mirror of
https://github.com/TrinityCore/TrinityCore.git
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247 lines
9.0 KiB
C++
247 lines
9.0 KiB
C++
/*
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* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef _INSTANCESAVEMGR_H
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#define _INSTANCESAVEMGR_H
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#include <list>
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#include <map>
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#include <mutex>
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#include <unordered_map>
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#include "Define.h"
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#include "DatabaseEnv.h"
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#include "DBCEnums.h"
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#include "ObjectDefines.h"
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struct InstanceTemplate;
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struct MapEntry;
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class Player;
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class Group;
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/*
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Holds the information necessary for creating a new map for an existing instance
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Is referenced in three cases:
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- player-instance binds for solo players (not in group)
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- player-instance binds for permanent heroic/raid saves
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- group-instance binds (both solo and permanent) cache the player binds for the group leader
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*/
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class InstanceSave
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{
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friend class InstanceSaveManager;
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public:
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/* Created either when:
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- any new instance is being generated
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- the first time a player bound to InstanceId logs in
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- when a group bound to the instance is loaded */
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InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset);
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/* Unloaded when m_playerList and m_groupList become empty
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or when the instance is reset */
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~InstanceSave();
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uint8 GetPlayerCount() const { return m_playerList.size(); }
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uint8 GetGroupCount() const { return m_groupList.size(); }
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/* A map corresponding to the InstanceId/MapId does not always exist.
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InstanceSave objects may be created on player logon but the maps are
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created and loaded only when a player actually enters the instance. */
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uint32 GetInstanceId() const { return m_instanceid; }
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uint32 GetMapId() const { return m_mapid; }
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/* Saved when the instance is generated for the first time */
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void SaveToDB();
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/* When the instance is being reset (permanently deleted) */
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void DeleteFromDB();
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/* for normal instances this corresponds to max(creature respawn time) + X hours
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for raid/heroic instances this caches the global respawn time for the map */
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time_t GetResetTime() const { return m_resetTime; }
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void SetResetTime(time_t resetTime) { m_resetTime = resetTime; }
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time_t GetResetTimeForDB();
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InstanceTemplate const* GetTemplate();
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MapEntry const* GetMapEntry();
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/* online players bound to the instance (perm/solo)
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does not include the members of the group unless they have permanent saves */
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void AddPlayer(Player* player)
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{
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std::lock_guard<std::mutex> lock(_playerListLock);
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m_playerList.push_back(player);
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}
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bool RemovePlayer(Player* player)
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{
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_playerListLock.lock();
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m_playerList.remove(player);
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bool isStillValid = UnloadIfEmpty();
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_playerListLock.unlock();
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//delete here if needed, after releasing the lock
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if (m_toDelete)
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delete this;
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return isStillValid;
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}
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/* all groups bound to the instance */
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void AddGroup(Group* group) { m_groupList.push_back(group); }
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bool RemoveGroup(Group* group)
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{
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m_groupList.remove(group);
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bool isStillValid = UnloadIfEmpty();
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if (m_toDelete)
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delete this;
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return isStillValid;
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}
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/* instances cannot be reset (except at the global reset time)
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if there are players permanently bound to it
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this is cached for the case when those players are offline */
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bool CanReset() const { return m_canReset; }
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void SetCanReset(bool canReset) { m_canReset = canReset; }
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/* currently it is possible to omit this information from this structure
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but that would depend on a lot of things that can easily change in future */
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Difficulty GetDifficulty() const { return m_difficulty; }
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/* used to flag the InstanceSave as to be deleted, so the caller can delete it */
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void SetToDelete(bool toDelete)
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{
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m_toDelete = toDelete;
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}
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typedef std::list<Player*> PlayerListType;
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typedef std::list<Group*> GroupListType;
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private:
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bool UnloadIfEmpty();
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/* the only reason the instSave-object links are kept is because
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the object-instSave links need to be broken at reset time */
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/// @todo: Check if maybe it's enough to just store the number of players/groups
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PlayerListType m_playerList;
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GroupListType m_groupList;
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time_t m_resetTime;
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uint32 m_instanceid;
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uint32 m_mapid;
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Difficulty m_difficulty;
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bool m_canReset;
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bool m_toDelete;
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std::mutex _playerListLock;
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};
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typedef std::unordered_map<uint32 /*PAIR32(map, difficulty)*/, time_t /*resetTime*/> ResetTimeByMapDifficultyMap;
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class InstanceSaveManager
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{
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friend class InstanceSave;
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private:
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InstanceSaveManager() : lock_instLists(false) { };
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~InstanceSaveManager();
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public:
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typedef std::unordered_map<uint32 /*InstanceId*/, InstanceSave*> InstanceSaveHashMap;
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static InstanceSaveManager* instance()
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{
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static InstanceSaveManager instance;
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return &instance;
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}
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void Unload();
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/* resetTime is a global propery of each (raid/heroic) map
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all instances of that map reset at the same time */
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struct InstResetEvent
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{
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uint8 type;
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Difficulty difficulty:8;
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uint16 mapid;
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uint16 instanceId;
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InstResetEvent() : type(0), difficulty(DUNGEON_DIFFICULTY_NORMAL), mapid(0), instanceId(0) { }
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InstResetEvent(uint8 t, uint32 _mapid, Difficulty d, uint16 _instanceid)
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: type(t), difficulty(d), mapid(_mapid), instanceId(_instanceid) { }
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bool operator == (const InstResetEvent& e) const { return e.instanceId == instanceId; }
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};
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typedef std::multimap<time_t /*resetTime*/, InstResetEvent> ResetTimeQueue;
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void LoadInstances();
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void LoadResetTimes();
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time_t GetResetTimeFor(uint32 mapid, Difficulty d) const
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{
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ResetTimeByMapDifficultyMap::const_iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR32(mapid, d));
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return itr != m_resetTimeByMapDifficulty.end() ? itr->second : 0;
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}
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// Use this on startup when initializing reset times
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void InitializeResetTimeFor(uint32 mapid, Difficulty d, time_t t)
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{
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m_resetTimeByMapDifficulty[MAKE_PAIR32(mapid, d)] = t;
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}
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// Use this only when updating existing reset times
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void SetResetTimeFor(uint32 mapid, Difficulty d, time_t t)
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{
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ResetTimeByMapDifficultyMap::iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR32(mapid, d));
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ASSERT(itr != m_resetTimeByMapDifficulty.end());
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itr->second = t;
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}
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ResetTimeByMapDifficultyMap const& GetResetTimeMap() const
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{
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return m_resetTimeByMapDifficulty;
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}
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void ScheduleReset(bool add, time_t time, InstResetEvent event);
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void Update();
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InstanceSave* AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime,
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bool canReset, bool load = false);
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void RemoveInstanceSave(uint32 InstanceId);
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void UnloadInstanceSave(uint32 InstanceId);
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static void DeleteInstanceFromDB(uint32 instanceid);
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InstanceSave* GetInstanceSave(uint32 InstanceId);
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/* statistics */
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uint32 GetNumInstanceSaves() { return m_instanceSaveById.size(); }
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uint32 GetNumBoundPlayersTotal();
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uint32 GetNumBoundGroupsTotal();
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protected:
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static uint16 ResetTimeDelay[];
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private:
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void _ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime);
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void _ResetInstance(uint32 mapid, uint32 instanceId);
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void _ResetSave(InstanceSaveHashMap::iterator &itr);
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// used during global instance resets
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bool lock_instLists;
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// fast lookup by instance id
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InstanceSaveHashMap m_instanceSaveById;
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// fast lookup for reset times (always use existed functions for access/set)
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ResetTimeByMapDifficultyMap m_resetTimeByMapDifficulty;
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ResetTimeQueue m_resetTimeQueue;
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};
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#define sInstanceSaveMgr InstanceSaveManager::instance()
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#endif
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