(NULL) + 2 * HOUR;
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// normally this will be removed soon after in InstanceMap::Add, prevent error
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ScheduleReset(true, resetTime, InstResetEvent(0, mapId, difficulty, instanceId));
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}
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}
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sLog.outDebug("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);
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InstanceSave *save = new InstanceSave(mapId, instanceId, difficulty, resetTime, canReset);
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if(!load) save->SaveToDB();
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m_instanceSaveById[instanceId] = save;
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return save;
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}
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InstanceSave *InstanceSaveManager::GetInstanceSave(uint32 InstanceId)
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{
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InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(InstanceId);
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return itr != m_instanceSaveById.end() ? itr->second : NULL;
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}
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void InstanceSaveManager::DeleteInstanceFromDB(uint32 instanceid)
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{
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CharacterDatabase.BeginTransaction();
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CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'", instanceid);
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CharacterDatabase.PExecute("DELETE FROM character_instance WHERE instance = '%u'", instanceid);
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CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", instanceid);
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CharacterDatabase.CommitTransaction();
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// respawn times should be deleted only when the map gets unloaded
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}
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void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId)
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{
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InstanceSaveHashMap::iterator itr = m_instanceSaveById.find( InstanceId );
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if(itr != m_instanceSaveById.end())
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{
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// save the resettime for normal instances only when they get unloaded
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if(time_t resettime = itr->second->GetResetTimeForDB())
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CharacterDatabase.PExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", (uint64)resettime, InstanceId);
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delete itr->second;
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m_instanceSaveById.erase(itr);
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}
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}
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InstanceSave::InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset)
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: m_resetTime(resetTime), m_instanceid(InstanceId), m_mapid(MapId),
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m_difficulty(difficulty), m_canReset(canReset)
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{
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}
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InstanceSave::~InstanceSave()
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{
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// the players and groups must be unbound before deleting the save
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assert(m_playerList.empty() && m_groupList.empty());
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}
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/*
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Called from AddInstanceSave
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*/
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void InstanceSave::SaveToDB()
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{
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// save instance data too
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std::string data;
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Map *map = sMapMgr.FindMap(GetMapId(),m_instanceid);
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if(map)
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{
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assert(map->IsDungeon());
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InstanceData *iData = ((InstanceMap *)map)->GetInstanceData();
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if(iData && iData->Save())
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{
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data = iData->Save();
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CharacterDatabase.escape_string(data);
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}
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}
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CharacterDatabase.PExecute("INSERT INTO instance VALUES ('%u', '%u', '"UI64FMTD"', '%u', '%s')", m_instanceid, GetMapId(), (uint64)GetResetTimeForDB(), GetDifficulty(), data.c_str());
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}
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time_t InstanceSave::GetResetTimeForDB()
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{
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// only save the reset time for normal instances
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const MapEntry *entry = sMapStore.LookupEntry(GetMapId());
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if(!entry || entry->map_type == MAP_RAID || GetDifficulty() == DUNGEON_DIFFICULTY_HEROIC)
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return 0;
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else
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return GetResetTime();
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}
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// to cache or not to cache, that is the question
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InstanceTemplate const* InstanceSave::GetTemplate()
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{
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return ObjectMgr::GetInstanceTemplate(m_mapid);
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}
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MapEntry const* InstanceSave::GetMapEntry()
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{
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return sMapStore.LookupEntry(m_mapid);
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}
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void InstanceSave::DeleteFromDB()
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{
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InstanceSaveManager::DeleteInstanceFromDB(GetInstanceId());
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}
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/* true if the instance save is still valid */
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bool InstanceSave::UnloadIfEmpty()
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{
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if(m_playerList.empty() && m_groupList.empty())
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{
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if(!sInstanceSaveMgr.lock_instLists)
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sInstanceSaveMgr.RemoveInstanceSave(GetInstanceId());
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return false;
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}
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else
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return true;
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}
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void InstanceSaveManager::_DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...)
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{
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Tokens fieldTokens = StrSplit(fields, ", ");
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assert(fieldTokens.size() != 0);
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va_list ap;
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char szQueryTail [MAX_QUERY_LEN];
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va_start(ap, queryTail);
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vsnprintf( szQueryTail, MAX_QUERY_LEN, queryTail, ap );
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va_end(ap);
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QueryResult *result = db.PQuery("SELECT %s FROM %s %s", fields, table, szQueryTail);
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if(result)
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{
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do
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{
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Field *fields = result->Fetch();
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std::ostringstream ss;
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for(size_t i = 0; i < fieldTokens.size(); i++)
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{
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std::string fieldValue = fields[i].GetCppString();
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db.escape_string(fieldValue);
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ss << (i != 0 ? " AND " : "") << fieldTokens[i] << " = '" << fieldValue << "'";
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}
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db.DirectPExecute("DELETE FROM %s WHERE %s", table, ss.str().c_str());
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} while (result->NextRow());
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delete result;
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}
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}
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void InstanceSaveManager::CleanupInstances()
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{
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barGoLink bar(2);
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bar.step();
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// load reset times and clean expired instances
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LoadResetTimes();
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// clean character/group - instance binds with invalid group/characters
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_DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN characters ON character_instance.guid = characters.guid WHERE characters.guid IS NULL");
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_DelHelper(CharacterDatabase, "group_instance.leaderGuid, instance", "group_instance", "LEFT JOIN characters ON group_instance.leaderGuid = characters.guid LEFT JOIN groups ON group_instance.leaderGuid = groups.leaderGuid WHERE characters.guid IS NULL OR groups.leaderGuid IS NULL");
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// clean instances that do not have any players or groups bound to them
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_DelHelper(CharacterDatabase, "id, map, difficulty", "instance", "LEFT JOIN character_instance ON character_instance.instance = id LEFT JOIN group_instance ON group_instance.instance = id WHERE character_instance.instance IS NULL AND group_instance.instance IS NULL");
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// clean invalid instance references in other tables
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_DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN instance ON character_instance.instance = instance.id WHERE instance.id IS NULL");
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_DelHelper(CharacterDatabase, "group_instance.leaderGuid, instance", "group_instance", "LEFT JOIN instance ON group_instance.instance = instance.id WHERE instance.id IS NULL");
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// creature_respawn and gameobject_respawn are in another database
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// first, obtain total instance set
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std::set<uint32> InstanceSet;
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QueryResult *result = CharacterDatabase.Query("SELECT id FROM instance");
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if( result )
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{
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do
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{
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Field *fields = result->Fetch();
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InstanceSet.insert(fields[0].GetUInt32());
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}
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while (result->NextRow());
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delete result;
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}
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// creature_respawn
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result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM creature_respawn WHERE instance <> 0");
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if( result )
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{
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do
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{
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Field *fields = result->Fetch();
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if(InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
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WorldDatabase.DirectPExecute("DELETE FROM creature_respawn WHERE instance = '%u'", fields[0].GetUInt32());
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}
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while (result->NextRow());
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delete result;
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}
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// gameobject_respawn
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result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM gameobject_respawn WHERE instance <> 0");
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if( result )
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{
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do
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{
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Field *fields = result->Fetch();
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if(InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
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WorldDatabase.DirectPExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", fields[0].GetUInt32());
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}
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while (result->NextRow());
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delete result;
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}
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bar.step();
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sLog.outString();
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sLog.outString( ">> Initialized %u instances", (uint32)InstanceSet.size());
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}
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void InstanceSaveManager::PackInstances()
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{
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// this routine renumbers player instance associations in such a way so they start from 1 and go up
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// TODO: this can be done a LOT more efficiently
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// obtain set of all associations
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std::set<uint32> InstanceSet;
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// all valid ids are in the instance table
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// any associations to ids not in this table are assumed to be
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// cleaned already in CleanupInstances
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QueryResult *result = CharacterDatabase.Query("SELECT id FROM instance");
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if( result )
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{
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do
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{
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Field *fields = result->Fetch();
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InstanceSet.insert(fields[0].GetUInt32());
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}
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while (result->NextRow());
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delete result;
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}
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barGoLink bar( InstanceSet.size() + 1);
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bar.step();
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uint32 InstanceNumber = 1;
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// we do assume std::set is sorted properly on integer value
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for (std::set<uint32>::iterator i = InstanceSet.begin(); i != InstanceSet.end(); ++i)
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{
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if (*i != InstanceNumber)
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{
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// remap instance id
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WorldDatabase.PExecute("UPDATE creature_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
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WorldDatabase.PExecute("UPDATE gameobject_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
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CharacterDatabase.PExecute("UPDATE corpse SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
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CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
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CharacterDatabase.PExecute("UPDATE instance SET id = '%u' WHERE id = '%u'", InstanceNumber, *i);
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CharacterDatabase.PExecute("UPDATE group_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
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}
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++InstanceNumber;
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bar.step();
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}
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sLog.outString( ">> Instance numbers remapped, next instance id is %u", InstanceNumber );
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sLog.outString();
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}
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void InstanceSaveManager::LoadResetTimes()
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{
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time_t now = time(NULL);
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time_t today = (now / DAY) * DAY;
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// NOTE: Use DirectPExecute for tables that will be queried later
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// get the current reset times for normal instances (these may need to be updated)
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// these are only kept in memory for InstanceSaves that are loaded later
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// resettime = 0 in the DB for raid/heroic instances so those are skipped
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typedef std::pair<uint32 /*PAIR32(map,difficulty)*/, time_t> ResetTimeMapDiffType;
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typedef std::map<uint32, ResetTimeMapDiffType> InstResetTimeMapDiffType;
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InstResetTimeMapDiffType instResetTime;
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// index instance ids by map/difficulty pairs for fast reset warning send
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typedef std::multimap<uint32 /*PAIR32(map,difficulty)*/, uint32 /*instanceid*/ > ResetTimeMapDiffInstances;
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ResetTimeMapDiffInstances mapDiffResetInstances;
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QueryResult *result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance WHERE resettime > 0");
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if( result )
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{
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do
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{
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if(time_t resettime = time_t((*result)[3].GetUInt64()))
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{
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uint32 id = (*result)[0].GetUInt32();
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uint32 mapid = (*result)[1].GetUInt32();
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uint32 difficulty = (*result)[2].GetUInt32();
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instResetTime[id] = ResetTimeMapDiffType(MAKE_PAIR32(mapid,difficulty), resettime);
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mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid,difficulty),id));
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}
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}
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while (result->NextRow());
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delete result;
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// update reset time for normal instances with the max creature respawn time + X hours
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result = WorldDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance");
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if( result )
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{
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do
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{
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Field *fields = result->Fetch();
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uint32 instance = fields[1].GetUInt32();
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time_t resettime = time_t(fields[0].GetUInt64() + 2 * HOUR);
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InstResetTimeMapDiffType::iterator itr = instResetTime.find(instance);
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if(itr != instResetTime.end() && itr->second.second != resettime)
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{
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CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", uint64(resettime), instance);
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itr->second.second = resettime;
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}
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}
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while (result->NextRow());
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delete result;
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}
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// schedule the reset times
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for(InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
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if(itr->second.second > now)
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ScheduleReset(true, itr->second.second, InstResetEvent(0, PAIR32_LOPART(itr->second.first),Difficulty(PAIR32_HIPART(itr->second.first)),itr->first));
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}
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// load the global respawn times for raid/heroic instances
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uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
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result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset");
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if(result)
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{
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do
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{
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Field *fields = result->Fetch();
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uint32 mapid = fields[0].GetUInt32();
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Difficulty difficulty = Difficulty(fields[1].GetUInt32());
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uint64 oldresettime = fields[2].GetUInt64();
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MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
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if(!mapDiff)
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{
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sLog.outError("InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);
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CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u' AND difficulty = '%u'", mapid,difficulty);
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continue;
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}
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// update the reset time if the hour in the configs changes
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uint64 newresettime = (oldresettime / DAY) * DAY + diff;
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if(oldresettime != newresettime)
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CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", newresettime, mapid, difficulty);
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SetResetTimeFor(mapid,difficulty,newresettime);
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} while(result->NextRow());
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delete result;
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}
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// clean expired instances, references to them will be deleted in CleanupInstances
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// must be done before calculating new reset times
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_DelHelper(CharacterDatabase, "id, map, instance.difficulty", "instance", "LEFT JOIN instance_reset ON mapid = map AND instance.difficulty = instance_reset.difficulty WHERE (instance.resettime < '"UI64FMTD"' AND instance.resettime > '0') OR (NOT instance_reset.resettime IS NULL AND instance_reset.resettime < '"UI64FMTD"')", (uint64)now, (uint64)now);
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// calculate new global reset times for expired instances and those that have never been reset yet
|
|
// add the global reset times to the priority queue
|
|
for(MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
|
|
{
|
|
uint32 map_diff_pair = itr->first;
|
|
uint32 mapid = PAIR32_LOPART(map_diff_pair);
|
|
Difficulty difficulty = Difficulty(PAIR32_HIPART(map_diff_pair));
|
|
MapDifficulty const* mapDiff = &itr->second;
|
|
if (!mapDiff->resetTime)
|
|
continue;
|
|
|
|
// the reset_delay must be at least one day
|
|
uint32 period = (mapDiff->resetTime / DAY * sWorld.getRate(RATE_INSTANCE_RESET_TIME)) * DAY;
|
|
|
|
time_t t = GetResetTimeFor(mapid,difficulty);
|
|
if(!t)
|
|
{
|
|
// initialize the reset time
|
|
t = today + period + diff;
|
|
CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','%u','"UI64FMTD"')", mapid, difficulty, (uint64)t);
|
|
}
|
|
|
|
if(t < now)
|
|
{
|
|
// assume that expired instances have already been cleaned
|
|
// calculate the next reset time
|
|
t = (t / DAY) * DAY;
|
|
t += ((today - t) / period + 1) * period + diff;
|
|
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty= '%u'", (uint64)t, mapid, difficulty);
|
|
}
|
|
|
|
SetResetTimeFor(mapid,difficulty,t);
|
|
|
|
// schedule the global reset/warning
|
|
uint8 type = 1;
|
|
static int tim[4] = {3600, 900, 300, 60};
|
|
for(; type < 4; type++)
|
|
if(t - tim[type-1] > now)
|
|
break;
|
|
|
|
for(ResetTimeMapDiffInstances::const_iterator in_itr = mapDiffResetInstances.lower_bound(map_diff_pair);
|
|
in_itr != mapDiffResetInstances.upper_bound(map_diff_pair); ++in_itr)
|
|
{
|
|
ScheduleReset(true, t - tim[type-1], InstResetEvent(type, mapid, difficulty, in_itr->second));
|
|
}
|
|
}
|
|
}
|
|
|
|
void InstanceSaveManager::ScheduleReset(bool add, time_t time, InstResetEvent event)
|
|
{
|
|
if(add) m_resetTimeQueue.insert(std::pair<time_t, InstResetEvent>(time, event));
|
|
else
|
|
{
|
|
// find the event in the queue and remove it
|
|
ResetTimeQueue::iterator itr;
|
|
std::pair<ResetTimeQueue::iterator, ResetTimeQueue::iterator> range;
|
|
range = m_resetTimeQueue.equal_range(time);
|
|
for(itr = range.first; itr != range.second; ++itr)
|
|
if(itr->second == event) { m_resetTimeQueue.erase(itr); return; }
|
|
// in case the reset time changed (should happen very rarely), we search the whole queue
|
|
if(itr == range.second)
|
|
{
|
|
for(itr = m_resetTimeQueue.begin(); itr != m_resetTimeQueue.end(); ++itr)
|
|
if(itr->second == event) { m_resetTimeQueue.erase(itr); return; }
|
|
if(itr == m_resetTimeQueue.end())
|
|
sLog.outError("InstanceSaveManager::ScheduleReset: cannot cancel the reset, the event(%d,%d,%d) was not found!", event.type, event.mapid, event.instanceId);
|
|
}
|
|
}
|
|
}
|
|
|
|
void InstanceSaveManager::Update()
|
|
{
|
|
time_t now = time(NULL), t;
|
|
while(!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now)
|
|
{
|
|
InstResetEvent &event = m_resetTimeQueue.begin()->second;
|
|
if(event.type == 0)
|
|
{
|
|
// for individual normal instances, max creature respawn + X hours
|
|
_ResetInstance(event.mapid, event.instanceId);
|
|
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
|
|
}
|
|
else
|
|
{
|
|
// global reset/warning for a certain map
|
|
time_t resetTime = GetResetTimeFor(event.mapid,event.difficulty);
|
|
_ResetOrWarnAll(event.mapid, event.difficulty, event.type != 4, resetTime - now);
|
|
if(event.type != 4)
|
|
{
|
|
// schedule the next warning/reset
|
|
event.type++;
|
|
static int tim[4] = {3600, 900, 300, 60};
|
|
ScheduleReset(true, resetTime - tim[event.type-1], event);
|
|
}
|
|
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
|
|
}
|
|
}
|
|
}
|
|
|
|
void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
|
|
{
|
|
// unbind all players bound to the instance
|
|
// do not allow UnbindInstance to automatically unload the InstanceSaves
|
|
lock_instLists = true;
|
|
InstanceSave::PlayerListType &pList = itr->second->m_playerList;
|
|
while(!pList.empty())
|
|
{
|
|
Player *player = *(pList.begin());
|
|
player->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
|
|
}
|
|
InstanceSave::GroupListType &gList = itr->second->m_groupList;
|
|
while(!gList.empty())
|
|
{
|
|
Group *group = *(gList.begin());
|
|
group->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
|
|
}
|
|
delete itr->second;
|
|
m_instanceSaveById.erase(itr++);
|
|
lock_instLists = false;
|
|
}
|
|
|
|
void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
|
|
{
|
|
sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
|
|
Map *map = (MapInstanced*)sMapMgr.CreateBaseMap(mapid);
|
|
if(!map->Instanceable())
|
|
return;
|
|
|
|
InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(instanceId);
|
|
if(itr != m_instanceSaveById.end()) _ResetSave(itr);
|
|
DeleteInstanceFromDB(instanceId); // even if save not loaded
|
|
|
|
Map* iMap = ((MapInstanced*)map)->FindMap(instanceId);
|
|
if(iMap && iMap->IsDungeon()) ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
|
|
else sObjectMgr.DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
|
|
}
|
|
|
|
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, uint32 timeLeft)
|
|
{
|
|
// global reset for all instances of the given map
|
|
MapEntry const *mapEntry = sMapStore.LookupEntry(mapid);
|
|
if (!mapEntry->Instanceable())
|
|
return;
|
|
|
|
uint64 now = (uint64)time(NULL);
|
|
|
|
if (!warn)
|
|
{
|
|
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
|
|
if (!mapDiff || !mapDiff->resetTime)
|
|
{
|
|
sLog.outError("InstanceSaveManager::ResetOrWarnAll: not valid difficulty or no reset delay for map %d", mapid);
|
|
return;
|
|
}
|
|
|
|
// remove all binds to instances of the given map
|
|
for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();)
|
|
{
|
|
if (itr->second->GetMapId() == mapid && itr->second->GetDifficulty() == difficulty)
|
|
_ResetSave(itr);
|
|
else
|
|
++itr;
|
|
}
|
|
|
|
// delete them from the DB, even if not loaded
|
|
CharacterDatabase.BeginTransaction();
|
|
CharacterDatabase.PExecute("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u'", mapid);
|
|
CharacterDatabase.PExecute("DELETE FROM group_instance USING group_instance LEFT JOIN instance ON group_instance.instance = id WHERE map = '%u'", mapid);
|
|
CharacterDatabase.PExecute("DELETE FROM instance WHERE map = '%u'", mapid);
|
|
CharacterDatabase.CommitTransaction();
|
|
|
|
// calculate the next reset time
|
|
uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
|
|
uint32 period = mapDiff->resetTime * DAY;
|
|
uint64 next_reset = ((now + timeLeft + MINUTE) / DAY * DAY) + period + diff;
|
|
// update it in the DB
|
|
CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d' AND difficulty = '%d'", next_reset, mapid, difficulty);
|
|
}
|
|
|
|
// note: this isn't fast but it's meant to be executed very rarely
|
|
Map const *map = sMapMgr.CreateBaseMap(mapid); // _not_ include difficulty
|
|
MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
|
|
MapInstanced::InstancedMaps::iterator mitr;
|
|
for(mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
|
|
{
|
|
Map *map2 = mitr->second;
|
|
if(!map2->IsDungeon()) continue;
|
|
if(warn) ((InstanceMap*)map2)->SendResetWarnings(timeLeft);
|
|
else ((InstanceMap*)map2)->Reset(INSTANCE_RESET_GLOBAL);
|
|
}
|
|
|
|
// TODO: delete creature/gameobject respawn times even if the maps are not loaded
|
|
}
|
|
|
|
uint32 InstanceSaveManager::GetNumBoundPlayersTotal()
|
|
{
|
|
uint32 ret = 0;
|
|
for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
|
|
ret += itr->second->GetPlayerCount();
|
|
return ret;
|
|
}
|
|
|
|
uint32 InstanceSaveManager::GetNumBoundGroupsTotal()
|
|
{
|
|
uint32 ret = 0;
|
|
for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
|
|
ret += itr->second->GetGroupCount();
|
|
return ret;
|
|
}
|