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* Creature/GameObject guid generators moved to Map * For avoid wrong not converted cases generic function in ObjectMgr has been replaced by specilized guid generation function like sObjectMgr.GeneratePlayerLowGuid(). This let catch all cases that need update in custom code or scripts. * Drop many ObjectAcessor.h now dead code. This is also make mangos more thread safe. * Restore one more time unix build broken in prev. commits. Note: many cases when something not wotk in instance but work in continents possible magicly start work after this commit. For example, some gm commands. From large systems that need more chnages for start work in full power in instances can be referecned pool/gamevent system. Last need just small hacks drop changes but in will addded in independent commit.
142 lines
4.4 KiB
C++
142 lines
4.4 KiB
C++
/*
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* Copyright (C) 2005-2011 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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#ifndef MANGOS_OBJECTACCESSOR_H
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#define MANGOS_OBJECTACCESSOR_H
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#include "Common.h"
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#include "Platform/Define.h"
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#include "Policies/Singleton.h"
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#include <ace/Thread_Mutex.h>
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#include <ace/RW_Thread_Mutex.h>
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#include "Utilities/UnorderedMapSet.h"
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#include "Policies/ThreadingModel.h"
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#include "UpdateData.h"
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#include "GridDefines.h"
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#include "Object.h"
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#include "Player.h"
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#include "Corpse.h"
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#include <set>
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#include <list>
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class Unit;
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class WorldObject;
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class Map;
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template <class T>
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class HashMapHolder
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{
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public:
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typedef UNORDERED_MAP< uint64, T* > MapType;
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typedef ACE_RW_Thread_Mutex LockType;
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typedef ACE_Read_Guard<LockType> ReadGuard;
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typedef ACE_Write_Guard<LockType> WriteGuard;
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static void Insert(T* o)
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{
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WriteGuard guard(i_lock);
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m_objectMap[o->GetGUID()] = o;
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}
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static void Remove(T* o)
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{
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WriteGuard guard(i_lock);
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m_objectMap.erase(o->GetGUID());
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}
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static T* Find(ObjectGuid guid)
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{
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ReadGuard guard(i_lock);
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typename MapType::iterator itr = m_objectMap.find(guid.GetRawValue());
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return (itr != m_objectMap.end()) ? itr->second : NULL;
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}
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static MapType& GetContainer() { return m_objectMap; }
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static LockType& GetLock() { return i_lock; }
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private:
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//Non instanceable only static
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HashMapHolder() {}
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static LockType i_lock;
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static MapType m_objectMap;
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};
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class MANGOS_DLL_DECL ObjectAccessor : public MaNGOS::Singleton<ObjectAccessor, MaNGOS::ClassLevelLockable<ObjectAccessor, ACE_Thread_Mutex> >
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{
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friend class MaNGOS::OperatorNew<ObjectAccessor>;
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ObjectAccessor();
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~ObjectAccessor();
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ObjectAccessor(const ObjectAccessor &);
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ObjectAccessor& operator=(const ObjectAccessor &);
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public:
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typedef UNORDERED_MAP<ObjectGuid, Corpse*> Player2CorpsesMapType;
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// Search player at any map in world and other objects at same map with `obj`
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// Note: recommended use Map::GetUnit version if player also expected at same map only
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static Unit* GetUnit(WorldObject const& obj, ObjectGuid guid);
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// Player access
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static Player* FindPlayer(ObjectGuid guid); // if need player at specific map better use Map::GetPlayer
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static Player* FindPlayerByName(const char *name);
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static void KickPlayer(ObjectGuid guid);
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HashMapHolder<Player>::MapType& GetPlayers()
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{
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return HashMapHolder<Player>::GetContainer();
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}
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void SaveAllPlayers();
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// Corpse access
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Corpse* GetCorpseForPlayerGUID(ObjectGuid guid);
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static Corpse* GetCorpseInMap(ObjectGuid guid, uint32 mapid);
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void RemoveCorpse(Corpse *corpse);
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void AddCorpse(Corpse* corpse);
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void AddCorpsesToGrid(GridPair const& gridpair,GridType& grid,Map* map);
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Corpse* ConvertCorpseForPlayer(ObjectGuid player_guid, bool insignia = false);
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void RemoveOldCorpses();
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// For call from Player/Corpse AddToWorld/RemoveFromWorld only
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void AddObject(Corpse *object) { HashMapHolder<Corpse>::Insert(object); }
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void AddObject(Player *object) { HashMapHolder<Player>::Insert(object); }
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void RemoveObject(Corpse *object) { HashMapHolder<Corpse>::Remove(object); }
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void RemoveObject(Player *object) { HashMapHolder<Player>::Remove(object); }
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private:
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Player2CorpsesMapType i_player2corpse;
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typedef ACE_Thread_Mutex LockType;
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typedef MaNGOS::GeneralLock<LockType > Guard;
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LockType i_playerGuard;
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LockType i_corpseGuard;
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};
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#define sObjectAccessor ObjectAccessor::Instance()
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#endif
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