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ASSERT hard use in predictable way because diff. 3rd party libs code redefine it inf different ways and hard make sure that used in end of mangos define version. This is real detected problem make some expected assert checks ignored and so bugs not detected as expected from code. In addition made related changes: * Common.h header expected to be first include in any src/game/header except most simple cases. * Related FILE.h header expected to be first include in FILE.cpp * Fixed some absent includes and type forwards for safe build without PCH enabled. * Avoid using MANGOS_ASSERT in src/framework code
235 lines
9.6 KiB
C++
235 lines
9.6 KiB
C++
/*
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* Copyright (C) 2005-2010 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 __InstanceSaveMgr_H
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#define __InstanceSaveMgr_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 <list>
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#include <map>
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#include "Utilities/UnorderedMapSet.h"
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#include "Database/DatabaseEnv.h"
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#include "DBCEnums.h"
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#include "ObjectGuid.h"
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struct InstanceTemplate;
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struct MapEntry;
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struct MapDifficulty;
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class Player;
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class Group;
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/*
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Holds the information necessary for creating a new map for an existing instance
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Is referenced in three cases:
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- player-instance binds for solo players (not in group)
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- player-instance binds for permanent heroic/raid saves
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- group-instance binds (both solo and permanent) cache the player binds for the group leader
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*/
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class InstanceSave
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{
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public:
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/* Created either when:
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- any new instance is being generated
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- the first time a player bound to InstanceId logs in
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- when a group bound to the instance is loaded */
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InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset);
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/* Unloaded when m_playerList and m_groupList become empty
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or when the instance is reset */
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~InstanceSave();
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uint8 GetPlayerCount() const { return m_playerList.size(); }
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uint8 GetGroupCount() const { return m_groupList.size(); }
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/* A map corresponding to the InstanceId/MapId does not always exist.
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InstanceSave objects may be created on player logon but the maps are
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created and loaded only when a player actually enters the instance. */
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uint32 GetInstanceId() const { return m_instanceid; }
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uint32 GetMapId() const { return m_mapid; }
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/* Saved when the instance is generated for the first time */
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void SaveToDB();
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/* When the instance is being reset (permanently deleted) */
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void DeleteFromDB();
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/* for normal instances this corresponds to max(creature respawn time) + X hours
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for raid/heroic instances this caches the global respawn time for the map */
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time_t GetResetTime() const { return m_resetTime; }
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void SetResetTime(time_t resetTime) { m_resetTime = resetTime; }
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time_t GetResetTimeForDB() const;
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InstanceTemplate const* GetTemplate() const;
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MapEntry const* GetMapEntry() const;
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/* online players bound to the instance (perm/solo)
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does not include the members of the group unless they have permanent saves */
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void AddPlayer(Player *player) { m_playerList.push_back(player); }
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bool RemovePlayer(Player *player) { m_playerList.remove(player); return UnloadIfEmpty(); }
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/* all groups bound to the instance */
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void AddGroup(Group *group) { m_groupList.push_back(group); }
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bool RemoveGroup(Group *group) { m_groupList.remove(group); return UnloadIfEmpty(); }
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/* instances cannot be reset (except at the global reset time)
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if there are players permanently bound to it
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this is cached for the case when those players are offline */
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bool CanReset() const { return m_canReset; }
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void SetCanReset(bool canReset) { m_canReset = canReset; }
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/* currently it is possible to omit this information from this structure
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but that would depend on a lot of things that can easily change in future */
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Difficulty GetDifficulty() const { return m_difficulty; }
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void SetUsedByMapState(bool state)
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{
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m_usedByMap = state;
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if (!state)
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UnloadIfEmpty();
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}
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private:
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typedef std::list<Player*> PlayerListType;
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typedef std::list<Group*> GroupListType;
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bool UnloadIfEmpty();
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/* the only reason the instSave-object links are kept is because
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the object-instSave links need to be broken at reset time
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TODO: maybe it's enough to just store the number of players/groups */
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PlayerListType m_playerList;
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GroupListType m_groupList;
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time_t m_resetTime;
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uint32 m_instanceid;
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uint32 m_mapid;
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Difficulty m_difficulty;
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bool m_canReset;
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bool m_usedByMap; // true when instance map loaded
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};
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enum ResetEventType
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{
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RESET_EVENT_DUNGEON = 0, // no fixed reset time
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RESET_EVENT_INFORM_1 = 1, // raid/heroic warnings
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RESET_EVENT_INFORM_2 = 2,
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RESET_EVENT_INFORM_3 = 3,
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RESET_EVENT_INFORM_LAST = 4,
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};
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#define MAX_RESET_EVENT_TYPE 5
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/* resetTime is a global propery of each (raid/heroic) map
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all instances of that map reset at the same time */
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struct InstanceResetEvent
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{
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ResetEventType type :8; // if RESET_EVENT_DUNGEON then InstanceID == 0 and applied to all instances for pair (map,diff)
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Difficulty difficulty :8; // used with mapid used as for select reset for global cooldown instances (instamceid==0 for event)
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uint16 mapid;
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uint32 instanceId; // used for select reset for normal dungeons
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InstanceResetEvent() : type(RESET_EVENT_DUNGEON), difficulty(DUNGEON_DIFFICULTY_NORMAL), mapid(0), instanceId(0) {}
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InstanceResetEvent(ResetEventType t, uint32 _mapid, Difficulty d, uint32 _instanceid)
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: type(t), difficulty(d), mapid(_mapid), instanceId(_instanceid) {}
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bool operator == (const InstanceResetEvent& e) { return e.mapid == mapid && e.difficulty == difficulty && e.instanceId == instanceId; }
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};
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class InstanceSaveManager;
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class InstanceResetScheduler
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{
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public: // constructors
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explicit InstanceResetScheduler(InstanceSaveManager& mgr) : m_InstanceSaves(mgr) {}
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void LoadResetTimes();
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public: // accessors
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time_t GetResetTimeFor(uint32 mapid, Difficulty d) const
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{
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ResetTimeByMapDifficultyMap::const_iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR32(mapid,d));
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return itr != m_resetTimeByMapDifficulty.end() ? itr->second : 0;
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}
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static uint32 GetMaxResetTimeFor(MapDifficulty const* mapDiff);
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public: // modifiers
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void SetResetTimeFor(uint32 mapid, Difficulty d, time_t t)
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{
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m_resetTimeByMapDifficulty[MAKE_PAIR32(mapid,d)] = t;
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}
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void ScheduleReset(bool add, time_t time, InstanceResetEvent event);
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void Update();
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private: // fields
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InstanceSaveManager& m_InstanceSaves;
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// fast lookup for reset times (always use existing functions for access/set)
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typedef UNORDERED_MAP<uint32 /*PAIR32(map,difficulty)*/,time_t /*resetTime*/> ResetTimeByMapDifficultyMap;
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ResetTimeByMapDifficultyMap m_resetTimeByMapDifficulty;
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typedef std::multimap<time_t /*resetTime*/, InstanceResetEvent> ResetTimeQueue;
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ResetTimeQueue m_resetTimeQueue;
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};
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class MANGOS_DLL_DECL InstanceSaveManager : public MaNGOS::Singleton<InstanceSaveManager, MaNGOS::ClassLevelLockable<InstanceSaveManager, ACE_Thread_Mutex> >
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{
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friend class InstanceResetScheduler;
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public:
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InstanceSaveManager();
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~InstanceSaveManager();
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void CleanupInstances();
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void PackInstances();
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InstanceResetScheduler& GetScheduler() { return m_Scheduler; }
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InstanceSave* AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load = false);
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void RemoveInstanceSave(uint32 InstanceId);
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static void DeleteInstanceFromDB(uint32 instanceid);
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/* statistics */
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uint32 GetNumInstanceSaves() { return m_instanceSaveById.size(); }
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uint32 GetNumBoundPlayersTotal();
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uint32 GetNumBoundGroupsTotal();
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void Update() { m_Scheduler.Update(); }
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private:
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typedef UNORDERED_MAP<uint32 /*InstanceId*/, InstanceSave*> InstanceSaveHashMap;
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typedef UNORDERED_MAP<uint32 /*mapId*/, InstanceSaveHashMap> InstanceSaveMapMap;
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InstanceSave *GetInstanceSave(uint32 InstanceId);
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// called by scheduler
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void _ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, uint32 timeleft);
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void _ResetInstance(uint32 mapid, uint32 instanceId);
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void _CleanupExpiredInstancesAtTime(time_t t);
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void _ResetSave(InstanceSaveHashMap::iterator &itr);
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void _DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...);
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// used during global instance resets
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bool lock_instLists;
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// fast lookup by instance id
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InstanceSaveHashMap m_instanceSaveById;
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InstanceResetScheduler m_Scheduler;
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};
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#define sInstanceSaveMgr MaNGOS::Singleton<InstanceSaveManager>::Instance()
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#endif
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