mirror of
https://github.com/mangosfour/server.git
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1068 lines
40 KiB
C++
1068 lines
40 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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#include "MapPersistentStateMgr.h"
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#include "SQLStorages.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 "Timer.h"
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#include "GridNotifiersImpl.h"
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#include "Transports.h"
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#include "ObjectMgr.h"
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#include "GameEventMgr.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( MapPersistentStateManager );
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static uint32 resetEventTypeDelay[MAX_RESET_EVENT_TYPE] = { 0, 3600, 900, 300, 60 };
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//== MapPersistentState functions ==========================
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MapPersistentState::MapPersistentState(uint16 MapId, uint32 InstanceId, Difficulty difficulty)
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: m_instanceid(InstanceId), m_mapid(MapId),
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m_difficulty(difficulty), m_usedByMap(NULL)
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{
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}
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MapPersistentState::~MapPersistentState()
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{
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}
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MapEntry const* MapPersistentState::GetMapEntry() const
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{
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return sMapStore.LookupEntry(m_mapid);
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}
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/* true if the instance state is still valid */
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bool MapPersistentState::UnloadIfEmpty()
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{
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if (CanBeUnload())
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{
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sMapPersistentStateMgr.RemovePersistentState(GetMapId(), 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 MapPersistentState::SaveCreatureRespawnTime(uint32 loguid, time_t t)
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{
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SetCreatureRespawnTime(loguid, t);
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// BGs/Arenas always reset at server restart/unload, so no reason store in DB
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if (GetMapEntry()->IsBattleGroundOrArena())
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return;
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CharacterDatabase.BeginTransaction();
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static SqlStatementID delSpawnTime ;
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static SqlStatementID insSpawnTime ;
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SqlStatement stmt = CharacterDatabase.CreateStatement(delSpawnTime, "DELETE FROM creature_respawn WHERE guid = ? AND instance = ?");
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stmt.PExecute(loguid, m_instanceid);
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if(t > sWorld.GetGameTime())
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{
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stmt = CharacterDatabase.CreateStatement(insSpawnTime, "INSERT INTO creature_respawn VALUES ( ?, ?, ? )");
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stmt.PExecute(loguid, uint64(t), m_instanceid);
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}
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CharacterDatabase.CommitTransaction();
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}
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void MapPersistentState::SaveGORespawnTime(uint32 loguid, time_t t)
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{
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SetGORespawnTime(loguid, t);
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// BGs/Arenas always reset at server restart/unload, so no reason store in DB
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if (GetMapEntry()->IsBattleGroundOrArena())
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return;
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CharacterDatabase.BeginTransaction();
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static SqlStatementID delSpawnTime ;
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static SqlStatementID insSpawnTime ;
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SqlStatement stmt = CharacterDatabase.CreateStatement(delSpawnTime, "DELETE FROM gameobject_respawn WHERE guid = ? AND instance = ?");
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stmt.PExecute(loguid, m_instanceid);
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if(t > sWorld.GetGameTime())
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{
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stmt = CharacterDatabase.CreateStatement(insSpawnTime, "INSERT INTO gameobject_respawn VALUES ( ?, ?, ? )");
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stmt.PExecute(loguid, uint64(t), m_instanceid);
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}
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CharacterDatabase.CommitTransaction();
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}
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void MapPersistentState::SetCreatureRespawnTime( uint32 loguid, time_t t )
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{
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if (t > sWorld.GetGameTime())
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m_creatureRespawnTimes[loguid] = t;
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else
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{
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m_creatureRespawnTimes.erase(loguid);
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UnloadIfEmpty();
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}
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}
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void MapPersistentState::SetGORespawnTime( uint32 loguid, time_t t )
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{
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if (t > sWorld.GetGameTime())
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m_goRespawnTimes[loguid] = t;
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else
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{
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m_goRespawnTimes.erase(loguid);
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UnloadIfEmpty();
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}
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}
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void MapPersistentState::ClearRespawnTimes()
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{
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m_goRespawnTimes.clear();
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m_creatureRespawnTimes.clear();
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UnloadIfEmpty();
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}
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void MapPersistentState::AddCreatureToGrid( uint32 guid, CreatureData const* data )
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{
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CellPair cell_pair = MaNGOS::ComputeCellPair(data->posX, data->posY);
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uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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m_gridObjectGuids[cell_id].creatures.insert(guid);
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}
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void MapPersistentState::RemoveCreatureFromGrid( uint32 guid, CreatureData const* data )
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{
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CellPair cell_pair = MaNGOS::ComputeCellPair(data->posX, data->posY);
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uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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m_gridObjectGuids[cell_id].creatures.erase(guid);
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}
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void MapPersistentState::AddGameobjectToGrid( uint32 guid, GameObjectData const* data )
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{
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CellPair cell_pair = MaNGOS::ComputeCellPair(data->posX, data->posY);
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uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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m_gridObjectGuids[cell_id].gameobjects.insert(guid);
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}
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void MapPersistentState::RemoveGameobjectFromGrid( uint32 guid, GameObjectData const* data )
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{
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CellPair cell_pair = MaNGOS::ComputeCellPair(data->posX, data->posY);
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uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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m_gridObjectGuids[cell_id].gameobjects.erase(guid);
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}
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void MapPersistentState::InitPools()
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{
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// pool system initialized already for persistent state (can be shared by map states)
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if (!GetSpawnedPoolData().IsInitialized())
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{
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GetSpawnedPoolData().SetInitialized();
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sPoolMgr.Initialize(this); // init pool system data for map persistent state
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sGameEventMgr.Initialize(this); // init pool system data for map persistent state
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}
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}
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//== WorldPersistentState functions ========================
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SpawnedPoolData WorldPersistentState::m_sharedSpawnedPoolData;
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bool WorldPersistentState::CanBeUnload() const
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{
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// prevent unload if used for loaded map
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// prevent unload if respawn data still exist (will not prevent reset by scheduler)
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// Note: non instanceable Map never unload until server shutdown and in result for loaded non-instanceable maps map persistent states also not unloaded
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// but for proper work pool systems with shared pools state for non-instanceable maps need
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// load persistent map states for any non-instanceable maps before Map loading and make sure that it never unloaded
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return /*MapPersistentState::CanBeUnload() && !HasRespawnTimes()*/ false;
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}
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//== DungeonPersistentState functions =====================
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DungeonPersistentState::DungeonPersistentState( uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset, uint32 completedEncountersMask)
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: MapPersistentState(MapId, InstanceId, difficulty), m_resetTime(resetTime), m_canReset(canReset), m_completedEncountersMask(completedEncountersMask)
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{
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}
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DungeonPersistentState::~DungeonPersistentState()
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{
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while(!m_playerList.empty())
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{
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Player *player = *(m_playerList.begin());
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player->UnbindInstance(GetMapId(), GetDifficulty(), true);
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}
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while(!m_groupList.empty())
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{
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Group *group = *(m_groupList.begin());
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group->UnbindInstance(GetMapId(), GetDifficulty(), true);
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}
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}
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bool DungeonPersistentState::CanBeUnload() const
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{
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// prevent unload if any bounded groups or online bounded player still exists
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return MapPersistentState::CanBeUnload() && !HasBounds() && !HasRespawnTimes();
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}
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/*
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Called from AddPersistentState
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*/
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void DungeonPersistentState::SaveToDB()
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{
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// state instance data too
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std::string data;
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if (Map *map = GetMap())
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{
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InstanceData *iData = 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', '%u', '%s')", GetInstanceId(), GetMapId(), (uint64)GetResetTimeForDB(), GetDifficulty(), GetCompletedEncountersMask(), data.c_str());
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}
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void DungeonPersistentState::DeleteRespawnTimes()
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{
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CharacterDatabase.BeginTransaction();
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CharacterDatabase.PExecute("DELETE FROM creature_respawn WHERE instance = '%u'", GetInstanceId());
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CharacterDatabase.PExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", GetInstanceId());
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CharacterDatabase.CommitTransaction();
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ClearRespawnTimes(); // state can be deleted at call if only respawn data prevent unload
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}
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void DungeonPersistentState::DeleteFromDB()
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{
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MapPersistentStateManager::DeleteInstanceFromDB(GetInstanceId());
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}
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// to cache or not to cache, that is the question
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InstanceTemplate const* DungeonPersistentState::GetTemplate() const
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{
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return ObjectMgr::GetInstanceTemplate(GetMapId());
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}
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time_t DungeonPersistentState::GetResetTimeForDB() const
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{
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// only state 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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void DungeonPersistentState::UpdateEncounterState(EncounterCreditType type, uint32 creditEntry)
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{
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DungeonEncounterMapBounds bounds = sObjectMgr.GetDungeonEncounterBounds(creditEntry);
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for (DungeonEncounterMap::const_iterator iter = bounds.first; iter != bounds.second; ++iter)
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{
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DungeonEncounterEntry const* dbcEntry = iter->second->dbcEntry;
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if (iter->second->creditType == type && dbcEntry->Difficulty == GetDifficulty() && dbcEntry->mapId == GetMapId())
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{
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m_completedEncountersMask |= 1 << dbcEntry->encounterIndex;
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CharacterDatabase.PExecute("UPDATE instance SET encountersMask = '%u' WHERE id = '%u'", m_completedEncountersMask, GetInstanceId());
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DEBUG_LOG("DungeonPersistentState: Dungeon %s (Id %u) completed encounter %s", GetMap()->GetMapName(), GetInstanceId(), dbcEntry->encounterName[sWorld.GetDefaultDbcLocale()]);
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if (uint32 dungeonId = iter->second->lastEncounterDungeon)
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{
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DEBUG_LOG("DungeonPersistentState:: Dungeon %s (Id %u) completed last encounter %s", GetMap()->GetMapName(), GetInstanceId(), dbcEntry->encounterName[sWorld.GetDefaultDbcLocale()]);
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// Place LFG reward here
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}
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return;
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}
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}
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}
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//== BattleGroundPersistentState functions =================
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bool BattleGroundPersistentState::CanBeUnload() const
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{
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// prevent unload if used for loaded map
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// BGs/Arenas not locked by respawn data/etc
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return MapPersistentState::CanBeUnload();
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}
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//== DungeonResetScheduler functions ======================
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uint32 DungeonResetScheduler::GetMaxResetTimeFor(MapDifficulty const* mapDiff)
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{
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if (!mapDiff || !mapDiff->resetTime)
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return 0;
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uint32 delay = uint32(mapDiff->resetTime / DAY * sWorld.getConfig(CONFIG_FLOAT_RATE_INSTANCE_RESET_TIME)) * DAY;
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if (delay < DAY) // the reset_delay must be at least one day
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delay = DAY;
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return delay;
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}
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time_t DungeonResetScheduler::CalculateNextResetTime(MapDifficulty const* mapDiff, time_t prevResetTime)
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{
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uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
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uint32 period = GetMaxResetTimeFor(mapDiff);
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return ((prevResetTime + MINUTE) / DAY * DAY) + period + diff;
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}
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void DungeonResetScheduler::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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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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MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
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if (!mapEntry || !mapEntry->IsDungeon() || !GetMapDifficultyData(mapid, Difficulty(difficulty)))
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{
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sMapPersistentStateMgr.DeleteInstanceFromDB(id);
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continue;
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}
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instResetTime[id] = ResetTimeMapDiffType(MAKE_PAIR32(mapid,difficulty), 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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// update reset time for normal instances with the max creature respawn time + X hours
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result = CharacterDatabase.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, DungeonResetEvent(RESET_EVENT_NORMAL_DUNGEON, 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_UINT32_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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MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
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if (!mapEntry || !mapEntry->IsDungeon() || !GetMapDifficultyData(mapid,difficulty))
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{
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sLog.outError("MapPersistentStateManager::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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m_InstanceSaves._CleanupExpiredInstancesAtTime(now);
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// calculate new global reset times for expired instances and those that have never been reset yet
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// add the global reset times to the priority queue
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for(MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
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{
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uint32 map_diff_pair = itr->first;
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uint32 mapid = PAIR32_LOPART(map_diff_pair);
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Difficulty difficulty = Difficulty(PAIR32_HIPART(map_diff_pair));
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MapDifficulty const* mapDiff = &itr->second;
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// skip mapDiff without global reset time
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if (!mapDiff->resetTime)
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continue;
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MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
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if (!mapEntry || !mapEntry->IsDungeon())
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continue;
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uint32 period = GetMaxResetTimeFor(mapDiff);
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time_t t = GetResetTimeFor(mapid,difficulty);
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if(!t)
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{
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// initialize the reset time
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t = today + period + diff;
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CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','%u','"UI64FMTD"')", mapid, difficulty, (uint64)t);
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}
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if(t < now)
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{
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// assume that expired instances have already been cleaned
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// calculate the next reset time
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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
|
|
ResetEventType type = RESET_EVENT_INFORM_1;
|
|
for(; type < RESET_EVENT_INFORM_LAST; type = ResetEventType(type+1))
|
|
if(t - resetEventTypeDelay[type] > now)
|
|
break;
|
|
|
|
ScheduleReset(true, t - resetEventTypeDelay[type], DungeonResetEvent(type, mapid, difficulty, 0));
|
|
}
|
|
}
|
|
|
|
void DungeonResetScheduler::ScheduleReset(bool add, time_t time, DungeonResetEvent event)
|
|
{
|
|
if (add)
|
|
m_resetTimeQueue.insert(std::pair<time_t, DungeonResetEvent>(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("DungeonResetScheduler::ScheduleReset: cannot cancel the reset, the event(%d,%d,%d) was not found!", event.type, event.mapid, event.instanceId);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DungeonResetScheduler::Update()
|
|
{
|
|
time_t now = time(NULL), t;
|
|
while(!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now)
|
|
{
|
|
DungeonResetEvent &event = m_resetTimeQueue.begin()->second;
|
|
if (event.type == RESET_EVENT_NORMAL_DUNGEON)
|
|
{
|
|
// for individual normal instances, max creature respawn + X hours
|
|
m_InstanceSaves._ResetInstance(event.mapid, event.instanceId);
|
|
}
|
|
else
|
|
{
|
|
// global reset/warning for a certain map
|
|
time_t resetTime = GetResetTimeFor(event.mapid,event.difficulty);
|
|
m_InstanceSaves._ResetOrWarnAll(event.mapid, event.difficulty, event.type != RESET_EVENT_INFORM_LAST, uint32(resetTime - now));
|
|
if (event.type != RESET_EVENT_INFORM_LAST)
|
|
{
|
|
// schedule the next warning/reset
|
|
event.type = ResetEventType(event.type+1);
|
|
ScheduleReset(true, resetTime - resetEventTypeDelay[event.type], event);
|
|
}
|
|
else
|
|
{
|
|
// re-schedule the next/new global reset/warning
|
|
// calculate the next reset time
|
|
MapDifficulty const* mapDiff = GetMapDifficultyData(event.mapid,event.difficulty);
|
|
MANGOS_ASSERT(mapDiff);
|
|
|
|
time_t next_reset = DungeonResetScheduler::CalculateNextResetTime(mapDiff, resetTime);
|
|
|
|
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", uint64(next_reset), uint32(event.mapid), uint32(event.difficulty));
|
|
|
|
SetResetTimeFor(event.mapid, event.difficulty, next_reset);
|
|
|
|
ResetEventType type = RESET_EVENT_INFORM_1;
|
|
for (; type < RESET_EVENT_INFORM_LAST; type = ResetEventType(type+1))
|
|
if (next_reset - resetEventTypeDelay[type] > now)
|
|
break;
|
|
|
|
// add new scheduler event to the queue
|
|
event.type = type;
|
|
ScheduleReset(true, next_reset - resetEventTypeDelay[event.type], event);
|
|
}
|
|
}
|
|
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
|
|
}
|
|
}
|
|
|
|
//== MapPersistentStateManager functions =========================
|
|
|
|
MapPersistentStateManager::MapPersistentStateManager() : lock_instLists(false), m_Scheduler(*this)
|
|
{
|
|
}
|
|
|
|
MapPersistentStateManager::~MapPersistentStateManager()
|
|
{
|
|
// it is undefined whether this or objectmgr will be unloaded first
|
|
// so we must be prepared for both cases
|
|
lock_instLists = true;
|
|
for (PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.begin(); itr != m_instanceSaveByInstanceId.end(); ++itr)
|
|
delete itr->second;
|
|
for (PersistentStateMap::iterator itr = m_instanceSaveByMapId.begin(); itr != m_instanceSaveByMapId.end(); ++itr)
|
|
delete itr->second;
|
|
}
|
|
|
|
/*
|
|
- adding instance into manager
|
|
- called from DungeonMap::Add, _LoadBoundInstances, LoadGroups
|
|
*/
|
|
MapPersistentState* MapPersistentStateManager::AddPersistentState(MapEntry const* mapEntry, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load /*=false*/, bool initPools /*= true*/, uint32 completedEncountersMask /*= 0*/)
|
|
{
|
|
if (MapPersistentState *old_save = GetPersistentState(mapEntry->MapID, instanceId))
|
|
return old_save;
|
|
|
|
if (mapEntry->IsDungeon())
|
|
{
|
|
if (!resetTime)
|
|
{
|
|
// initialize reset time
|
|
// for normal instances if no creatures are killed the instance will reset in two hours
|
|
if (mapEntry->map_type == MAP_RAID || difficulty > DUNGEON_DIFFICULTY_NORMAL)
|
|
resetTime = m_Scheduler.GetResetTimeFor(mapEntry->MapID, difficulty);
|
|
else
|
|
{
|
|
resetTime = time(NULL) + 2 * HOUR;
|
|
// normally this will be removed soon after in DungeonMap::Add, prevent error
|
|
m_Scheduler.ScheduleReset(true, resetTime, DungeonResetEvent(RESET_EVENT_NORMAL_DUNGEON, mapEntry->MapID, difficulty, instanceId));
|
|
}
|
|
}
|
|
}
|
|
|
|
DEBUG_LOG("MapPersistentStateManager::AddPersistentState: mapid = %d, instanceid = %d, reset time = %u, canRset = %u", mapEntry->MapID, instanceId, resetTime, canReset ? 1 : 0);
|
|
|
|
MapPersistentState *state;
|
|
if (mapEntry->IsDungeon())
|
|
{
|
|
DungeonPersistentState* dungeonState = new DungeonPersistentState(mapEntry->MapID, instanceId, difficulty, completedEncountersMask, resetTime, canReset);
|
|
if (!load)
|
|
dungeonState->SaveToDB();
|
|
state = dungeonState;
|
|
}
|
|
else if (mapEntry->IsBattleGroundOrArena())
|
|
state = new BattleGroundPersistentState(mapEntry->MapID, instanceId, difficulty);
|
|
else
|
|
state = new WorldPersistentState(mapEntry->MapID);
|
|
|
|
|
|
if (instanceId)
|
|
m_instanceSaveByInstanceId[instanceId] = state;
|
|
else
|
|
m_instanceSaveByMapId[mapEntry->MapID] = state;
|
|
|
|
if (initPools)
|
|
state->InitPools();
|
|
|
|
return state;
|
|
}
|
|
|
|
MapPersistentState *MapPersistentStateManager::GetPersistentState(uint32 mapId, uint32 instanceId)
|
|
{
|
|
if (instanceId)
|
|
{
|
|
PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.find(instanceId);
|
|
return itr != m_instanceSaveByInstanceId.end() ? itr->second : NULL;
|
|
}
|
|
else
|
|
{
|
|
PersistentStateMap::iterator itr = m_instanceSaveByMapId.find(mapId);
|
|
return itr != m_instanceSaveByMapId.end() ? itr->second : NULL;
|
|
}
|
|
}
|
|
|
|
void MapPersistentStateManager::DeleteInstanceFromDB(uint32 instanceid)
|
|
{
|
|
if (instanceid)
|
|
{
|
|
CharacterDatabase.BeginTransaction();
|
|
CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'", instanceid);
|
|
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE instance = '%u'", instanceid);
|
|
CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", instanceid);
|
|
CharacterDatabase.PExecute("DELETE FROM creature_respawn WHERE instance = '%u'", instanceid);
|
|
CharacterDatabase.PExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", instanceid);
|
|
CharacterDatabase.CommitTransaction();
|
|
}
|
|
}
|
|
|
|
void MapPersistentStateManager::RemovePersistentState(uint32 mapId, uint32 instanceId)
|
|
{
|
|
if (lock_instLists)
|
|
return;
|
|
|
|
if (instanceId)
|
|
{
|
|
PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.find(instanceId);
|
|
if (itr != m_instanceSaveByInstanceId.end())
|
|
{
|
|
// state the resettime for normal instances only when they get unloaded
|
|
if (itr->second->GetMapEntry()->IsDungeon())
|
|
if (time_t resettime = ((DungeonPersistentState*)itr->second)->GetResetTimeForDB())
|
|
CharacterDatabase.PExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", (uint64)resettime, instanceId);
|
|
|
|
_ResetSave(m_instanceSaveByInstanceId, itr);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
PersistentStateMap::iterator itr = m_instanceSaveByMapId.find(mapId);
|
|
if (itr != m_instanceSaveByMapId.end())
|
|
_ResetSave(m_instanceSaveByMapId, itr);
|
|
}
|
|
}
|
|
|
|
void MapPersistentStateManager::_DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...)
|
|
{
|
|
Tokens fieldTokens = StrSplit(fields, ", ");
|
|
MANGOS_ASSERT(fieldTokens.size() != 0);
|
|
|
|
va_list ap;
|
|
char szQueryTail [MAX_QUERY_LEN];
|
|
va_start(ap, queryTail);
|
|
vsnprintf( szQueryTail, MAX_QUERY_LEN, queryTail, ap );
|
|
va_end(ap);
|
|
|
|
QueryResult *result = db.PQuery("SELECT %s FROM %s %s", fields, table, szQueryTail);
|
|
if(result)
|
|
{
|
|
do
|
|
{
|
|
Field *fields = result->Fetch();
|
|
std::ostringstream ss;
|
|
for(size_t i = 0; i < fieldTokens.size(); i++)
|
|
{
|
|
std::string fieldValue = fields[i].GetCppString();
|
|
db.escape_string(fieldValue);
|
|
ss << (i != 0 ? " AND " : "") << fieldTokens[i] << " = '" << fieldValue << "'";
|
|
}
|
|
db.PExecute("DELETE FROM %s WHERE %s", table, ss.str().c_str());
|
|
} while (result->NextRow());
|
|
delete result;
|
|
}
|
|
}
|
|
|
|
void MapPersistentStateManager::CleanupInstances()
|
|
{
|
|
BarGoLink bar(2);
|
|
bar.step();
|
|
|
|
// load reset times and clean expired instances
|
|
m_Scheduler.LoadResetTimes();
|
|
|
|
CharacterDatabase.BeginTransaction();
|
|
// clean character/group - instance binds with invalid group/characters
|
|
_DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN characters ON character_instance.guid = characters.guid WHERE characters.guid IS NULL");
|
|
_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");
|
|
|
|
// clean instances that do not have any players or groups bound to them
|
|
_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");
|
|
|
|
// clean invalid instance references in other tables
|
|
_DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN instance ON character_instance.instance = instance.id WHERE instance.id IS NULL");
|
|
_DelHelper(CharacterDatabase, "group_instance.leaderGuid, instance", "group_instance", "LEFT JOIN instance ON group_instance.instance = instance.id WHERE instance.id IS NULL");
|
|
|
|
// clean unused respawn data
|
|
CharacterDatabase.Execute("DELETE FROM creature_respawn WHERE instance <> 0 AND instance NOT IN (SELECT id FROM instance)");
|
|
CharacterDatabase.Execute("DELETE FROM gameobject_respawn WHERE instance <> 0 AND instance NOT IN (SELECT id FROM instance)");
|
|
//execute transaction directly
|
|
CharacterDatabase.CommitTransaction();
|
|
|
|
bar.step();
|
|
sLog.outString();
|
|
sLog.outString( ">> Instances cleaned up");
|
|
}
|
|
|
|
void MapPersistentStateManager::PackInstances()
|
|
{
|
|
// this routine renumbers player instance associations in such a way so they start from 1 and go up
|
|
// TODO: this can be done a LOT more efficiently
|
|
|
|
// obtain set of all associations
|
|
std::set<uint32> InstanceSet;
|
|
|
|
// all valid ids are in the instance table
|
|
// any associations to ids not in this table are assumed to be
|
|
// cleaned already in CleanupInstances
|
|
QueryResult *result = CharacterDatabase.Query("SELECT id FROM instance");
|
|
if( result )
|
|
{
|
|
do
|
|
{
|
|
Field *fields = result->Fetch();
|
|
InstanceSet.insert(fields[0].GetUInt32());
|
|
}
|
|
while (result->NextRow());
|
|
delete result;
|
|
}
|
|
|
|
BarGoLink bar(InstanceSet.size() + 1);
|
|
bar.step();
|
|
|
|
uint32 InstanceNumber = 1;
|
|
// we do assume std::set is sorted properly on integer value
|
|
for (std::set<uint32>::iterator i = InstanceSet.begin(); i != InstanceSet.end(); ++i)
|
|
{
|
|
if (*i != InstanceNumber)
|
|
{
|
|
CharacterDatabase.BeginTransaction();
|
|
// remap instance id
|
|
CharacterDatabase.PExecute("UPDATE creature_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
|
|
CharacterDatabase.PExecute("UPDATE gameobject_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
|
|
CharacterDatabase.PExecute("UPDATE corpse SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
|
|
CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
|
|
CharacterDatabase.PExecute("UPDATE instance SET id = '%u' WHERE id = '%u'", InstanceNumber, *i);
|
|
CharacterDatabase.PExecute("UPDATE group_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
|
|
//execute transaction synchronously
|
|
CharacterDatabase.CommitTransaction();
|
|
}
|
|
|
|
++InstanceNumber;
|
|
bar.step();
|
|
}
|
|
|
|
sLog.outString( ">> Instance numbers remapped, next instance id is %u", InstanceNumber );
|
|
sLog.outString();
|
|
}
|
|
|
|
void MapPersistentStateManager::_ResetSave(PersistentStateMap& holder, PersistentStateMap::iterator &itr)
|
|
{
|
|
// unbind all players bound to the instance
|
|
// do not allow UnbindInstance to automatically unload the InstanceSaves
|
|
lock_instLists = true;
|
|
delete itr->second;
|
|
holder.erase(itr++);
|
|
lock_instLists = false;
|
|
}
|
|
|
|
void MapPersistentStateManager::_ResetInstance(uint32 mapid, uint32 instanceId)
|
|
{
|
|
DEBUG_LOG("MapPersistentStateManager::_ResetInstance %u, %u", mapid, instanceId);
|
|
|
|
PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.find(instanceId);
|
|
if (itr != m_instanceSaveByInstanceId.end())
|
|
{
|
|
// delay reset until map unload for loaded map
|
|
if (Map * iMap = itr->second->GetMap())
|
|
{
|
|
MANGOS_ASSERT(iMap->IsDungeon());
|
|
|
|
((DungeonMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
|
|
return;
|
|
}
|
|
|
|
_ResetSave(m_instanceSaveByInstanceId, itr);
|
|
}
|
|
|
|
|
|
DeleteInstanceFromDB(instanceId); // even if state not loaded
|
|
}
|
|
|
|
void MapPersistentStateManager::_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;
|
|
|
|
time_t now = time(NULL);
|
|
|
|
if (!warn)
|
|
{
|
|
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
|
|
if (!mapDiff || !mapDiff->resetTime)
|
|
{
|
|
sLog.outError("MapPersistentStateManager::ResetOrWarnAll: not valid difficulty or no reset delay for map %d", mapid);
|
|
return;
|
|
}
|
|
|
|
// remove all binds to instances of the given map
|
|
for(PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.begin(); itr != m_instanceSaveByInstanceId.end();)
|
|
{
|
|
if (itr->second->GetMapId() == mapid && itr->second->GetDifficulty() == difficulty)
|
|
_ResetSave(m_instanceSaveByInstanceId, 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
|
|
time_t next_reset = DungeonResetScheduler::CalculateNextResetTime(mapDiff, now + timeLeft);
|
|
// update it in the DB
|
|
CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", (uint64)next_reset, mapid, difficulty);
|
|
}
|
|
|
|
// note: this isn't fast but it's meant to be executed very rarely
|
|
const MapManager::MapMapType& maps = sMapMgr.Maps();
|
|
|
|
MapManager::MapMapType::const_iterator iter_last = maps.lower_bound(MapID(mapid + 1));
|
|
for(MapManager::MapMapType::const_iterator mitr = maps.lower_bound(MapID(mapid)); mitr != iter_last; ++mitr)
|
|
{
|
|
Map *map2 = mitr->second;
|
|
if(map2->GetId() != mapid)
|
|
break;
|
|
|
|
if (warn)
|
|
((DungeonMap*)map2)->SendResetWarnings(timeLeft);
|
|
else
|
|
((DungeonMap*)map2)->Reset(INSTANCE_RESET_GLOBAL);
|
|
}
|
|
}
|
|
|
|
void MapPersistentStateManager::GetStatistics(uint32& numStates, uint32& numBoundPlayers, uint32& numBoundGroups)
|
|
{
|
|
numStates = 0;
|
|
numBoundPlayers = 0;
|
|
numBoundGroups = 0;
|
|
|
|
// only instanceable maps have bounds
|
|
for(PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.begin(); itr != m_instanceSaveByInstanceId.end(); ++itr)
|
|
{
|
|
if (!itr->second->GetMapEntry()->IsDungeon())
|
|
continue;
|
|
|
|
++numStates;
|
|
numBoundPlayers += ((DungeonPersistentState*)itr->second)->GetPlayerCount();
|
|
numBoundGroups += ((DungeonPersistentState*)itr->second)->GetGroupCount();
|
|
}
|
|
}
|
|
|
|
void MapPersistentStateManager::_CleanupExpiredInstancesAtTime( time_t t )
|
|
{
|
|
_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)t, (uint64)t);
|
|
}
|
|
|
|
|
|
void MapPersistentStateManager::InitWorldMaps()
|
|
{
|
|
MapPersistentState* state = NULL; // need any from created for shared pool state
|
|
for(uint32 mapid = 0; mapid < sMapStore.GetNumRows(); ++mapid)
|
|
if (MapEntry const* entry = sMapStore.LookupEntry(mapid))
|
|
if (!entry->Instanceable())
|
|
state = AddPersistentState(entry, 0, REGULAR_DIFFICULTY, 0, false, true, false);
|
|
|
|
if (state)
|
|
state->InitPools();
|
|
}
|
|
|
|
void MapPersistentStateManager::LoadCreatureRespawnTimes()
|
|
{
|
|
// remove outdated data
|
|
CharacterDatabase.DirectExecute("DELETE FROM creature_respawn WHERE respawntime <= UNIX_TIMESTAMP(NOW())");
|
|
|
|
uint32 count = 0;
|
|
|
|
QueryResult *result = CharacterDatabase.Query("SELECT guid, respawntime, map, instance, difficulty, resettime, encountersMask FROM creature_respawn LEFT JOIN instance ON instance = id");
|
|
if (!result)
|
|
{
|
|
BarGoLink bar(1);
|
|
|
|
bar.step();
|
|
|
|
sLog.outString();
|
|
sLog.outString(">> Loaded 0 creature respawn time.");
|
|
return;
|
|
}
|
|
|
|
BarGoLink bar(result->GetRowCount());
|
|
|
|
do
|
|
{
|
|
Field *fields = result->Fetch();
|
|
bar.step();
|
|
|
|
uint32 loguid = fields[0].GetUInt32();
|
|
uint64 respawn_time = fields[1].GetUInt64();
|
|
uint32 mapId = fields[2].GetUInt32();
|
|
uint32 instanceId = fields[3].GetUInt32();
|
|
uint8 difficulty = fields[4].GetUInt8();
|
|
|
|
time_t resetTime = (time_t)fields[5].GetUInt64();
|
|
|
|
uint32 completedEncounters = fields[6].GetUInt32();
|
|
|
|
CreatureData const* data = sObjectMgr.GetCreatureData(loguid);
|
|
if (!data)
|
|
continue;
|
|
|
|
if (mapId != data->mapid)
|
|
continue;
|
|
|
|
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
|
|
if (!mapEntry || (mapEntry->Instanceable() != (instanceId != 0)))
|
|
continue;
|
|
|
|
if(difficulty >= (!mapEntry->Instanceable() ? REGULAR_DIFFICULTY : (mapEntry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY)))
|
|
continue;
|
|
|
|
MapPersistentState* state = AddPersistentState(mapEntry, instanceId, Difficulty(difficulty), resetTime, mapEntry->IsDungeon(), true, true, completedEncounters);
|
|
if (!state)
|
|
continue;
|
|
|
|
state->SetCreatureRespawnTime(loguid, time_t(respawn_time));
|
|
|
|
++count;
|
|
|
|
} while (result->NextRow());
|
|
|
|
delete result;
|
|
|
|
sLog.outString(">> Loaded %u creature respawn times", count);
|
|
sLog.outString();
|
|
}
|
|
|
|
void MapPersistentStateManager::LoadGameobjectRespawnTimes()
|
|
{
|
|
// remove outdated data
|
|
CharacterDatabase.DirectExecute("DELETE FROM gameobject_respawn WHERE respawntime <= UNIX_TIMESTAMP(NOW())");
|
|
|
|
uint32 count = 0;
|
|
|
|
QueryResult *result = CharacterDatabase.Query("SELECT guid, respawntime, map, instance, difficulty, resettime, encountersMask FROM gameobject_respawn LEFT JOIN instance ON instance = id");
|
|
|
|
if (!result)
|
|
{
|
|
BarGoLink bar(1);
|
|
|
|
bar.step();
|
|
|
|
sLog.outString();
|
|
sLog.outString(">> Loaded 0 gameobject respawn time.");
|
|
return;
|
|
}
|
|
|
|
BarGoLink bar(result->GetRowCount());
|
|
|
|
do
|
|
{
|
|
Field *fields = result->Fetch();
|
|
bar.step();
|
|
|
|
uint32 loguid = fields[0].GetUInt32();
|
|
uint64 respawn_time = fields[1].GetUInt64();
|
|
uint32 mapId = fields[2].GetUInt32();
|
|
uint32 instanceId = fields[3].GetUInt32();
|
|
uint8 difficulty = fields[4].GetUInt8();
|
|
|
|
time_t resetTime = (time_t)fields[5].GetUInt64();
|
|
|
|
uint32 completedEncounters = fields[6].GetUInt32();
|
|
|
|
GameObjectData const* data = sObjectMgr.GetGOData(loguid);
|
|
if (!data)
|
|
continue;
|
|
|
|
if (mapId != data->mapid)
|
|
continue;
|
|
|
|
MapEntry const* mapEntry = sMapStore.LookupEntry(mapId);
|
|
if (!mapEntry || (mapEntry->Instanceable() != (instanceId != 0)))
|
|
continue;
|
|
|
|
if(difficulty >= (!mapEntry->Instanceable() ? REGULAR_DIFFICULTY : (mapEntry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY)))
|
|
continue;
|
|
|
|
MapPersistentState* state = AddPersistentState(mapEntry, instanceId, Difficulty(difficulty), resetTime, mapEntry->IsDungeon(), true, true, completedEncounters);
|
|
if (!state)
|
|
continue;
|
|
|
|
state->SetGORespawnTime(loguid, time_t(respawn_time));
|
|
|
|
++count;
|
|
|
|
} while (result->NextRow());
|
|
|
|
delete result;
|
|
|
|
sLog.outString(">> Loaded %u gameobject respawn times", count);
|
|
sLog.outString();
|
|
}
|