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https://github.com/TrinityCore/TrinityCore.git
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737 lines
27 KiB
C++
737 lines
27 KiB
C++
/*
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* Copyright (C) 2008-2017 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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#include "InstanceSaveMgr.h"
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#include "Common.h"
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#include "Config.h"
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#include "DatabaseEnv.h"
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#include "DBCStores.h"
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#include "GridNotifiers.h"
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#include "GridStates.h"
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#include "Group.h"
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#include "InstanceScript.h"
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#include "Log.h"
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#include "Map.h"
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#include "MapInstanced.h"
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#include "MapManager.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "Timer.h"
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#include "World.h"
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uint16 InstanceSaveManager::ResetTimeDelay[] = {3600, 900, 300, 60};
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InstanceSaveManager::~InstanceSaveManager()
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{
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}
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InstanceSaveManager* 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 InstanceSaveManager::Unload()
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{
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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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{
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InstanceSave* save = itr->second;
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for (InstanceSave::PlayerListType::iterator itr2 = save->m_playerList.begin(), next = itr2; itr2 != save->m_playerList.end(); itr2 = next)
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{
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++next;
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(*itr2)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true);
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}
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for (InstanceSave::GroupListType::iterator itr2 = save->m_groupList.begin(), next = itr2; itr2 != save->m_groupList.end(); itr2 = next)
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{
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++next;
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(*itr2)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true);
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}
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delete save;
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}
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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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MapEntry const* entry = sMapStore.LookupEntry(mapId);
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if (!entry)
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{
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TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId);
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return nullptr;
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}
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if (instanceId == 0)
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{
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TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId);
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return nullptr;
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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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TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty);
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return nullptr;
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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 = GetResetTimeFor(mapId, difficulty);
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else
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{
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resetTime = time(nullptr) + 2 * HOUR;
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// normally this will be removed soon after in InstanceMap::Add, prevent error
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ScheduleReset(true, resetTime, InstResetEvent(0, mapId, difficulty, instanceId));
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}
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}
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TC_LOG_DEBUG("maps", "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)
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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 : nullptr;
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}
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void InstanceSaveManager::DeleteInstanceFromDB(uint32 instanceid)
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{
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INSTANCE_BY_INSTANCE);
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stmt->setUInt32(0, instanceid);
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trans->Append(stmt);
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_INSTANCE);
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stmt->setUInt32(0, instanceid);
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trans->Append(stmt);
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stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_INSTANCE);
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stmt->setUInt32(0, instanceid);
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trans->Append(stmt);
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CharacterDatabase.CommitTransaction(trans);
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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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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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{
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_INSTANCE_RESETTIME);
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stmt->setUInt64(0, uint64(resettime));
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stmt->setUInt32(1, InstanceId);
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CharacterDatabase.Execute(stmt);
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}
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itr->second->SetToDelete(true);
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m_instanceSaveById.erase(itr);
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}
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}
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void InstanceSaveManager::UnloadInstanceSave(uint32 InstanceId)
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{
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if (InstanceSave* save = GetInstanceSave(InstanceId))
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{
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save->UnloadIfEmpty();
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if (save->m_toDelete)
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delete save;
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}
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}
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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_toDelete(false) { }
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InstanceSave::~InstanceSave()
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{
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// the players and groups must be unbound before deleting the save
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ASSERT(m_playerList.empty() && m_groupList.empty());
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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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uint32 completedEncounters = 0;
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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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ASSERT(map->IsDungeon());
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if (InstanceScript* instanceScript = ((InstanceMap*)map)->GetInstanceScript())
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{
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data = instanceScript->GetSaveData();
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completedEncounters = instanceScript->GetCompletedEncounterMask();
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}
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}
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_INSTANCE_SAVE);
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stmt->setUInt32(0, m_instanceid);
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stmt->setUInt16(1, GetMapId());
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stmt->setUInt64(2, uint64(GetResetTimeForDB()));
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stmt->setUInt8(3, uint8(GetDifficulty()));
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stmt->setUInt32(4, completedEncounters);
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stmt->setString(5, data);
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CharacterDatabase.Execute(stmt);
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}
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time_t InstanceSave::GetResetTimeForDB()
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{
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// only save the reset time for normal instances
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MapEntry const* 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()
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{
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return sObjectMgr->GetInstanceTemplate(m_mapid);
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}
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MapEntry const* InstanceSave::GetMapEntry()
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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())
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{
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// don't remove the save if there are still players inside the map
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if (Map* map = sMapMgr->FindMap(GetMapId(), GetInstanceId()))
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if (map->HavePlayers())
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return true;
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if (!sInstanceSaveMgr->lock_instLists)
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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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void InstanceSaveManager::LoadInstances()
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{
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uint32 oldMSTime = getMSTime();
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// Delete expired instances (Instance related spawns are removed in the following cleanup queries)
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CharacterDatabase.DirectExecute("DELETE i FROM instance i LEFT JOIN instance_reset ir ON mapid = map AND i.difficulty = ir.difficulty "
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"WHERE (i.resettime > 0 AND i.resettime < UNIX_TIMESTAMP()) OR (ir.resettime IS NOT NULL AND ir.resettime < UNIX_TIMESTAMP())");
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// Delete invalid character_instance and group_instance references
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CharacterDatabase.DirectExecute("DELETE ci.* FROM character_instance AS ci LEFT JOIN characters AS c ON ci.guid = c.guid WHERE c.guid IS NULL");
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CharacterDatabase.DirectExecute("DELETE gi.* FROM group_instance AS gi LEFT JOIN groups AS g ON gi.guid = g.guid WHERE g.guid IS NULL");
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// Delete invalid instance references
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CharacterDatabase.DirectExecute("DELETE i.* FROM instance AS i LEFT JOIN character_instance AS ci ON i.id = ci.instance LEFT JOIN group_instance AS gi ON i.id = gi.instance WHERE ci.guid IS NULL AND gi.guid IS NULL");
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// Delete invalid references to instance
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CharacterDatabase.DirectExecute("DELETE FROM creature_respawn WHERE instanceId > 0 AND instanceId NOT IN (SELECT id FROM instance)");
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CharacterDatabase.DirectExecute("DELETE FROM gameobject_respawn WHERE instanceId > 0 AND instanceId NOT IN (SELECT id FROM instance)");
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CharacterDatabase.DirectExecute("DELETE tmp.* FROM character_instance AS tmp LEFT JOIN instance ON tmp.instance = instance.id WHERE tmp.instance > 0 AND instance.id IS NULL");
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CharacterDatabase.DirectExecute("DELETE tmp.* FROM group_instance AS tmp LEFT JOIN instance ON tmp.instance = instance.id WHERE tmp.instance > 0 AND instance.id IS NULL");
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// Clean invalid references to instance
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CharacterDatabase.DirectExecute("UPDATE corpse SET instanceId = 0 WHERE instanceId > 0 AND instanceId NOT IN (SELECT id FROM instance)");
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CharacterDatabase.DirectExecute("UPDATE characters AS tmp LEFT JOIN instance ON tmp.instance_id = instance.id SET tmp.instance_id = 0 WHERE tmp.instance_id > 0 AND instance.id IS NULL");
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// Initialize instance id storage (Needs to be done after the trash has been clean out)
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sMapMgr->InitInstanceIds();
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// Load reset times and clean expired instances
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sInstanceSaveMgr->LoadResetTimes();
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TC_LOG_INFO("server.loading", ">> Loaded instances in %u ms", GetMSTimeDiffToNow(oldMSTime));
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}
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void InstanceSaveManager::LoadResetTimes()
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{
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time_t now = time(nullptr);
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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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// index instance ids by map/difficulty pairs for fast reset warning send
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typedef std::multimap<uint32 /*PAIR32(map, difficulty)*/, uint32 /*instanceid*/ > ResetTimeMapDiffInstances;
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typedef std::pair<ResetTimeMapDiffInstances::const_iterator, ResetTimeMapDiffInstances::const_iterator> ResetTimeMapDiffInstancesBounds;
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ResetTimeMapDiffInstances mapDiffResetInstances;
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if (QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance ORDER BY id ASC"))
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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 instanceId = fields[0].GetUInt32();
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// Mark instance id as being used
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sMapMgr->RegisterInstanceId(instanceId);
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if (time_t resettime = time_t(fields[3].GetUInt64()))
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{
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uint32 mapid = fields[1].GetUInt16();
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uint32 difficulty = fields[2].GetUInt8();
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instResetTime[instanceId] = ResetTimeMapDiffType(MAKE_PAIR32(mapid, difficulty), resettime);
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mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid, difficulty), instanceId));
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}
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}
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while (result->NextRow());
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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, InstResetEvent(0, 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->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
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if (QueryResult result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset"))
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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].GetUInt16();
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Difficulty difficulty = Difficulty(fields[1].GetUInt8());
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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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TC_LOG_ERROR("misc", "InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GLOBAL_INSTANCE_RESETTIME);
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stmt->setUInt16(0, uint16(mapid));
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stmt->setUInt8(1, uint8(difficulty));
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CharacterDatabase.DirectExecute(stmt);
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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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{
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
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stmt->setUInt64(0, uint64(newresettime));
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stmt->setUInt16(1, uint16(mapid));
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stmt->setUInt8(2, uint8(difficulty));
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CharacterDatabase.DirectExecute(stmt);
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}
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InitializeResetTimeFor(mapid, difficulty, newresettime);
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} while (result->NextRow());
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}
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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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if (!mapDiff->resetTime)
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continue;
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// the reset_delay must be at least one day
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uint32 period = uint32(((mapDiff->resetTime * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY);
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if (period < DAY)
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period = DAY;
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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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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GLOBAL_INSTANCE_RESETTIME);
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stmt->setUInt16(0, uint16(mapid));
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stmt->setUInt8(1, uint8(difficulty));
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stmt->setUInt64(2, uint64(t));
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CharacterDatabase.DirectExecute(stmt);
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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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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
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stmt->setUInt64(0, uint64(t));
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stmt->setUInt16(1, uint16(mapid));
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stmt->setUInt8(2, uint8(difficulty));
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CharacterDatabase.DirectExecute(stmt);
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}
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InitializeResetTimeFor(mapid, difficulty, t);
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// schedule the global reset/warning
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uint8 type;
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for (type = 1; type < 4; ++type)
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if (t - ResetTimeDelay[type-1] > now)
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break;
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ScheduleReset(true, t - ResetTimeDelay[type-1], InstResetEvent(type, mapid, difficulty, 0));
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ResetTimeMapDiffInstancesBounds range = mapDiffResetInstances.equal_range(map_diff_pair);
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for (; range.first != range.second; ++range.first)
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ScheduleReset(true, t - ResetTimeDelay[type-1], InstResetEvent(type, mapid, difficulty, range.first->second));
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}
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}
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time_t InstanceSaveManager::GetSubsequentResetTime(uint32 mapid, Difficulty difficulty, time_t resetTime) const
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{
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MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty);
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if (!mapDiff || !mapDiff->resetTime)
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{
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TC_LOG_ERROR("misc", "InstanceSaveManager::GetSubsequentResetTime: not valid difficulty or no reset delay for map %u", mapid);
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return 0;
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}
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time_t diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
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time_t period = uint32(((mapDiff->resetTime * sWorld->getRate(RATE_INSTANCE_RESET_TIME)) / DAY) * DAY);
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if (period < DAY)
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period = DAY;
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return ((resetTime + MINUTE) / DAY * DAY) + period + diff;
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}
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void InstanceSaveManager::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());
|
|
itr->second = t;
|
|
}
|
|
|
|
void InstanceSaveManager::ScheduleReset(bool add, time_t time, InstResetEvent event)
|
|
{
|
|
if (!add)
|
|
{
|
|
// find the event in the queue and remove it
|
|
ResetTimeQueue::iterator itr;
|
|
std::pair<ResetTimeQueue::iterator, ResetTimeQueue::iterator> range;
|
|
range = m_resetTimeQueue.equal_range(time);
|
|
for (itr = range.first; itr != range.second; ++itr)
|
|
{
|
|
if (itr->second == event)
|
|
{
|
|
m_resetTimeQueue.erase(itr);
|
|
return;
|
|
}
|
|
}
|
|
|
|
// in case the reset time changed (should happen very rarely), we search the whole queue
|
|
if (itr == range.second)
|
|
{
|
|
for (itr = m_resetTimeQueue.begin(); itr != m_resetTimeQueue.end(); ++itr)
|
|
{
|
|
if (itr->second == event)
|
|
{
|
|
m_resetTimeQueue.erase(itr);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (itr == m_resetTimeQueue.end())
|
|
TC_LOG_ERROR("misc", "InstanceSaveManager::ScheduleReset: cannot cancel the reset, the event(%d, %d, %d) was not found!", event.type, event.mapid, event.instanceId);
|
|
}
|
|
}
|
|
else
|
|
m_resetTimeQueue.insert(std::pair<time_t, InstResetEvent>(time, event));
|
|
}
|
|
|
|
void InstanceSaveManager::ForceGlobalReset(uint32 mapId, Difficulty difficulty)
|
|
{
|
|
if (!GetDownscaledMapDifficultyData(mapId, difficulty))
|
|
return;
|
|
// remove currently scheduled reset times
|
|
ScheduleReset(false, 0, InstResetEvent(1, mapId, difficulty, 0));
|
|
ScheduleReset(false, 0, InstResetEvent(4, mapId, difficulty, 0));
|
|
// force global reset on the instance
|
|
_ResetOrWarnAll(mapId, difficulty, false, time(nullptr));
|
|
}
|
|
|
|
void InstanceSaveManager::Update()
|
|
{
|
|
time_t now = time(nullptr);
|
|
time_t t;
|
|
|
|
while (!m_resetTimeQueue.empty())
|
|
{
|
|
t = m_resetTimeQueue.begin()->first;
|
|
if (t >= now)
|
|
break;
|
|
|
|
InstResetEvent &event = m_resetTimeQueue.begin()->second;
|
|
if (event.type == 0)
|
|
{
|
|
// for individual normal instances, max creature respawn + X hours
|
|
_ResetInstance(event.mapid, event.instanceId);
|
|
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
|
|
}
|
|
else
|
|
{
|
|
// global reset/warning for a certain map
|
|
time_t resetTime = GetResetTimeFor(event.mapid, event.difficulty);
|
|
_ResetOrWarnAll(event.mapid, event.difficulty, event.type != 4, resetTime);
|
|
if (event.type != 4)
|
|
{
|
|
// schedule the next warning/reset
|
|
++event.type;
|
|
ScheduleReset(true, resetTime - ResetTimeDelay[event.type-1], event);
|
|
}
|
|
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
|
|
}
|
|
}
|
|
}
|
|
|
|
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;
|
|
|
|
bool shouldDelete = true;
|
|
InstanceSave::PlayerListType &pList = itr->second->m_playerList;
|
|
std::vector<Player*> temp; // list of expired binds that should be unbound
|
|
for (Player* player : pList)
|
|
{
|
|
if (InstancePlayerBind* bind = player->GetBoundInstance(itr->second->GetMapId(), itr->second->GetDifficulty()))
|
|
{
|
|
ASSERT(bind->save == itr->second);
|
|
if (bind->perm && bind->extendState) // permanent and not already expired
|
|
{
|
|
// actual promotion in DB already happened in caller
|
|
bind->extendState = bind->extendState == EXTEND_STATE_EXTENDED ? EXTEND_STATE_NORMAL : EXTEND_STATE_EXPIRED;
|
|
shouldDelete = false;
|
|
continue;
|
|
}
|
|
}
|
|
temp.push_back(player);
|
|
}
|
|
for (Player* player : temp)
|
|
{
|
|
player->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
|
|
}
|
|
|
|
InstanceSave::GroupListType &gList = itr->second->m_groupList;
|
|
while (!gList.empty())
|
|
{
|
|
Group* group = *(gList.begin());
|
|
group->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
|
|
}
|
|
|
|
if (shouldDelete)
|
|
{
|
|
delete itr->second;
|
|
itr = m_instanceSaveById.erase(itr);
|
|
}
|
|
else
|
|
++itr;
|
|
|
|
lock_instLists = false;
|
|
}
|
|
|
|
void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
|
|
{
|
|
TC_LOG_DEBUG("maps", "InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
|
|
Map const* map = 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)->FindInstanceMap(instanceId);
|
|
|
|
if (iMap && iMap->IsDungeon())
|
|
((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
|
|
|
|
if (iMap)
|
|
{
|
|
iMap->DeleteRespawnTimes();
|
|
iMap->DeleteCorpseData();
|
|
}
|
|
else
|
|
Map::DeleteRespawnTimesInDB(mapid, instanceId);
|
|
|
|
// Free up the instance id and allow it to be reused
|
|
sMapMgr->FreeInstanceId(instanceId);
|
|
}
|
|
|
|
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime)
|
|
{
|
|
// global reset for all instances of the given map
|
|
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
|
|
if (!mapEntry->Instanceable())
|
|
return;
|
|
TC_LOG_DEBUG("misc", "InstanceSaveManager::ResetOrWarnAll: Processing map %s (%u) on difficulty %u (warn? %u)", mapEntry->name[0], mapid, uint8(difficulty), warn);
|
|
|
|
time_t now = time(nullptr);
|
|
|
|
if (!warn)
|
|
{
|
|
// calculate the next reset time
|
|
time_t next_reset = GetSubsequentResetTime(mapid, difficulty, resetTime);
|
|
if (!next_reset)
|
|
return;
|
|
|
|
// delete/promote instance binds from the DB, even if not loaded
|
|
SQLTransaction trans = CharacterDatabase.BeginTransaction();
|
|
|
|
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_CHAR_INSTANCE_BY_MAP_DIFF);
|
|
stmt->setUInt16(0, uint16(mapid));
|
|
stmt->setUInt8(1, uint8(difficulty));
|
|
trans->Append(stmt);
|
|
|
|
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_MAP_DIFF);
|
|
stmt->setUInt16(0, uint16(mapid));
|
|
stmt->setUInt8(1, uint8(difficulty));
|
|
trans->Append(stmt);
|
|
|
|
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_INSTANCE_BY_MAP_DIFF);
|
|
stmt->setUInt16(0, uint16(mapid));
|
|
stmt->setUInt8(1, uint8(difficulty));
|
|
trans->Append(stmt);
|
|
|
|
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_EXPIRE_CHAR_INSTANCE_BY_MAP_DIFF);
|
|
stmt->setUInt16(0, uint16(mapid));
|
|
stmt->setUInt8(1, uint8(difficulty));
|
|
trans->Append(stmt);
|
|
|
|
CharacterDatabase.CommitTransaction(trans);
|
|
|
|
// promote loaded 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;
|
|
}
|
|
|
|
SetResetTimeFor(mapid, difficulty, next_reset);
|
|
ScheduleReset(true, time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty, 0));
|
|
|
|
// Update it in the DB
|
|
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
|
|
|
|
stmt->setUInt64(0, uint64(next_reset));
|
|
stmt->setUInt16(1, uint16(mapid));
|
|
stmt->setUInt8(2, uint8(difficulty));
|
|
|
|
CharacterDatabase.Execute(stmt);
|
|
}
|
|
|
|
// 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;
|
|
uint32 timeLeft;
|
|
|
|
for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
|
|
{
|
|
Map* map2 = mitr->second;
|
|
if (!map2->IsDungeon())
|
|
continue;
|
|
|
|
if (warn)
|
|
{
|
|
if (now >= resetTime)
|
|
timeLeft = 0;
|
|
else
|
|
timeLeft = uint32(resetTime - now);
|
|
|
|
((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() const
|
|
{
|
|
uint32 ret = 0;
|
|
for (InstanceSaveHashMap::const_iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
|
|
ret += itr->second->GetPlayerCount();
|
|
|
|
return ret;
|
|
}
|
|
|
|
uint32 InstanceSaveManager::GetNumBoundGroupsTotal() const
|
|
{
|
|
uint32 ret = 0;
|
|
for (InstanceSaveHashMap::const_iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
|
|
ret += itr->second->GetGroupCount();
|
|
|
|
return ret;
|
|
}
|