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authorleak <leakzx@googlemail.com>2011-03-10 14:12:38 +0100
committerleak <leakzx@googlemail.com>2011-03-10 22:22:27 +0100
commit4569e4852a494aa68409e7be410e7906e6ed1f29 (patch)
treee4180ab8271ed19313377d24cba6bbb3ae20a7de /src/server/game/Instances/InstanceSaveMgr.cpp
parentc28c3233efb725471cd011ccc70e4be2abe43bf6 (diff)
Core/Instances: Recycle instance IDs. Should fix instance ID shifting and related issues with instance binding.
fixes #736
Diffstat (limited to 'src/server/game/Instances/InstanceSaveMgr.cpp')
-rwxr-xr-xsrc/server/game/Instances/InstanceSaveMgr.cpp49
1 files changed, 23 insertions, 26 deletions
diff --git a/src/server/game/Instances/InstanceSaveMgr.cpp b/src/server/game/Instances/InstanceSaveMgr.cpp
index e0a97059a2a..d3b5ad0f1e1 100755
--- a/src/server/game/Instances/InstanceSaveMgr.cpp
+++ b/src/server/game/Instances/InstanceSaveMgr.cpp
@@ -257,13 +257,10 @@ void InstanceSaveManager::_DelHelper(const char *fields, const char *table, cons
}
}
-void InstanceSaveManager::CleanupAndPackInstances()
+void InstanceSaveManager::LoadInstances()
{
uint32 oldMSTime = getMSTime();
- // load reset times and clean expired instances
- sInstanceSaveMgr->LoadResetTimes();
-
// 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");
@@ -281,26 +278,13 @@ void InstanceSaveManager::CleanupAndPackInstances()
CharacterDatabase.DirectExecute("UPDATE corpse AS tmp LEFT JOIN instance ON tmp.instance = instance.id SET tmp.instance = 0 WHERE tmp.instance > 0 AND instance.id IS NULL");
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");
- // Create new index
- CharacterDatabase.DirectExecute("ALTER TABLE instance ADD newid INT UNSIGNED AUTO_INCREMENT, ADD INDEX(newid)");
-
- // Update old ids
- CharacterDatabase.DirectExecute("UPDATE account_instance_times AS tmp LEFT JOIN instance ON tmp.instanceId = instance.id SET tmp.instanceId = instance.newid WHERE tmp.instanceId > 0 AND instance.newid IS NOT NULL"); // can be null and must not be cleaned! its an "already reset" but still limited case
- CharacterDatabase.DirectExecute("UPDATE corpse AS tmp LEFT JOIN instance ON tmp.instance = instance.id SET tmp.instance = instance.newid WHERE tmp.instance > 0");
- CharacterDatabase.DirectExecute("UPDATE character_instance AS tmp LEFT JOIN instance ON tmp.instance = instance.id SET tmp.instance = instance.newid WHERE tmp.instance > 0");
- CharacterDatabase.DirectExecute("UPDATE group_instance AS tmp LEFT JOIN instance ON tmp.instance = instance.id SET tmp.instance = instance.newid WHERE tmp.instance > 0");
- CharacterDatabase.DirectExecute("UPDATE characters AS tmp LEFT JOIN instance ON tmp.instance_id = instance.id SET tmp.instance_id = instance.newid WHERE tmp.instance_id > 0");
- CharacterDatabase.DirectExecute("UPDATE creature_respawn AS tmp LEFT JOIN instance ON tmp.instance = instance.id SET tmp.instance = instance.newid WHERE tmp.instance > 0");
- CharacterDatabase.DirectExecute("UPDATE gameobject_respawn AS tmp LEFT JOIN instance ON tmp.instance = instance.id SET tmp.instance = instance.newid WHERE tmp.instance > 0");
+ // Initialize instance id storage (Needs to be done after the trash has been clean out)
+ sMapMgr->InitInstanceIds();
- // Update instance too
- CharacterDatabase.DirectExecute("UPDATE instance SET id = newid");
-
- // Finally drop the no longer needed column
- CharacterDatabase.DirectExecute("ALTER TABLE instance DROP COLUMN newid");
+ // Load reset times and clean expired instances
+ sInstanceSaveMgr->LoadResetTimes();
- // Bake some cookies for click
- sLog->outString(">> Cleaned up and packed instances in %u ms", GetMSTimeDiffToNow(oldMSTime));
+ sLog->outString(">> Loaded instances in %u ms", GetMSTimeDiffToNow(oldMSTime));
sLog->outString();
}
@@ -322,20 +306,30 @@ void InstanceSaveManager::LoadResetTimes()
typedef std::multimap<uint32 /*PAIR32(map,difficulty)*/, uint32 /*instanceid*/ > ResetTimeMapDiffInstances;
ResetTimeMapDiffInstances mapDiffResetInstances;
- QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance WHERE resettime > 0");
+ 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 id = fields[0].GetUInt32();
uint32 mapid = fields[1].GetUInt16();
uint32 difficulty = fields[2].GetUInt8();
- instResetTime[id] = ResetTimeMapDiffType(MAKE_PAIR32(mapid, difficulty), resettime);
- mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid, difficulty), id));
+
+ instResetTime[instanceId] = ResetTimeMapDiffType(MAKE_PAIR32(mapid, difficulty), resettime);
+ mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid, difficulty), instanceId));
}
}
while (result->NextRow());
@@ -564,6 +558,9 @@ void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
else
sObjectMgr->DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
+
+ // Free up the instance id and allow it to be reused
+ sMapMgr->FreeInstanceId(iMap->GetInstanceId());
}
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime)