Do not allow an instance map to be created twice if it already exists. Fix #4018.

This commit is contained in:
megamage
2011-11-23 09:34:08 -05:00
parent 1b3017472b
commit 298c162c86
4 changed files with 18 additions and 16 deletions

View File

@@ -521,7 +521,7 @@ void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
DeleteInstanceFromDB(instanceId); // even if save not loaded
Map* iMap = ((MapInstanced*)map)->FindMap(instanceId);
Map* iMap = ((MapInstanced*)map)->FindInstanceMap(instanceId);
if (iMap && iMap->IsDungeon())
((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);

View File

@@ -110,7 +110,7 @@ void MapInstanced::UnloadAll()
- create the instance if it's not created already
- the player is not actually added to the instance (only in InstanceMap::Add)
*/
Map* MapInstanced::CreateInstance(const uint32 mapId, Player* player)
Map* MapInstanced::CreateInstanceForPlayer(const uint32 mapId, Player* player)
{
if (GetId() != mapId || !player)
return NULL;
@@ -124,7 +124,7 @@ Map* MapInstanced::CreateInstance(const uint32 mapId, Player* player)
// the instance id is set in battlegroundid
NewInstanceId = player->GetBattlegroundId();
if (!NewInstanceId) return NULL;
map = _FindMap(NewInstanceId);
map = FindInstanceMap(NewInstanceId);
if (!map)
map = CreateBattleground(NewInstanceId, player->GetBattleground());
}
@@ -151,7 +151,7 @@ Map* MapInstanced::CreateInstance(const uint32 mapId, Player* player)
{
// solo/perm/group
NewInstanceId = pSave->GetInstanceId();
map = _FindMap(NewInstanceId);
map = FindInstanceMap(NewInstanceId);
// it is possible that the save exists but the map doesn't
if (!map)
map = CreateInstance(NewInstanceId, pSave, pSave->GetDifficulty());
@@ -163,7 +163,11 @@ Map* MapInstanced::CreateInstance(const uint32 mapId, Player* player)
NewInstanceId = sMapMgr->GenerateInstanceId();
Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(IsRaid()) : player->GetDifficulty(IsRaid());
map = CreateInstance(NewInstanceId, NULL, diff);
//Seems it is now possible, but I do not know if it should be allowed
//ASSERT(!FindInstanceMap(NewInstanceId));
map = FindInstanceMap(NewInstanceId);
if (!map)
map = CreateInstance(NewInstanceId, NULL, diff);
}
}

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@@ -39,8 +39,12 @@ class MapInstanced : public Map
void UnloadAll();
bool CanEnter(Player* player);
Map* CreateInstance(const uint32 mapId, Player* player);
Map* FindMap(uint32 InstanceId) const { return _FindMap(InstanceId); }
Map* CreateInstanceForPlayer(const uint32 mapId, Player* player);
Map* FindInstanceMap(uint32 instanceId) const
{
InstancedMaps::const_iterator i = m_InstancedMaps.find(instanceId);
return(i == m_InstancedMaps.end() ? NULL : i->second);
}
bool DestroyInstance(InstancedMaps::iterator &itr);
void AddGridMapReference(const GridCoord &p)
@@ -60,18 +64,11 @@ class MapInstanced : public Map
virtual void InitVisibilityDistance();
private:
InstanceMap* CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty);
BattlegroundMap* CreateBattleground(uint32 InstanceId, Battleground* bg);
InstancedMaps m_InstancedMaps;
Map* _FindMap(uint32 InstanceId) const
{
InstancedMaps::const_iterator i = m_InstancedMaps.find(InstanceId);
return(i == m_InstancedMaps.end() ? NULL : i->second);
}
uint16 GridMapReference[MAX_NUMBER_OF_GRIDS][MAX_NUMBER_OF_GRIDS];
};
#endif

View File

@@ -125,7 +125,8 @@ Map* MapManager::CreateMap(uint32 id, const WorldObject* obj, uint32 /*instanceI
//if (!obj->IsInWorld()) sLog->outError("GetMap: called for map %d with object (typeid %d, guid %d, mapid %d, instanceid %d) who is not in world!", id, obj->GetTypeId(), obj->GetGUIDLow(), obj->GetMapId(), obj->GetInstanceId());
Map* m = _createBaseMap(id);
if (m && (obj->GetTypeId() == TYPEID_PLAYER) && m->Instanceable()) m = ((MapInstanced*)m)->CreateInstance(id, (Player*)obj);
if (m && obj->GetTypeId() == TYPEID_PLAYER && m->Instanceable())
m = ((MapInstanced*)m)->CreateInstanceForPlayer(id, (Player*)obj);
return m;
}
@@ -139,7 +140,7 @@ Map* MapManager::FindMap(uint32 mapid, uint32 instanceId) const
if (!map->Instanceable())
return instanceId == 0 ? map : NULL;
return ((MapInstanced*)map)->FindMap(instanceId);
return ((MapInstanced*)map)->FindInstanceMap(instanceId);
}
bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)