server/src/game/ObjectAccessor.cpp
Ambal 58209ee79a [8182] Store and use Map* pointer in WorldObject instead map ids for speedup
Also some code logic cleanups.
Changes let make more cleanups in base map access and other places,
but this chnages not inlcuded in patch.

Signed-off-by: VladimirMangos <vladimir@getmangos.com>
2009-07-15 02:13:52 +04:00

461 lines
14 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
*/
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Policies/SingletonImp.h"
#include "Player.h"
#include "Creature.h"
#include "GameObject.h"
#include "DynamicObject.h"
#include "Vehicle.h"
#include "WorldPacket.h"
#include "Item.h"
#include "Corpse.h"
#include "GridNotifiers.h"
#include "MapManager.h"
#include "Map.h"
#include "CellImpl.h"
#include "GridNotifiersImpl.h"
#include "Opcodes.h"
#include "ObjectDefines.h"
#include "MapInstanced.h"
#include "World.h"
#include <cmath>
#define CLASS_LOCK MaNGOS::ClassLevelLockable<ObjectAccessor, ACE_Thread_Mutex>
INSTANTIATE_SINGLETON_2(ObjectAccessor, CLASS_LOCK);
INSTANTIATE_CLASS_MUTEX(ObjectAccessor, ACE_Thread_Mutex);
ObjectAccessor::ObjectAccessor() {}
ObjectAccessor::~ObjectAccessor() {}
Creature*
ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject const &u, uint64 guid)
{
if(IS_PLAYER_GUID(guid))
return NULL;
if(IS_PET_GUID(guid))
return GetPet(guid);
if(IS_VEHICLE_GUID(guid))
return GetVehicle(guid);
return u.IsInWorld() ? u.GetMap()->GetCreature(guid) : NULL;
}
Unit*
ObjectAccessor::GetUnit(WorldObject const &u, uint64 guid)
{
if(!guid)
return NULL;
if(IS_PLAYER_GUID(guid))
return FindPlayer(guid);
return GetCreatureOrPetOrVehicle(u, guid);
}
Corpse*
ObjectAccessor::GetCorpse(WorldObject const &u, uint64 guid)
{
Corpse * ret = GetObjectInWorld(guid, (Corpse*)NULL);
if(!ret)
return NULL;
if(ret->GetMapId() != u.GetMapId())
return NULL;
if(ret->GetInstanceId() != u.GetInstanceId())
return NULL;
return ret;
}
Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const &p, uint64 guid, uint32 typemask)
{
Object *obj = NULL;
if(typemask & TYPEMASK_PLAYER)
{
obj = FindPlayer(guid);
if(obj)
return obj;
}
if(typemask & TYPEMASK_UNIT)
{
obj = GetCreatureOrPetOrVehicle(p,guid);
if(obj)
return obj;
}
if(typemask & TYPEMASK_GAMEOBJECT)
{
obj = p.GetMap()->GetGameObject(guid);
if(obj)
return obj;
}
if(typemask & TYPEMASK_DYNAMICOBJECT)
{
obj = p.GetMap()->GetDynamicObject(guid);
if(obj)
return obj;
}
if(typemask & TYPEMASK_ITEM && p.GetTypeId() == TYPEID_PLAYER)
{
obj = ((Player const &)p).GetItemByGuid( guid );
if(obj)
return obj;
}
return NULL;
}
Player*
ObjectAccessor::FindPlayer(uint64 guid)
{
Player * plr = GetObjectInWorld(guid, (Player*)NULL);
if(!plr || !plr->IsInWorld())
return NULL;
return plr;
}
Player*
ObjectAccessor::FindPlayerByName(const char *name)
{
//TODO: Player Guard
HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
HashMapHolder<Player>::MapType::iterator iter = m.begin();
for(; iter != m.end(); ++iter)
if(iter->second->IsInWorld() && ( ::strcmp(name, iter->second->GetName()) == 0 ))
return iter->second;
return NULL;
}
void
ObjectAccessor::SaveAllPlayers()
{
Guard guard(*HashMapHolder<Player*>::GetLock());
HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
HashMapHolder<Player>::MapType::iterator itr = m.begin();
for(; itr != m.end(); ++itr)
itr->second->SaveToDB();
}
void
ObjectAccessor::UpdateObject(Object* obj, Player* exceptPlayer)
{
UpdateDataMapType update_players;
obj->BuildUpdate(update_players);
WorldPacket packet;
for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
{
if(iter->first == exceptPlayer)
continue;
iter->second.BuildPacket(&packet);
iter->first->GetSession()->SendPacket(&packet);
packet.clear();
}
}
void
ObjectAccessor::_buildUpdateObject(Object *obj, UpdateDataMapType &update_players)
{
bool build_for_all = true;
Player *pl = NULL;
if( obj->isType(TYPEMASK_ITEM) )
{
Item *item = static_cast<Item *>(obj);
pl = item->GetOwner();
build_for_all = false;
}
if( pl != NULL )
_buildPacket(pl, obj, update_players);
// Capt: okey for all those fools who think its a real fix
// THIS IS A TEMP FIX
if( build_for_all )
{
WorldObject * temp = dynamic_cast<WorldObject*>(obj);
//assert(dynamic_cast<WorldObject*>(obj)!=NULL);
if (temp)
_buildChangeObjectForPlayer(temp, update_players);
else
sLog.outDebug("ObjectAccessor: Ln 405 Temp bug fix");
}
}
void
ObjectAccessor::_buildPacket(Player *pl, Object *obj, UpdateDataMapType &update_players)
{
UpdateDataMapType::iterator iter = update_players.find(pl);
if( iter == update_players.end() )
{
std::pair<UpdateDataMapType::iterator, bool> p = update_players.insert( UpdateDataValueType(pl, UpdateData()) );
assert(p.second);
iter = p.first;
}
obj->BuildValuesUpdateBlockForPlayer(&iter->second, iter->first);
}
void
ObjectAccessor::_buildChangeObjectForPlayer(WorldObject *obj, UpdateDataMapType &update_players)
{
CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
Cell cell(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
WorldObjectChangeAccumulator notifier(*obj, update_players);
TypeContainerVisitor<WorldObjectChangeAccumulator, WorldTypeMapContainer > player_notifier(notifier);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, player_notifier, *obj->GetMap());
}
Pet*
ObjectAccessor::GetPet(uint64 guid)
{
return GetObjectInWorld(guid, (Pet*)NULL);
}
Vehicle*
ObjectAccessor::GetVehicle(uint64 guid)
{
return GetObjectInWorld(guid, (Vehicle*)NULL);
}
Corpse*
ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid)
{
Guard guard(i_corpseGuard);
Player2CorpsesMapType::iterator iter = i_player2corpse.find(guid);
if( iter == i_player2corpse.end() ) return NULL;
assert(iter->second->GetType() != CORPSE_BONES);
return iter->second;
}
void
ObjectAccessor::RemoveCorpse(Corpse *corpse)
{
assert(corpse && corpse->GetType() != CORPSE_BONES);
Guard guard(i_corpseGuard);
Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID());
if( iter == i_player2corpse.end() )
return;
// build mapid*cellid -> guid_set map
CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
objmgr.DeleteCorpseCellData(corpse->GetMapId(), cell_id, corpse->GetOwnerGUID());
corpse->RemoveFromWorld();
i_player2corpse.erase(iter);
}
void
ObjectAccessor::AddCorpse(Corpse *corpse)
{
assert(corpse && corpse->GetType() != CORPSE_BONES);
Guard guard(i_corpseGuard);
assert(i_player2corpse.find(corpse->GetOwnerGUID()) == i_player2corpse.end());
i_player2corpse[corpse->GetOwnerGUID()] = corpse;
// build mapid*cellid -> guid_set map
CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
uint32 cell_id = (cell_pair.y_coord*TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
objmgr.AddCorpseCellData(corpse->GetMapId(), cell_id, corpse->GetOwnerGUID(), corpse->GetInstanceId());
}
void
ObjectAccessor::AddCorpsesToGrid(GridPair const& gridpair,GridType& grid,Map* map)
{
Guard guard(i_corpseGuard);
for(Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
if(iter->second->GetGrid() == gridpair)
{
// verify, if the corpse in our instance (add only corpses which are)
if (map->Instanceable())
{
if (iter->second->GetInstanceId() == map->GetInstanceId())
{
grid.AddWorldObject(iter->second, iter->second->GetGUID());
}
}
else
{
grid.AddWorldObject(iter->second, iter->second->GetGUID());
}
}
}
Corpse*
ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool insignia)
{
Corpse *corpse = GetCorpseForPlayerGUID(player_guid);
if(!corpse)
{
//in fact this function is called from several places
//even when player doesn't have a corpse, not an error
//sLog.outError("Try remove corpse that not in map for GUID %ul", player_guid);
return NULL;
}
DEBUG_LOG("Deleting Corpse and spawning bones.");
// remove corpse from player_guid -> corpse map
RemoveCorpse(corpse);
// remove resurrectable corpse from grid object registry (loaded state checked into call)
// do not load the map if it's not loaded
Map *map = MapManager::Instance().FindMap(corpse->GetMapId(), corpse->GetInstanceId());
if(map)
map->Remove(corpse, false);
// remove corpse from DB
corpse->DeleteFromDB();
Corpse *bones = NULL;
// create the bones only if the map and the grid is loaded at the corpse's location
// ignore bones creating option in case insignia
if (map && (insignia ||
(map->IsBattleGroundOrArena() ? sWorld.getConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld.getConfig(CONFIG_DEATH_BONES_WORLD))) &&
!map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
{
// Create bones, don't change Corpse
bones = new Corpse;
bones->Create(corpse->GetGUIDLow());
for (int i = 3; i < CORPSE_END; ++i) // don't overwrite guid and object type
bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
bones->SetGrid(corpse->GetGrid());
// bones->m_time = m_time; // don't overwrite time
// bones->m_inWorld = m_inWorld; // don't overwrite world state
// bones->m_type = m_type; // don't overwrite type
bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
bones->SetPhaseMask(corpse->GetPhaseMask(), false);
bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0);
for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if(corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
}
// add bones in grid store if grid loaded where corpse placed
map->Add(bones);
}
// all references to the corpse should be removed at this point
delete corpse;
return bones;
}
void
ObjectAccessor::Update(uint32 diff)
{
UpdateDataMapType update_players;
{
Guard guard(i_updateGuard);
while(!i_objects.empty())
{
Object* obj = *i_objects.begin();
i_objects.erase(i_objects.begin());
if (!obj)
continue;
_buildUpdateObject(obj, update_players);
obj->ClearUpdateMask(false);
}
}
WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
for(UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
{
iter->second.BuildPacket(&packet);
iter->first->GetSession()->SendPacket(&packet);
packet.clear(); // clean the string
}
}
void
ObjectAccessor::WorldObjectChangeAccumulator::Visit(PlayerMapType &m)
{
for(PlayerMapType::iterator iter = m.begin(); iter != m.end(); ++iter)
if(iter->getSource()->HaveAtClient(&i_object))
ObjectAccessor::_buildPacket(iter->getSource(), &i_object, i_updateDatas);
}
void
ObjectAccessor::UpdateObjectVisibility(WorldObject *obj)
{
CellPair p = MaNGOS::ComputeCellPair(obj->GetPositionX(), obj->GetPositionY());
Cell cell(p);
obj->GetMap()->UpdateObjectVisibility(obj, cell, p);
}
void ObjectAccessor::UpdateVisibilityForPlayer( Player* player )
{
CellPair p = MaNGOS::ComputeCellPair(player->GetPositionX(), player->GetPositionY());
Cell cell(p);
Map* m = player->GetMap();
m->UpdatePlayerVisibility(player, cell, p);
m->UpdateObjectsVisibilityFor(player, cell, p);
}
/// Define the static member of HashMapHolder
template <class T> UNORDERED_MAP< uint64, T* > HashMapHolder<T>::m_objectMap;
template <class T> ACE_Thread_Mutex HashMapHolder<T>::i_lock;
/// Global definitions for the hashmap storage
template class HashMapHolder<Player>;
template class HashMapHolder<Pet>;
template class HashMapHolder<Vehicle>;
template class HashMapHolder<GameObject>;
template class HashMapHolder<DynamicObject>;
template class HashMapHolder<Creature>;
template class HashMapHolder<Corpse>;
template Player* ObjectAccessor::GetObjectInWorld<Player>(uint32 mapid, float x, float y, uint64 guid, Player* /*fake*/);
template Pet* ObjectAccessor::GetObjectInWorld<Pet>(uint32 mapid, float x, float y, uint64 guid, Pet* /*fake*/);
template Vehicle* ObjectAccessor::GetObjectInWorld<Vehicle>(uint32 mapid, float x, float y, uint64 guid, Vehicle* /*fake*/);
template Creature* ObjectAccessor::GetObjectInWorld<Creature>(uint32 mapid, float x, float y, uint64 guid, Creature* /*fake*/);
template Corpse* ObjectAccessor::GetObjectInWorld<Corpse>(uint32 mapid, float x, float y, uint64 guid, Corpse* /*fake*/);
template GameObject* ObjectAccessor::GetObjectInWorld<GameObject>(uint32 mapid, float x, float y, uint64 guid, GameObject* /*fake*/);
template DynamicObject* ObjectAccessor::GetObjectInWorld<DynamicObject>(uint32 mapid, float x, float y, uint64 guid, DynamicObject* /*fake*/);