server/src/game/ObjectAccessor.h
cyberium b984d3f787 [11920] Fix possible crash when trying to add playerto group who is not in world
Signed-off-by: Schmoozerd <schmoozerd@scriptdev2.com>
2012-02-07 11:41:44 +01:00

142 lines
4.5 KiB
C++

/*
* Copyright (C) 2005-2012 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 "Common.h"
#include "Platform/Define.h"
#include "Policies/Singleton.h"
#include <ace/Thread_Mutex.h>
#include <ace/RW_Thread_Mutex.h>
#include "Utilities/UnorderedMapSet.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 Unit;
class WorldObject;
class Map;
template <class T>
class HashMapHolder
{
public:
typedef UNORDERED_MAP<ObjectGuid, T*> MapType;
typedef ACE_RW_Thread_Mutex LockType;
typedef ACE_Read_Guard<LockType> ReadGuard;
typedef ACE_Write_Guard<LockType> WriteGuard;
static void Insert(T* o)
{
WriteGuard guard(i_lock);
m_objectMap[o->GetObjectGuid()] = o;
}
static void Remove(T* o)
{
WriteGuard guard(i_lock);
m_objectMap.erase(o->GetObjectGuid());
}
static T* Find(ObjectGuid guid)
{
ReadGuard guard(i_lock);
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<ObjectGuid, Corpse*> Player2CorpsesMapType;
// Search player at any map in world and other objects at same map with `obj`
// Note: recommended use Map::GetUnit version if player also expected at same map only
static Unit* GetUnit(WorldObject const& obj, ObjectGuid guid);
// Player access
static Player* FindPlayer(ObjectGuid guid, bool inWorld = true);// if need player at specific map better use Map::GetPlayer
static Player* FindPlayerByName(const char *name);
static void KickPlayer(ObjectGuid guid);
HashMapHolder<Player>::MapType& GetPlayers()
{
return HashMapHolder<Player>::GetContainer();
}
void SaveAllPlayers();
// Corpse access
Corpse* GetCorpseForPlayerGUID(ObjectGuid guid);
static Corpse* GetCorpseInMap(ObjectGuid guid, uint32 mapid);
void RemoveCorpse(Corpse *corpse);
void AddCorpse(Corpse* corpse);
void AddCorpsesToGrid(GridPair const& gridpair,GridType& grid,Map* map);
Corpse* ConvertCorpseForPlayer(ObjectGuid player_guid, bool insignia = false);
void RemoveOldCorpses();
// 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); }
private:
Player2CorpsesMapType i_player2corpse;
typedef ACE_Thread_Mutex LockType;
typedef MaNGOS::GeneralLock<LockType > Guard;
LockType i_playerGuard;
LockType i_corpseGuard;
};
#define sObjectAccessor ObjectAccessor::Instance()
#endif