server/src/game/MapPersistentStateMgr.h

333 lines
14 KiB
C++

/*
* Copyright (C) 2005-2011 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 __InstanceSaveMgr_H
#define __InstanceSaveMgr_H
#include "Common.h"
#include "Platform/Define.h"
#include "Policies/Singleton.h"
#include "ace/Thread_Mutex.h"
#include <list>
#include <map>
#include "Utilities/UnorderedMapSet.h"
#include "Database/DatabaseEnv.h"
#include "DBCEnums.h"
#include "ObjectGuid.h"
struct InstanceTemplate;
struct MapEntry;
struct MapDifficulty;
class Player;
class Group;
class MapPersistentStateManager;
class MapPersistentState
{
friend class MapPersistentStateManager;
protected:
MapPersistentState(uint16 MapId, uint32 InstanceId, Difficulty difficulty);
public:
/* Unloaded when m_playerList and m_groupList become empty
or when the instance is reset */
virtual ~MapPersistentState();
/* A map corresponding to the InstanceId/MapId does not always exist.
MapPersistentState objects may be created on player logon but the maps are
created and loaded only when a player actually enters the instance. */
uint32 GetInstanceId() const { return m_instanceid; }
ObjectGuid GetInstanceGuid() const { return ObjectGuid(HIGHGUID_INSTANCE, GetInstanceId()); }
uint32 GetMapId() const { return m_mapid; }
MapEntry const* GetMapEntry() const;
/* currently it is possible to omit this information from this structure
but that would depend on a lot of things that can easily change in future */
Difficulty GetDifficulty() const { return m_difficulty; }
bool IsUsedByMap() const { return m_usedByMap; }
void SetUsedByMapState(bool state)
{
m_usedByMap = state;
if (!state)
UnloadIfEmpty();
}
time_t GetCreatureRespawnTime(uint32 loguid) const
{
RespawnTimes::const_iterator itr = m_creatureRespawnTimes.find(loguid);
return itr != m_creatureRespawnTimes.end() ? itr->second : 0;
}
void SaveCreatureRespawnTime(uint32 loguid, time_t t);
time_t GetGORespawnTime(uint32 loguid) const
{
RespawnTimes::const_iterator itr = m_goRespawnTimes.find(loguid);
return itr != m_goRespawnTimes.end() ? itr->second : 0;
}
void SaveGORespawnTime(uint32 loguid, time_t t);
protected:
virtual bool CanBeUnload() const =0; // body provided for subclasses
bool UnloadIfEmpty();
void ClearRespawnTimes();
bool HasRespawnTimes() const { return m_creatureRespawnTimes.empty() && m_goRespawnTimes.empty(); }
private:
void SetCreatureRespawnTime(uint32 loguid, time_t t);
void SetGORespawnTime(uint32 loguid, time_t t);
private:
typedef UNORDERED_MAP<uint32, time_t> RespawnTimes;
uint32 m_instanceid;
uint32 m_mapid;
Difficulty m_difficulty;
bool m_usedByMap; // true when instance map loaded, lock MapPersistentState from unload
// persistent data
RespawnTimes m_creatureRespawnTimes; // lock MapPersistentState from unload, for example for temporary bound dungeon unload delay
RespawnTimes m_goRespawnTimes; // lock MapPersistentState from unload, for example for temporary bound dungeon unload delay
};
inline bool MapPersistentState::CanBeUnload() const
{
// prevent unload if used for loaded map
return !m_usedByMap;
}
class WorldPersistentState : public MapPersistentState
{
public:
/* Created either when:
- any new non-instanceable map created
- respawn data loading for non-instanceable map
*/
explicit WorldPersistentState(uint16 MapId) : MapPersistentState(MapId, 0, REGULAR_DIFFICULTY) {}
~WorldPersistentState() {}
protected:
bool CanBeUnload() const; // overwrite MapPersistentState::CanBeUnload
};
/*
Holds the information necessary for creating a new map for an existing instance
Is referenced in three cases:
- player-instance binds for solo players (not in group)
- player-instance binds for permanent heroic/raid saves
- group-instance binds (both solo and permanent) cache the player binds for the group leader
Used for InstanceMap only
*/
class DungeonPersistentState : public MapPersistentState
{
public:
/* Created either when:
- any new instance is being generated
- the first time a player bound to InstanceId logs in
- when a group bound to the instance is loaded */
DungeonPersistentState(uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset);
~DungeonPersistentState();
InstanceTemplate const* GetTemplate() const;
uint8 GetPlayerCount() const { return m_playerList.size(); }
uint8 GetGroupCount() const { return m_groupList.size(); }
/* online players bound to the instance (perm/solo)
does not include the members of the group unless they have permanent saves */
void AddPlayer(Player *player) { m_playerList.push_back(player); }
bool RemovePlayer(Player *player) { m_playerList.remove(player); return UnloadIfEmpty(); }
/* all groups bound to the instance */
void AddGroup(Group *group) { m_groupList.push_back(group); }
bool RemoveGroup(Group *group) { m_groupList.remove(group); return UnloadIfEmpty(); }
/* for normal instances this corresponds to max(creature respawn time) + X hours
for raid/heroic instances this caches the global respawn time for the map */
time_t GetResetTime() const { return m_resetTime; }
void SetResetTime(time_t resetTime) { m_resetTime = resetTime; }
time_t GetResetTimeForDB() const;
/* instances cannot be reset (except at the global reset time)
if there are players permanently bound to it
this is cached for the case when those players are offline */
bool CanReset() const { return m_canReset; }
void SetCanReset(bool canReset) { m_canReset = canReset; }
/* Saved when the instance is generated for the first time */
void SaveToDB();
/* When the instance is being reset (permanently deleted) */
void DeleteFromDB();
/* Delete respawn data at dungeon reset */
void DeleteRespawnTimes();
protected:
bool CanBeUnload() const; // overwrite MapPersistentState::CanBeUnload
bool HasBounds() const { return m_playerList.empty() && m_groupList.empty(); }
private:
typedef std::list<Player*> PlayerListType;
typedef std::list<Group*> GroupListType;
time_t m_resetTime;
bool m_canReset;
/* the only reason the instSave-object links are kept is because
the object-instSave links need to be broken at reset time
TODO: maybe it's enough to just store the number of players/groups */
PlayerListType m_playerList; // lock MapPersistentState from unload
GroupListType m_groupList; // lock MapPersistentState from unload
};
class BattleGroundPersistentState : public MapPersistentState
{
public:
/* Created either when:
- any new BG/arena is being generated
*/
BattleGroundPersistentState(uint16 MapId, uint32 InstanceId, Difficulty difficulty)
: MapPersistentState(MapId, InstanceId, difficulty) {}
~BattleGroundPersistentState() {}
protected:
bool CanBeUnload() const; // overwrite MapPersistentState::CanBeUnload
};
enum ResetEventType
{
RESET_EVENT_NORMAL_DUNGEON = 0, // no fixed reset time
RESET_EVENT_INFORM_1 = 1, // raid/heroic warnings
RESET_EVENT_INFORM_2 = 2,
RESET_EVENT_INFORM_3 = 3,
RESET_EVENT_INFORM_LAST = 4,
};
#define MAX_RESET_EVENT_TYPE 5
/* resetTime is a global propery of each (raid/heroic) map
all instances of that map reset at the same time */
struct DungeonResetEvent
{
ResetEventType type :8; // if RESET_EVENT_NORMAL_DUNGEON then InstanceID == 0 and applied to all instances for pair (map,diff)
Difficulty difficulty :8; // used with mapid used as for select reset for global cooldown instances (instamceid==0 for event)
uint16 mapid;
uint32 instanceId; // used for select reset for normal dungeons
DungeonResetEvent() : type(RESET_EVENT_NORMAL_DUNGEON), difficulty(DUNGEON_DIFFICULTY_NORMAL), mapid(0), instanceId(0) {}
DungeonResetEvent(ResetEventType t, uint32 _mapid, Difficulty d, uint32 _instanceid)
: type(t), difficulty(d), mapid(_mapid), instanceId(_instanceid) {}
bool operator == (const DungeonResetEvent& e) { return e.mapid == mapid && e.difficulty == difficulty && e.instanceId == instanceId; }
};
class DungeonResetScheduler
{
public: // constructors
explicit DungeonResetScheduler(MapPersistentStateManager& mgr) : m_InstanceSaves(mgr) {}
void LoadResetTimes();
public: // accessors
time_t GetResetTimeFor(uint32 mapid, Difficulty d) const
{
ResetTimeByMapDifficultyMap::const_iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR32(mapid,d));
return itr != m_resetTimeByMapDifficulty.end() ? itr->second : 0;
}
static uint32 GetMaxResetTimeFor(MapDifficulty const* mapDiff);
static time_t CalculateNextResetTime(MapDifficulty const* mapDiff, time_t prevResetTime);
public: // modifiers
void SetResetTimeFor(uint32 mapid, Difficulty d, time_t t)
{
m_resetTimeByMapDifficulty[MAKE_PAIR32(mapid,d)] = t;
}
void ScheduleReset(bool add, time_t time, DungeonResetEvent event);
void Update();
private: // fields
MapPersistentStateManager& m_InstanceSaves;
// fast lookup for reset times (always use existing functions for access/set)
typedef UNORDERED_MAP<uint32 /*PAIR32(map,difficulty)*/,time_t /*resetTime*/> ResetTimeByMapDifficultyMap;
ResetTimeByMapDifficultyMap m_resetTimeByMapDifficulty;
typedef std::multimap<time_t /*resetTime*/, DungeonResetEvent> ResetTimeQueue;
ResetTimeQueue m_resetTimeQueue;
};
class MANGOS_DLL_DECL MapPersistentStateManager : public MaNGOS::Singleton<MapPersistentStateManager, MaNGOS::ClassLevelLockable<MapPersistentStateManager, ACE_Thread_Mutex> >
{
friend class DungeonResetScheduler;
public: // constructors
MapPersistentStateManager();
~MapPersistentStateManager();
public: // common for all MapPersistentState (sub)classes
void LoadCreatureRespawnTimes();
void LoadGameobjectRespawnTimes();
// auto select appropriate MapPersistentState (sub)class by MapEntry, and autoselect appropriate way store (by instance/map id)
// always return != NULL
MapPersistentState* AddPersistentState(MapEntry const* mapEntry, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load = false);
// search stored state, can be NULL in result
MapPersistentState *GetPersistentState(uint32 mapId, uint32 InstanceId);
void RemovePersistentState(uint32 mapId, uint32 instanceId);
public: // DungeonPersistentState specific
void CleanupInstances();
void PackInstances();
DungeonResetScheduler& GetScheduler() { return m_Scheduler; }
static void DeleteInstanceFromDB(uint32 instanceid);
void GetStatistics(uint32& numStates, uint32& numBoundPlayers, uint32& numBoundGroups);
void Update() { m_Scheduler.Update(); }
private:
typedef UNORDERED_MAP<uint32 /*InstanceId or MapId*/, MapPersistentState*> PersistentStateMap;
// called by scheduler
void _ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, uint32 timeleft);
void _ResetInstance(uint32 mapid, uint32 instanceId);
void _CleanupExpiredInstancesAtTime(time_t t);
void _ResetSave(PersistentStateMap& holder, PersistentStateMap::iterator &itr);
void _DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...);
// used during global instance resets
bool lock_instLists;
// fast lookup by instance id for instanceable maps
PersistentStateMap m_instanceSaveByInstanceId;
// fast lookup by map id for non-instanceable maps
PersistentStateMap m_instanceSaveByMapId;
DungeonResetScheduler m_Scheduler;
};
#define sMapPersistentStateMgr MaNGOS::Singleton<MapPersistentStateManager>::Instance()
#endif