Core/Instance: stop updating the instance resettimes based on creature respawns

- Rather update normal instance reset time to 2 hours after last creature kill
- This fixes yet another integer overflow due to the possibility of having time_t max showing up
- Also change respawntime and resettime fields to bigint on respawn/instance related tables
- Start using prepared statements on the InstanceSaveMgr
This commit is contained in:
ariel-
2017-04-11 23:57:29 -03:00
parent e32a4f26aa
commit 4c593f12ca
8 changed files with 53 additions and 46 deletions

View File

@@ -155,7 +155,7 @@ void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_INSTANCE_RESETTIME);
stmt->setUInt32(0, uint32(resettime));
stmt->setUInt64(0, uint64(resettime));
stmt->setUInt32(1, InstanceId);
CharacterDatabase.Execute(stmt);
@@ -209,7 +209,7 @@ void InstanceSave::SaveToDB()
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_INSTANCE_SAVE);
stmt->setUInt32(0, m_instanceid);
stmt->setUInt16(1, GetMapId());
stmt->setUInt32(2, uint32(GetResetTimeForDB()));
stmt->setUInt64(2, uint64(GetResetTimeForDB()));
stmt->setUInt8(3, uint8(GetDifficulty()));
stmt->setUInt32(4, completedEncounters);
stmt->setString(5, data);
@@ -315,8 +315,7 @@ void InstanceSaveManager::LoadResetTimes()
typedef std::pair<ResetTimeMapDiffInstances::const_iterator, ResetTimeMapDiffInstances::const_iterator> ResetTimeMapDiffInstancesBounds;
ResetTimeMapDiffInstances mapDiffResetInstances;
QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance ORDER BY id ASC");
if (result)
if (QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance ORDER BY id ASC"))
{
do
{
@@ -332,7 +331,7 @@ void InstanceSaveManager::LoadResetTimes()
// Mark instance id as being used
sMapMgr->RegisterInstanceId(instanceId);
if (time_t resettime = time_t(fields[3].GetUInt32()))
if (time_t resettime = time_t(fields[3].GetUInt64()))
{
uint32 mapid = fields[1].GetUInt16();
uint32 difficulty = fields[2].GetUInt8();
@@ -343,24 +342,6 @@ void InstanceSaveManager::LoadResetTimes()
}
while (result->NextRow());
// update reset time for normal instances with the max creature respawn time + X hours
if (PreparedQueryResult result2 = CharacterDatabase.Query(CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAX_CREATURE_RESPAWNS)))
{
do
{
Field* fields = result2->Fetch();
uint32 instance = fields[1].GetUInt32();
time_t resettime = time_t(fields[0].GetUInt32() + 2 * HOUR);
InstResetTimeMapDiffType::iterator itr = instResetTime.find(instance);
if (itr != instResetTime.end() && itr->second.second != resettime)
{
CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '" UI64FMTD "' WHERE id = '%u'", uint64(resettime), instance);
itr->second.second = resettime;
}
}
while (result->NextRow());
}
// schedule the reset times
for (InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
if (itr->second.second > now)
@@ -369,28 +350,37 @@ void InstanceSaveManager::LoadResetTimes()
// load the global respawn times for raid/heroic instances
uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset");
if (result)
if (QueryResult result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset"))
{
do
{
Field* fields = result->Fetch();
uint32 mapid = fields[0].GetUInt16();
Difficulty difficulty = Difficulty(fields[1].GetUInt8());
uint64 oldresettime = fields[2].GetUInt32();
uint64 oldresettime = fields[2].GetUInt64();
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty);
if (!mapDiff)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);
CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u' AND difficulty = '%u'", mapid, difficulty);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
CharacterDatabase.DirectExecute(stmt);
continue;
}
// update the reset time if the hour in the configs changes
uint64 newresettime = (oldresettime / DAY) * DAY + diff;
if (oldresettime != newresettime)
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '%u' WHERE mapid = '%u' AND difficulty = '%u'", uint32(newresettime), mapid, difficulty);
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt64(0, uint64(newresettime));
stmt->setUInt16(1, uint16(mapid));
stmt->setUInt8(2, uint8(difficulty));
CharacterDatabase.DirectExecute(stmt);
}
InitializeResetTimeFor(mapid, difficulty, newresettime);
} while (result->NextRow());
@@ -417,7 +407,12 @@ void InstanceSaveManager::LoadResetTimes()
{
// initialize the reset time
t = today + period + diff;
CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u', '%u', '%u')", mapid, difficulty, (uint32)t);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
stmt->setUInt64(2, uint64(t));
CharacterDatabase.DirectExecute(stmt);
}
if (t < now)
@@ -426,7 +421,12 @@ void InstanceSaveManager::LoadResetTimes()
// calculate the next reset time
t = (t / DAY) * DAY;
t += ((today - t) / period + 1) * period + diff;
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u' AND difficulty= '%u'", (uint64)t, mapid, difficulty);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt64(0, uint64(t));
stmt->setUInt16(1, uint16(mapid));
stmt->setUInt8(2, uint8(difficulty));
CharacterDatabase.DirectExecute(stmt);
}
InitializeResetTimeFor(mapid, difficulty, t);
@@ -678,7 +678,7 @@ void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, b
// Update it in the DB
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt32(0, next_reset);
stmt->setUInt64(0, uint64(next_reset));
stmt->setUInt16(1, uint16(mapid));
stmt->setUInt8(2, uint8(difficulty));