server/src/game/ObjectAccessor.h
ApoC b078ceb76c [8727] Cleanup in ObjectAccessor::FindHelper.
* This commit also restores compilability under some platforms and gcc combinations.

Signed-off-by: ApoC <apoc@nymfe.net>
2009-10-25 00:56:52 +02:00

171 lines
5.5 KiB
C++

/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* 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 MANGOS_OBJECTACCESSOR_H
#define MANGOS_OBJECTACCESSOR_H
#include "Platform/Define.h"
#include "Policies/Singleton.h"
#include <ace/Thread_Mutex.h>
#include "Utilities/UnorderedMap.h"
#include "Policies/ThreadingModel.h"
#include "UpdateData.h"
#include "GridDefines.h"
#include "Object.h"
#include "Player.h"
#include "Corpse.h"
#include <set>
#include <list>
class Creature;
class Unit;
class GameObject;
class WorldObject;
class Map;
template <class T>
class HashMapHolder
{
public:
typedef UNORDERED_MAP< uint64, T* > MapType;
typedef ACE_Thread_Mutex LockType;
typedef MaNGOS::GeneralLock<LockType > Guard;
static void Insert(T* o) { m_objectMap[o->GetGUID()] = o; }
static void Remove(T* o)
{
Guard guard(i_lock);
m_objectMap.erase(o->GetGUID());
}
static T* Find(uint64 guid)
{
typename MapType::iterator itr = m_objectMap.find(guid);
return (itr != m_objectMap.end()) ? itr->second : NULL;
}
static MapType& GetContainer() { return m_objectMap; }
static LockType* GetLock() { return &i_lock; }
private:
//Non instanceable only static
HashMapHolder() {}
static LockType i_lock;
static MapType m_objectMap;
};
class MANGOS_DLL_DECL ObjectAccessor : public MaNGOS::Singleton<ObjectAccessor, MaNGOS::ClassLevelLockable<ObjectAccessor, ACE_Thread_Mutex> >
{
friend class MaNGOS::OperatorNew<ObjectAccessor>;
ObjectAccessor();
~ObjectAccessor();
ObjectAccessor(const ObjectAccessor &);
ObjectAccessor& operator=(const ObjectAccessor &);
public:
typedef UNORDERED_MAP<uint64, Corpse* > Player2CorpsesMapType;
// global (obj used for map only location local guid objects (pets currently)
static Unit* GetUnitInWorld(WorldObject const& obj, uint64 guid);
// FIXME: map local object with global search
static Creature* GetCreatureInWorld(uint64 guid) { return FindHelper<Creature>(guid); }
static GameObject* GetGameObjectInWorld(uint64 guid) { return FindHelper<GameObject>(guid); }
// possible local search for specific object map
static Object* GetObjectByTypeMask(WorldObject const &, uint64, uint32 typemask);
static Unit* GetUnit(WorldObject const &, uint64);
// Player access
static Player* FindPlayer(uint64 guid);
static Player* FindPlayerByName(const char *name);
static void KickPlayer(uint64 guid);
HashMapHolder<Player>::MapType& GetPlayers()
{
return HashMapHolder<Player>::GetContainer();
}
void SaveAllPlayers();
// Corpse access
Corpse* GetCorpseForPlayerGUID(uint64 guid);
static Corpse* GetCorpseInMap(uint64 guid, uint32 mapid);
void RemoveCorpse(Corpse *corpse);
void AddCorpse(Corpse* corpse);
void AddCorpsesToGrid(GridPair const& gridpair,GridType& grid,Map* map);
Corpse* ConvertCorpseForPlayer(uint64 player_guid, bool insignia = false);
// For call from Player/Corpse AddToWorld/RemoveFromWorld only
void AddObject(Corpse *object) { HashMapHolder<Corpse>::Insert(object); }
void AddObject(Player *object) { HashMapHolder<Player>::Insert(object); }
void RemoveObject(Corpse *object) { HashMapHolder<Corpse>::Remove(object); }
void RemoveObject(Player *object) { HashMapHolder<Player>::Remove(object); }
// TODO: This methods will need lock in MT environment
static void LinkMap(Map* map) { i_mapList.push_back(map); }
static void DelinkMap(Map* map) { i_mapList.remove(map); }
private:
// TODO: This methods will need lock in MT environment
// Theoreticaly multiple threads can enter and search in this method but
// in that case linking/delinking other map should be guarded
template <class OBJECT> static OBJECT* FindHelper(uint64 guid)
{
for (std::list<Map*>::const_iterator i = i_mapList.begin() ; i != i_mapList.end(); ++i)
{
if (OBJECT* ret = (*i)->GetObjectsStore().find(guid, (OBJECT*)NULL))
return ret;
}
return NULL;
}
static std::list<Map*> i_mapList;
Player2CorpsesMapType i_player2corpse;
typedef ACE_Thread_Mutex LockType;
typedef MaNGOS::GeneralLock<LockType > Guard;
LockType i_playerGuard;
LockType i_corpseGuard;
};
inline Unit* ObjectAccessor::GetUnitInWorld(WorldObject const& obj, uint64 guid)
{
if(!guid)
return NULL;
if (IS_PLAYER_GUID(guid))
return FindPlayer(guid);
if (IS_PET_GUID(guid))
return obj.IsInWorld() ? obj.GetMap()->GetPet(guid) : NULL;
return GetCreatureInWorld(guid);
}
#endif