Files
TrinityCore/src/server/game/Instances/InstanceSaveMgr.cpp
jackpoz fae8269589 Core/Instances: Fix some Instance Lock chat messages
Always send a Welcome type Instance Lock chat message when entering an instance instead of changing type based on remaining time.
Fix scheduled warning message to always send "Your instance lock for ... will expire in 0 minutes." even if there are hours left, issue added in 4193806dba , closes #11519 .
Update warning messages based on remaining time so that the most meaning is always used (6 hours left, 59 minutes left, etc).
2015-07-08 23:32:04 +02:00

680 lines
25 KiB
C++

/*
* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Common.h"
#include "Player.h"
#include "GridNotifiers.h"
#include "Log.h"
#include "GridStates.h"
#include "Map.h"
#include "MapManager.h"
#include "MapInstanced.h"
#include "InstanceSaveMgr.h"
#include "Timer.h"
#include "Config.h"
#include "ObjectMgr.h"
#include "World.h"
#include "Group.h"
#include "InstanceScript.h"
uint16 InstanceSaveManager::ResetTimeDelay[] = {3600, 900, 300, 60};
InstanceSaveManager::~InstanceSaveManager()
{
}
void InstanceSaveManager::Unload()
{
lock_instLists = true;
for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
{
InstanceSave* save = itr->second;
for (InstanceSave::PlayerListType::iterator itr2 = save->m_playerList.begin(), next = itr2; itr2 != save->m_playerList.end(); itr2 = next)
{
++next;
(*itr2)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true);
}
for (InstanceSave::GroupListType::iterator itr2 = save->m_groupList.begin(), next = itr2; itr2 != save->m_groupList.end(); itr2 = next)
{
++next;
(*itr2)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true);
}
delete save;
}
}
/*
- adding instance into manager
- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
*/
InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load)
{
if (InstanceSave* old_save = GetInstanceSave(instanceId))
return old_save;
const MapEntry* entry = sMapStore.LookupEntry(mapId);
if (!entry)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId);
return NULL;
}
if (instanceId == 0)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId);
return NULL;
}
if (difficulty >= (entry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY))
{
TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty);
return NULL;
}
if (!resetTime)
{
// initialize reset time
// for normal instances if no creatures are killed the instance will reset in two hours
if (entry->map_type == MAP_RAID || difficulty > DUNGEON_DIFFICULTY_NORMAL)
resetTime = GetResetTimeFor(mapId, difficulty);
else
{
resetTime = time(NULL) + 2 * HOUR;
// normally this will be removed soon after in InstanceMap::Add, prevent error
ScheduleReset(true, resetTime, InstResetEvent(0, mapId, difficulty, instanceId));
}
}
TC_LOG_DEBUG("maps", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);
InstanceSave* save = new InstanceSave(mapId, instanceId, difficulty, resetTime, canReset);
if (!load)
save->SaveToDB();
m_instanceSaveById[instanceId] = save;
return save;
}
InstanceSave* InstanceSaveManager::GetInstanceSave(uint32 InstanceId)
{
InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(InstanceId);
return itr != m_instanceSaveById.end() ? itr->second : NULL;
}
void InstanceSaveManager::DeleteInstanceFromDB(uint32 instanceid)
{
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INSTANCE_BY_INSTANCE);
stmt->setUInt32(0, instanceid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_INSTANCE);
stmt->setUInt32(0, instanceid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_INSTANCE);
stmt->setUInt32(0, instanceid);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
// Respawn times should be deleted only when the map gets unloaded
}
void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId)
{
InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(InstanceId);
if (itr != m_instanceSaveById.end())
{
// save the resettime for normal instances only when they get unloaded
if (time_t resettime = itr->second->GetResetTimeForDB())
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_INSTANCE_RESETTIME);
stmt->setUInt32(0, uint32(resettime));
stmt->setUInt32(1, InstanceId);
CharacterDatabase.Execute(stmt);
}
itr->second->SetToDelete(true);
m_instanceSaveById.erase(itr);
}
}
void InstanceSaveManager::UnloadInstanceSave(uint32 InstanceId)
{
if (InstanceSave* save = GetInstanceSave(InstanceId))
{
save->UnloadIfEmpty();
if (save->m_toDelete)
delete save;
}
}
InstanceSave::InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset)
: m_resetTime(resetTime), m_instanceid(InstanceId), m_mapid(MapId),
m_difficulty(difficulty), m_canReset(canReset), m_toDelete(false) { }
InstanceSave::~InstanceSave()
{
// the players and groups must be unbound before deleting the save
ASSERT(m_playerList.empty() && m_groupList.empty());
}
/*
Called from AddInstanceSave
*/
void InstanceSave::SaveToDB()
{
// save instance data too
std::string data;
uint32 completedEncounters = 0;
Map* map = sMapMgr->FindMap(GetMapId(), m_instanceid);
if (map)
{
ASSERT(map->IsDungeon());
if (InstanceScript* instanceScript = ((InstanceMap*)map)->GetInstanceScript())
{
data = instanceScript->GetSaveData();
completedEncounters = instanceScript->GetCompletedEncounterMask();
}
}
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_INSTANCE_SAVE);
stmt->setUInt32(0, m_instanceid);
stmt->setUInt16(1, GetMapId());
stmt->setUInt32(2, uint32(GetResetTimeForDB()));
stmt->setUInt8(3, uint8(GetDifficulty()));
stmt->setUInt32(4, completedEncounters);
stmt->setString(5, data);
CharacterDatabase.Execute(stmt);
}
time_t InstanceSave::GetResetTimeForDB()
{
// only save the reset time for normal instances
const MapEntry* entry = sMapStore.LookupEntry(GetMapId());
if (!entry || entry->map_type == MAP_RAID || GetDifficulty() == DUNGEON_DIFFICULTY_HEROIC)
return 0;
else
return GetResetTime();
}
// to cache or not to cache, that is the question
InstanceTemplate const* InstanceSave::GetTemplate()
{
return sObjectMgr->GetInstanceTemplate(m_mapid);
}
MapEntry const* InstanceSave::GetMapEntry()
{
return sMapStore.LookupEntry(m_mapid);
}
void InstanceSave::DeleteFromDB()
{
InstanceSaveManager::DeleteInstanceFromDB(GetInstanceId());
}
/* true if the instance save is still valid */
bool InstanceSave::UnloadIfEmpty()
{
if (m_playerList.empty() && m_groupList.empty())
{
// don't remove the save if there are still players inside the map
if (Map* map = sMapMgr->FindMap(GetMapId(), GetInstanceId()))
if (map->HavePlayers())
return true;
if (!sInstanceSaveMgr->lock_instLists)
sInstanceSaveMgr->RemoveInstanceSave(GetInstanceId());
return false;
}
else
return true;
}
void InstanceSaveManager::LoadInstances()
{
uint32 oldMSTime = getMSTime();
// Delete expired instances (Instance related spawns are removed in the following cleanup queries)
CharacterDatabase.DirectExecute("DELETE i FROM instance i LEFT JOIN instance_reset ir ON mapid = map AND i.difficulty = ir.difficulty "
"WHERE (i.resettime > 0 AND i.resettime < UNIX_TIMESTAMP()) OR (ir.resettime IS NOT NULL AND ir.resettime < UNIX_TIMESTAMP())");
// Delete invalid character_instance and group_instance references
CharacterDatabase.DirectExecute("DELETE ci.* FROM character_instance AS ci LEFT JOIN characters AS c ON ci.guid = c.guid WHERE c.guid IS NULL");
CharacterDatabase.DirectExecute("DELETE gi.* FROM group_instance AS gi LEFT JOIN groups AS g ON gi.guid = g.guid WHERE g.guid IS NULL");
// Delete invalid instance references
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");
// Delete invalid references to instance
CharacterDatabase.DirectExecute("DELETE FROM creature_respawn WHERE instanceId > 0 AND instanceId NOT IN (SELECT id FROM instance)");
CharacterDatabase.DirectExecute("DELETE FROM gameobject_respawn WHERE instanceId > 0 AND instanceId NOT IN (SELECT id FROM instance)");
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");
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");
// Clean invalid references to instance
CharacterDatabase.DirectExecute("UPDATE corpse SET instanceId = 0 WHERE instanceId > 0 AND instanceId NOT IN (SELECT id FROM instance)");
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");
// Initialize instance id storage (Needs to be done after the trash has been clean out)
sMapMgr->InitInstanceIds();
// Load reset times and clean expired instances
sInstanceSaveMgr->LoadResetTimes();
TC_LOG_INFO("server.loading", ">> Loaded instances in %u ms", GetMSTimeDiffToNow(oldMSTime));
}
void InstanceSaveManager::LoadResetTimes()
{
time_t now = time(NULL);
time_t today = (now / DAY) * DAY;
// NOTE: Use DirectPExecute for tables that will be queried later
// get the current reset times for normal instances (these may need to be updated)
// these are only kept in memory for InstanceSaves that are loaded later
// resettime = 0 in the DB for raid/heroic instances so those are skipped
typedef std::pair<uint32 /*PAIR32(map, difficulty)*/, time_t> ResetTimeMapDiffType;
typedef std::map<uint32, ResetTimeMapDiffType> InstResetTimeMapDiffType;
InstResetTimeMapDiffType instResetTime;
// index instance ids by map/difficulty pairs for fast reset warning send
typedef std::multimap<uint32 /*PAIR32(map, difficulty)*/, uint32 /*instanceid*/ > ResetTimeMapDiffInstances;
typedef std::pair<ResetTimeMapDiffInstances::const_iterator, ResetTimeMapDiffInstances::const_iterator> ResetTimeMapDiffInstancesBounds;
ResetTimeMapDiffInstances mapDiffResetInstances;
QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance ORDER BY id ASC");
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 instanceId = fields[0].GetUInt32();
// Instances are pulled in ascending order from db and nextInstanceId is initialized with 1,
// so if the instance id is used, increment until we find the first unused one for a potential new instance
if (sMapMgr->GetNextInstanceId() == instanceId)
sMapMgr->SetNextInstanceId(instanceId + 1);
// Mark instance id as being used
sMapMgr->RegisterInstanceId(instanceId);
if (time_t resettime = time_t(fields[3].GetUInt32()))
{
uint32 mapid = fields[1].GetUInt16();
uint32 difficulty = fields[2].GetUInt8();
instResetTime[instanceId] = ResetTimeMapDiffType(MAKE_PAIR32(mapid, difficulty), resettime);
mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid, difficulty), instanceId));
}
}
while (result->NextRow());
// update reset time for normal instances with the max creature respawn time + X hours
if (PreparedQueryResult result2 = CharacterDatabase.Query(CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAX_CREATURE_RESPAWNS)))
{
do
{
Field* fields = result2->Fetch();
uint32 instance = fields[1].GetUInt32();
time_t resettime = time_t(fields[0].GetUInt32() + 2 * HOUR);
InstResetTimeMapDiffType::iterator itr = instResetTime.find(instance);
if (itr != instResetTime.end() && itr->second.second != resettime)
{
CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '" UI64FMTD "' WHERE id = '%u'", uint64(resettime), instance);
itr->second.second = resettime;
}
}
while (result->NextRow());
}
// schedule the reset times
for (InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
if (itr->second.second > now)
ScheduleReset(true, itr->second.second, InstResetEvent(0, PAIR32_LOPART(itr->second.first), Difficulty(PAIR32_HIPART(itr->second.first)), itr->first));
}
// load the global respawn times for raid/heroic instances
uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset");
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 mapid = fields[0].GetUInt16();
Difficulty difficulty = Difficulty(fields[1].GetUInt8());
uint64 oldresettime = fields[2].GetUInt32();
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty);
if (!mapDiff)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);
CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u' AND difficulty = '%u'", mapid, difficulty);
continue;
}
// update the reset time if the hour in the configs changes
uint64 newresettime = (oldresettime / DAY) * DAY + diff;
if (oldresettime != newresettime)
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '%u' WHERE mapid = '%u' AND difficulty = '%u'", uint32(newresettime), mapid, difficulty);
InitializeResetTimeFor(mapid, difficulty, newresettime);
} while (result->NextRow());
}
// calculate new global reset times for expired instances and those that have never been reset yet
// add the global reset times to the priority queue
for (MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
{
uint32 map_diff_pair = itr->first;
uint32 mapid = PAIR32_LOPART(map_diff_pair);
Difficulty difficulty = Difficulty(PAIR32_HIPART(map_diff_pair));
MapDifficulty const* mapDiff = &itr->second;
if (!mapDiff->resetTime)
continue;
// the reset_delay must be at least one day
uint32 period = uint32(((mapDiff->resetTime * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY);
if (period < DAY)
period = DAY;
time_t t = GetResetTimeFor(mapid, difficulty);
if (!t)
{
// initialize the reset time
t = today + period + diff;
CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u', '%u', '%u')", mapid, difficulty, (uint32)t);
}
if (t < now)
{
// assume that expired instances have already been cleaned
// calculate the next reset time
t = (t / DAY) * DAY;
t += ((today - t) / period + 1) * period + diff;
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u' AND difficulty= '%u'", (uint64)t, mapid, difficulty);
}
InitializeResetTimeFor(mapid, difficulty, t);
// schedule the global reset/warning
uint8 type;
for (type = 1; type < 4; ++type)
if (t - ResetTimeDelay[type-1] > now)
break;
ScheduleReset(true, t - ResetTimeDelay[type-1], InstResetEvent(type, mapid, difficulty, 0));
ResetTimeMapDiffInstancesBounds range = mapDiffResetInstances.equal_range(map_diff_pair);
for (; range.first != range.second; ++range.first)
ScheduleReset(true, t - ResetTimeDelay[type-1], InstResetEvent(type, mapid, difficulty, range.first->second));
}
}
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::Update()
{
time_t now = time(NULL);
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;
InstanceSave::PlayerListType &pList = itr->second->m_playerList;
while (!pList.empty())
{
Player* player = *(pList.begin());
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);
}
delete itr->second;
m_instanceSaveById.erase(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();
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;
time_t now = time(NULL);
if (!warn)
{
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty);
if (!mapDiff || !mapDiff->resetTime)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::ResetOrWarnAll: not valid difficulty or no reset delay for map %d", mapid);
return;
}
// remove all 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;
}
// delete them from the DB, even if not loaded
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_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_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
// calculate the next reset time
uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
uint32 period = uint32(((mapDiff->resetTime * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY);
if (period < DAY)
period = DAY;
uint32 next_reset = uint32(((resetTime + MINUTE) / DAY * DAY) + period + diff);
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->setUInt32(0, 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()
{
uint32 ret = 0;
for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
ret += itr->second->GetPlayerCount();
return ret;
}
uint32 InstanceSaveManager::GetNumBoundGroupsTotal()
{
uint32 ret = 0;
for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
ret += itr->second->GetGroupCount();
return ret;
}