mirror of
https://github.com/TrinityCore/TrinityCore.git
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Use this auto_ptr for every DB queries(except QueryNamedResult yet). This patch guarantees NO memory leaks from QueryResult pointers. Thanks to raczman for the idea and for the helping to make this patch. --HG-- branch : trunk
400 lines
14 KiB
C++
400 lines
14 KiB
C++
/*
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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*
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* Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/>
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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 "MapManager.h"
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#include "InstanceSaveMgr.h"
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#include "Policies/SingletonImp.h"
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#include "Database/DatabaseEnv.h"
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#include "Log.h"
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#include "ObjectAccessor.h"
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#include "Transports.h"
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#include "GridDefines.h"
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#include "MapInstanced.h"
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#include "InstanceData.h"
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#include "DestinationHolderImp.h"
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#include "Config/ConfigEnv.h"
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#include "World.h"
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#include "CellImpl.h"
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#include "Corpse.h"
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#include "ObjectMgr.h"
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#include "Language.h"
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#define CLASS_LOCK Trinity::ClassLevelLockable<MapManager, ACE_Thread_Mutex>
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INSTANTIATE_SINGLETON_2(MapManager, CLASS_LOCK);
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INSTANTIATE_CLASS_MUTEX(MapManager, ACE_Thread_Mutex);
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extern GridState* si_GridStates[]; // debugging code, should be deleted some day
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MapManager::MapManager()
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{
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i_gridCleanUpDelay = sWorld.getConfig(CONFIG_INTERVAL_GRIDCLEAN);
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i_timer.SetInterval(sWorld.getConfig(CONFIG_INTERVAL_MAPUPDATE));
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}
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MapManager::~MapManager()
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{
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for (MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter)
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delete iter->second;
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for (TransportSet::iterator i = m_Transports.begin(); i != m_Transports.end(); ++i)
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delete *i;
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Map::DeleteStateMachine();
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}
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void MapManager::Initialize()
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{
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Map::InitStateMachine();
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// debugging code, should be deleted some day
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{
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for (uint8 i = 0; i < MAX_GRID_STATE; ++i)
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i_GridStates[i] = si_GridStates[i];
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i_GridStateErrorCount = 0;
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}
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int num_threads(sWorld.getConfig(CONFIG_NUMTHREADS));
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// Start mtmaps if needed.
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if (num_threads > 0 && m_updater.activate(num_threads) == -1)
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abort();
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InitMaxInstanceId();
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}
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void MapManager::InitializeVisibilityDistanceInfo()
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{
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for (MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter)
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(*iter).second->InitVisibilityDistance();
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}
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// debugging code, should be deleted some day
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void MapManager::checkAndCorrectGridStatesArray()
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{
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bool ok = true;
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for (int i=0; i<MAX_GRID_STATE; i++)
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{
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if (i_GridStates[i] != si_GridStates[i])
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{
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sLog.outError("MapManager::checkGridStates(), GridState: si_GridStates is currupt !!!");
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ok = false;
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si_GridStates[i] = i_GridStates[i];
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}
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#ifdef TRINITY_DEBUG
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// inner class checking only when compiled with debug
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if (!si_GridStates[i]->checkMagic())
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{
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ok = false;
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si_GridStates[i]->setMagic();
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}
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#endif
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}
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if (!ok)
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++i_GridStateErrorCount;
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}
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Map* MapManager::_createBaseMap(uint32 id)
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{
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Map *m = _findMap(id);
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if (m == NULL)
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{
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Guard guard(*this);
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const MapEntry* entry = sMapStore.LookupEntry(id);
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if (entry && entry->Instanceable())
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{
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m = new MapInstanced(id, i_gridCleanUpDelay);
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}
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else
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{
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m = new Map(id, i_gridCleanUpDelay, 0, REGULAR_DIFFICULTY);
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}
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i_maps[id] = m;
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}
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assert(m != NULL);
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return m;
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}
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Map* MapManager::CreateMap(uint32 id, const WorldObject* obj, uint32 instanceId)
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{
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ASSERT(obj);
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//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());
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Map *m = _createBaseMap(id);
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if (m && (obj->GetTypeId() == TYPEID_PLAYER) && m->Instanceable()) m = ((MapInstanced*)m)->CreateInstance(id, (Player*)obj);
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return m;
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}
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Map* MapManager::FindMap(uint32 mapid, uint32 instanceId) const
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{
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Map *map = _findMap(mapid);
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if (!map)
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return NULL;
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if (!map->Instanceable())
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return instanceId == 0 ? map : NULL;
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return ((MapInstanced*)map)->FindMap(instanceId);
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}
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bool MapManager::CanPlayerEnter(uint32 mapid, Player* player)
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{
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const MapEntry *entry = sMapStore.LookupEntry(mapid);
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if(!entry)
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return false;
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const char *mapName = entry->name[player->GetSession()->GetSessionDbcLocale()];
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if(entry->map_type == MAP_INSTANCE || entry->map_type == MAP_RAID)
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{
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if (entry->map_type == MAP_RAID)
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{
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// GMs can avoid raid limitations
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if (!player->isGameMaster() && !sWorld.getConfig(CONFIG_INSTANCE_IGNORE_RAID))
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{
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// can only enter in a raid group
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Group* group = player->GetGroup();
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if (!group || !group->isRaidGroup())
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{
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// probably there must be special opcode, because client has this string constant in GlobalStrings.lua
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// TODO: this is not a good place to send the message
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player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName);
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sLog.outDebug("MAP: Player '%s' must be in a raid group to enter instance of '%s'", player->GetName(), mapName);
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return false;
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}
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}
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}
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//The player has a heroic mode and tries to enter into instance which has no a heroic mode
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MapDifficulty const* mapDiff = GetMapDifficultyData(entry->MapID,player->GetDifficulty(entry->map_type == MAP_RAID));
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if (!mapDiff)
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{
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bool isNormalTargetMap = entry->map_type == MAP_RAID
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? (player->GetRaidDifficulty() == RAID_DIFFICULTY_10MAN_NORMAL)
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: (player->GetDungeonDifficulty() == DUNGEON_DIFFICULTY_NORMAL);
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//Send aborted message
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// FIX ME: what about absent normal/heroic mode with specific players limit...
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player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, isNormalTargetMap ? DUNGEON_DIFFICULTY_NORMAL : DUNGEON_DIFFICULTY_HEROIC);
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return false;
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}
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if (!player->isAlive())
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{
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if (Corpse *corpse = player->GetCorpse())
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{
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// let enter in ghost mode in instance that connected to inner instance with corpse
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uint32 instance_map = corpse->GetMapId();
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do
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{
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if (instance_map==mapid)
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break;
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InstanceTemplate const* instance = objmgr.GetInstanceTemplate(instance_map);
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instance_map = instance ? instance->parent : 0;
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}
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while (instance_map);
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if (!instance_map)
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{
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player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(811), mapName);
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sLog.outDebug("MAP: Player '%s' doesn't has a corpse in instance '%s' and can't enter", player->GetName(), mapName);
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return false;
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}
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sLog.outDebug("MAP: Player '%s' has corpse in instance '%s' and can enter", player->GetName(), mapName);
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}
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else
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{
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sLog.outDebug("Map::CanEnter - player '%s' is dead but doesn't have a corpse!", player->GetName());
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}
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}
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InstanceTemplate const* instance = objmgr.GetInstanceTemplate(mapid);
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if (!instance)
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return false;
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//Get instance where player's group is bound & its map
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if (player->GetGroup())
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{
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InstanceGroupBind* boundedInstance = player->GetGroup()->GetBoundInstance(player);
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if (boundedInstance && boundedInstance->save)
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{
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if (Map *boundedMap = MapManager::Instance().FindMap(mapid,boundedInstance->save->GetInstanceId()))
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{
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//Player permanently bounded to different instance than groups one
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InstancePlayerBind* playerBoundedInstance = player->GetBoundInstance(mapid, player->GetDungeonDifficulty());
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if (playerBoundedInstance && playerBoundedInstance->perm && playerBoundedInstance->save &&
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boundedInstance->save->GetInstanceId() != playerBoundedInstance->save->GetInstanceId())
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{
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//TODO: send some kind of error message to the player
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return false;
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}
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//Encounters in progress
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if (entry->map_type == MAP_RAID && ((InstanceMap*)boundedMap)->GetInstanceData() && ((InstanceMap*)boundedMap)->GetInstanceData()->IsEncounterInProgress())
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{
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sLog.outDebug("MAP: Player '%s' can't enter instance '%s' while an encounter is in progress.", player->GetName(), mapName);
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player->SendTransferAborted(mapid, TRANSFER_ABORT_ZONE_IN_COMBAT);
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return(false);
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}
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//Instance is full
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MapDifficulty const* mapDiff = ((InstanceMap*)player)->GetMapDifficulty();
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int8 maxPlayers = mapDiff ? mapDiff->maxPlayers : 0;
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if (maxPlayers != -1) //-1: unlimited access
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{
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if (boundedMap->GetPlayersCountExceptGMs() >= maxPlayers)
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{
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sLog.outDebug("MAP: Player '%s' can't enter instance '%s' because it's full.", player->GetName(), mapName);
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player->SendTransferAborted(mapid, TRANSFER_ABORT_MAX_PLAYERS);
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return(false);
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}
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}
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}
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}
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}
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//Other requirements
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return player->Satisfy(objmgr.GetAccessRequirement(instance->access_id), mapid, true);
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}
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else
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return true;
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}
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void MapManager::RemoveBonesFromMap(uint32 mapid, uint64 guid, float x, float y)
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{
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bool remove_result = _createBaseMap(mapid)->RemoveBones(guid, x, y);
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if (!remove_result)
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{
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sLog.outDebug("Bones %u not found in world. Delete from DB also.", GUID_LOPART(guid));
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}
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}
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void MapManager::Update(uint32 diff)
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{
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i_timer.Update(diff);
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if (!i_timer.Passed())
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return;
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MapMapType::iterator iter = i_maps.begin();
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for (; iter != i_maps.end(); ++iter)
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{
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if (m_updater.activated())
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m_updater.schedule_update(*iter->second, i_timer.GetCurrent());
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else
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{
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iter->second->Update(i_timer.GetCurrent());
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}
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}
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if (m_updater.activated())
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m_updater.wait();
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for (iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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iter->second->DelayedUpdate(i_timer.GetCurrent());
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ObjectAccessor::Instance().Update(i_timer.GetCurrent());
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for (TransportSet::iterator iter = m_Transports.begin(); iter != m_Transports.end(); ++iter)
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(*iter)->Update(i_timer.GetCurrent());
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i_timer.SetCurrent(0);
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}
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void MapManager::DoDelayedMovesAndRemoves()
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{
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}
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bool MapManager::ExistMapAndVMap(uint32 mapid, float x,float y)
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{
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GridPair p = Trinity::ComputeGridPair(x,y);
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int gx=63-p.x_coord;
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int gy=63-p.y_coord;
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return Map::ExistMap(mapid,gx,gy) && Map::ExistVMap(mapid,gx,gy);
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}
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bool MapManager::IsValidMAP(uint32 mapid)
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{
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MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
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return mEntry && (!mEntry->IsDungeon() || objmgr.GetInstanceTemplate(mapid));
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// TODO: add check for battleground template
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}
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void MapManager::UnloadAll()
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{
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for (MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter)
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iter->second->UnloadAll();
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while(!i_maps.empty())
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{
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delete i_maps.begin()->second;
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i_maps.erase(i_maps.begin());
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}
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if (m_updater.activated())
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m_updater.deactivate();
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}
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void MapManager::InitMaxInstanceId()
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{
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i_MaxInstanceId = 0;
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QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT MAX(id) FROM instance");
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if (result)
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i_MaxInstanceId = result->Fetch()[0].GetUInt32();
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}
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uint32 MapManager::GetNumInstances()
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{
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Guard guard(*this);
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uint32 ret = 0;
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for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
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{
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Map *map = itr->second;
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if (!map->Instanceable())
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continue;
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MapInstanced::InstancedMaps &maps = ((MapInstanced *)map)->GetInstancedMaps();
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for (MapInstanced::InstancedMaps::iterator mitr = maps.begin(); mitr != maps.end(); ++mitr)
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if(mitr->second->IsDungeon()) ret++;
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}
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return ret;
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}
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uint32 MapManager::GetNumPlayersInInstances()
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{
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Guard guard(*this);
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uint32 ret = 0;
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for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
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{
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Map *map = itr->second;
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if (!map->Instanceable())
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continue;
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MapInstanced::InstancedMaps &maps = ((MapInstanced *)map)->GetInstancedMaps();
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for (MapInstanced::InstancedMaps::iterator mitr = maps.begin(); mitr != maps.end(); ++mitr)
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if (mitr->second->IsDungeon())
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ret += ((InstanceMap*)mitr->second)->GetPlayers().getSize();
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}
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return ret;
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}
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