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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
692 lines
26 KiB
C++
692 lines
26 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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#include "InstanceSaveMgr.h"
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#include "Database/SQLStorage.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 "MapInstanced.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 "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( InstanceSaveManager );
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static uint32 resetEventTypeDelay[MAX_RESET_EVENT_TYPE] = { 0, 3600, 900, 300, 60 };
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//== InstanceSave functions ================================
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InstanceSave::InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset)
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: m_resetTime(resetTime), m_instanceid(InstanceId), m_mapid(MapId),
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m_difficulty(difficulty), m_canReset(canReset), m_usedByMap(false)
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{
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}
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InstanceSave::~InstanceSave()
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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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/*
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Called from AddInstanceSave
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*/
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void InstanceSave::SaveToDB()
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{
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// save instance data too
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std::string data;
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Map *map = sMapMgr.FindMap(GetMapId(),m_instanceid);
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if(map)
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{
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MANGOS_ASSERT(map->IsDungeon());
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InstanceData *iData = ((InstanceMap *)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', '%s')", m_instanceid, GetMapId(), (uint64)GetResetTimeForDB(), GetDifficulty(), data.c_str());
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}
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time_t InstanceSave::GetResetTimeForDB() const
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{
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// only save 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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// to cache or not to cache, that is the question
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InstanceTemplate const* InstanceSave::GetTemplate() const
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{
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return ObjectMgr::GetInstanceTemplate(m_mapid);
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}
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MapEntry const* InstanceSave::GetMapEntry() const
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{
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return sMapStore.LookupEntry(m_mapid);
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}
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void InstanceSave::DeleteFromDB()
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{
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InstanceSaveManager::DeleteInstanceFromDB(GetInstanceId());
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}
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/* true if the instance save is still valid */
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bool InstanceSave::UnloadIfEmpty()
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{
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if (m_playerList.empty() && m_groupList.empty() && !m_usedByMap)
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{
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sInstanceSaveMgr.RemoveInstanceSave(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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//== InstanceResetScheduler functions ======================
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uint32 InstanceResetScheduler::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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void InstanceResetScheduler::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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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 = WorldDatabase.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, InstanceResetEvent(RESET_EVENT_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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MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
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if(!mapDiff)
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{
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sLog.outError("InstanceSaveManager::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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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;
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t += ((today - t) / period + 1) * period + diff;
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CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty= '%u'", (uint64)t, mapid, difficulty);
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}
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SetResetTimeFor(mapid,difficulty,t);
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// schedule the global reset/warning
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ResetEventType type = RESET_EVENT_INFORM_1;
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for(; type < RESET_EVENT_INFORM_LAST; type = ResetEventType(type+1))
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if(t - resetEventTypeDelay[type] > now)
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break;
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ScheduleReset(true, t - resetEventTypeDelay[type], InstanceResetEvent(type, mapid, difficulty, 0));
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}
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}
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void InstanceResetScheduler::ScheduleReset(bool add, time_t time, InstanceResetEvent event)
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{
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if (add)
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m_resetTimeQueue.insert(std::pair<time_t, InstanceResetEvent>(time, event));
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else
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{
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// find the event in the queue and remove it
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ResetTimeQueue::iterator itr;
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std::pair<ResetTimeQueue::iterator, ResetTimeQueue::iterator> range;
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range = m_resetTimeQueue.equal_range(time);
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for(itr = range.first; itr != range.second; ++itr)
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{
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if (itr->second == event)
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{
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m_resetTimeQueue.erase(itr);
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return;
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}
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}
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// in case the reset time changed (should happen very rarely), we search the whole queue
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if(itr == range.second)
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{
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for(itr = m_resetTimeQueue.begin(); itr != m_resetTimeQueue.end(); ++itr)
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{
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if(itr->second == event)
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{
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m_resetTimeQueue.erase(itr);
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return;
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}
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}
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if(itr == m_resetTimeQueue.end())
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sLog.outError("InstanceResetScheduler::ScheduleReset: cannot cancel the reset, the event(%d,%d,%d) was not found!", event.type, event.mapid, event.instanceId);
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}
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}
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}
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void InstanceResetScheduler::Update()
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{
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time_t now = time(NULL), t;
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while(!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now)
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{
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InstanceResetEvent &event = m_resetTimeQueue.begin()->second;
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if(event.type == RESET_EVENT_DUNGEON)
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{
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// for individual normal instances, max creature respawn + X hours
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m_InstanceSaves._ResetInstance(event.mapid, event.instanceId);
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m_resetTimeQueue.erase(m_resetTimeQueue.begin());
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}
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else
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{
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// global reset/warning for a certain map
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time_t resetTime = GetResetTimeFor(event.mapid,event.difficulty);
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m_InstanceSaves._ResetOrWarnAll(event.mapid, event.difficulty, event.type != RESET_EVENT_INFORM_LAST, uint32(resetTime - now));
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if(event.type != RESET_EVENT_INFORM_LAST)
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{
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// schedule the next warning/reset
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event.type = ResetEventType(event.type+1);
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ScheduleReset(true, resetTime - resetEventTypeDelay[event.type], event);
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}
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m_resetTimeQueue.erase(m_resetTimeQueue.begin());
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}
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}
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}
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//== InstanceSaveManager functions =========================
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InstanceSaveManager::InstanceSaveManager() : lock_instLists(false), m_Scheduler(*this)
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{
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}
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InstanceSaveManager::~InstanceSaveManager()
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{
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// it is undefined whether this or objectmgr will be unloaded first
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// so we must be prepared for both cases
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lock_instLists = true;
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for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
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delete itr->second;
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}
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/*
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- adding instance into manager
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- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
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*/
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InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load)
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{
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if(InstanceSave *old_save = GetInstanceSave(instanceId))
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return old_save;
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const MapEntry* entry = sMapStore.LookupEntry(mapId);
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if (!entry)
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{
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sLog.outError("InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId);
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return NULL;
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}
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if (instanceId == 0)
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{
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sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId);
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return NULL;
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}
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if (difficulty >= (entry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY))
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{
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sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty);
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return NULL;
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}
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if(!resetTime)
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{
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// initialize reset time
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// for normal instances if no creatures are killed the instance will reset in two hours
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if(entry->map_type == MAP_RAID || difficulty > DUNGEON_DIFFICULTY_NORMAL)
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resetTime = m_Scheduler.GetResetTimeFor(mapId,difficulty);
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else
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{
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resetTime = time(NULL) + 2 * HOUR;
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// normally this will be removed soon after in InstanceMap::Add, prevent error
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m_Scheduler.ScheduleReset(true, resetTime, InstanceResetEvent(RESET_EVENT_DUNGEON, mapId, difficulty, instanceId));
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}
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}
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DEBUG_LOG("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);
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InstanceSave *save = new InstanceSave(mapId, instanceId, difficulty, resetTime, canReset);
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if(!load) save->SaveToDB();
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m_instanceSaveById[instanceId] = save;
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return save;
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}
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InstanceSave *InstanceSaveManager::GetInstanceSave(uint32 InstanceId)
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{
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InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(InstanceId);
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return itr != m_instanceSaveById.end() ? itr->second : NULL;
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}
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void InstanceSaveManager::DeleteInstanceFromDB(uint32 instanceid)
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{
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CharacterDatabase.BeginTransaction();
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CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'", instanceid);
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CharacterDatabase.PExecute("DELETE FROM character_instance WHERE instance = '%u'", instanceid);
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CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", instanceid);
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CharacterDatabase.CommitTransaction();
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// respawn times should be deleted only when the map gets unloaded
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}
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void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId)
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{
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if (lock_instLists)
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return;
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InstanceSaveHashMap::iterator itr = m_instanceSaveById.find( InstanceId );
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if(itr != m_instanceSaveById.end())
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{
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// save the resettime for normal instances only when they get unloaded
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if(time_t resettime = itr->second->GetResetTimeForDB())
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CharacterDatabase.PExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", (uint64)resettime, InstanceId);
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_ResetSave(itr);
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}
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}
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void InstanceSaveManager::_DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...)
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{
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Tokens fieldTokens = StrSplit(fields, ", ");
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MANGOS_ASSERT(fieldTokens.size() != 0);
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va_list ap;
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char szQueryTail [MAX_QUERY_LEN];
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va_start(ap, queryTail);
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vsnprintf( szQueryTail, MAX_QUERY_LEN, queryTail, ap );
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va_end(ap);
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QueryResult *result = db.PQuery("SELECT %s FROM %s %s", fields, table, szQueryTail);
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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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std::ostringstream ss;
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for(size_t i = 0; i < fieldTokens.size(); i++)
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{
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std::string fieldValue = fields[i].GetCppString();
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db.escape_string(fieldValue);
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ss << (i != 0 ? " AND " : "") << fieldTokens[i] << " = '" << fieldValue << "'";
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}
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db.DirectPExecute("DELETE FROM %s WHERE %s", table, ss.str().c_str());
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} while (result->NextRow());
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delete result;
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}
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}
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void InstanceSaveManager::CleanupInstances()
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{
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barGoLink bar(2);
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bar.step();
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// load reset times and clean expired instances
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m_Scheduler.LoadResetTimes();
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// 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");
|
|
|
|
// creature_respawn and gameobject_respawn are in another database
|
|
// first, obtain total instance set
|
|
std::set<uint32> InstanceSet;
|
|
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;
|
|
}
|
|
|
|
// creature_respawn
|
|
result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM creature_respawn WHERE instance <> 0");
|
|
if( result )
|
|
{
|
|
do
|
|
{
|
|
Field *fields = result->Fetch();
|
|
if(InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
|
|
WorldDatabase.DirectPExecute("DELETE FROM creature_respawn WHERE instance = '%u'", fields[0].GetUInt32());
|
|
}
|
|
while (result->NextRow());
|
|
delete result;
|
|
}
|
|
|
|
// gameobject_respawn
|
|
result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM gameobject_respawn WHERE instance <> 0");
|
|
if( result )
|
|
{
|
|
do
|
|
{
|
|
Field *fields = result->Fetch();
|
|
if(InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
|
|
WorldDatabase.DirectPExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", fields[0].GetUInt32());
|
|
}
|
|
while (result->NextRow());
|
|
delete result;
|
|
}
|
|
|
|
bar.step();
|
|
sLog.outString();
|
|
sLog.outString( ">> Initialized %u instances", (uint32)InstanceSet.size());
|
|
}
|
|
|
|
void InstanceSaveManager::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)
|
|
{
|
|
// remap instance id
|
|
WorldDatabase.PExecute("UPDATE creature_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
|
|
WorldDatabase.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);
|
|
}
|
|
|
|
++InstanceNumber;
|
|
bar.step();
|
|
}
|
|
|
|
sLog.outString( ">> Instance numbers remapped, next instance id is %u", InstanceNumber );
|
|
sLog.outString();
|
|
}
|
|
|
|
void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
|
|
{
|
|
// unbind all players bound to the instance
|
|
// do not allow UnbindInstance to automatically unload the InstanceSaves
|
|
lock_instLists = true;
|
|
delete itr->second;
|
|
m_instanceSaveById.erase(itr++);
|
|
lock_instLists = false;
|
|
}
|
|
|
|
void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
|
|
{
|
|
DEBUG_LOG("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
|
|
Map *map = (MapInstanced*)sMapMgr.CreateBaseMap(mapid);
|
|
if (!map->Instanceable())
|
|
return;
|
|
|
|
InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(instanceId);
|
|
if (itr != m_instanceSaveById.end())
|
|
_ResetSave(itr);
|
|
|
|
DeleteInstanceFromDB(instanceId); // even if save not loaded
|
|
|
|
Map* iMap = ((MapInstanced*)map)->FindMap(instanceId);
|
|
if (iMap && iMap->IsDungeon())
|
|
((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
|
|
else
|
|
sObjectMgr.DeleteRespawnTimeForInstance(instanceId);// even if map is not loaded
|
|
}
|
|
|
|
void InstanceSaveManager::_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("InstanceSaveManager::ResetOrWarnAll: not valid difficulty or no reset delay for map %d", mapid);
|
|
return;
|
|
}
|
|
|
|
// remove all binds to instances of the given map
|
|
for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();)
|
|
{
|
|
if (itr->second->GetMapId() == mapid && itr->second->GetDifficulty() == difficulty)
|
|
_ResetSave(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
|
|
uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
|
|
uint32 period = InstanceResetScheduler::GetMaxResetTimeFor(mapDiff);
|
|
time_t next_reset = ((now + timeLeft + MINUTE) / DAY * DAY) + period + diff;
|
|
// update it in the DB
|
|
CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d' AND difficulty = '%d'", (uint64)next_reset, mapid, difficulty);
|
|
}
|
|
|
|
// note: this isn't fast but it's meant to be executed very rarely
|
|
Map const *map = sMapMgr.CreateBaseMap(mapid); // _not_ include difficulty
|
|
MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
|
|
MapInstanced::InstancedMaps::iterator mitr;
|
|
for(mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
|
|
{
|
|
Map *map2 = mitr->second;
|
|
if (!map2->IsDungeon())
|
|
continue;
|
|
|
|
if (warn)
|
|
((InstanceMap*)map2)->SendResetWarnings(timeLeft);
|
|
else
|
|
((InstanceMap*)map2)->Reset(INSTANCE_RESET_GLOBAL);
|
|
}
|
|
|
|
// TODO: delete creature/gameobject respawn times even if the maps are not loaded
|
|
}
|
|
|
|
uint32 InstanceSaveManager::GetNumBoundPlayersTotal()
|
|
{
|
|
uint32 ret = 0;
|
|
for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
|
|
ret += itr->second->GetPlayerCount();
|
|
return ret;
|
|
}
|
|
|
|
uint32 InstanceSaveManager::GetNumBoundGroupsTotal()
|
|
{
|
|
uint32 ret = 0;
|
|
for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
|
|
ret += itr->second->GetGroupCount();
|
|
return ret;
|
|
}
|
|
|
|
void InstanceSaveManager::_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);
|
|
}
|