diff options
| author | Xanadu <none@none> | 2010-07-16 23:46:58 +0200 |
|---|---|---|
| committer | Xanadu <none@none> | 2010-07-16 23:46:58 +0200 |
| commit | 66f50528ceb4a93519f7372640df38ea44444d96 (patch) | |
| tree | 4b15985b9b817568951b614f7696b085468c90b3 /src/server/game/Instances/InstanceSaveMgr.cpp | |
| parent | 6a9357b13d7ea6bd7d77dbfc6587af9028caa401 (diff) | |
Correctly redo file moves/renames from rev. 8416.
--HG--
branch : trunk
rename : src/server/game/AuctionHouseBot.cpp => src/server/game/AI/AuctionHouseBot/AuctionHouseBot.cpp
rename : src/server/game/AuctionHouseBot.h => src/server/game/AI/AuctionHouseBot/AuctionHouseBot.h
rename : src/server/game/CombatAI.cpp => src/server/game/AI/CombatAI.cpp
rename : src/server/game/CombatAI.h => src/server/game/AI/CombatAI.h
rename : src/server/game/CreatureAI.cpp => src/server/game/AI/CreatureAI.cpp
rename : src/server/game/CreatureAI.h => src/server/game/AI/CreatureAI.h
rename : src/server/game/CreatureAIFactory.h => src/server/game/AI/CreatureAIFactory.h
rename : src/server/game/CreatureAIImpl.h => src/server/game/AI/CreatureAIImpl.h
rename : src/server/game/CreatureAIRegistry.cpp => src/server/game/AI/CreatureAIRegistry.cpp
rename : src/server/game/CreatureAIRegistry.h => src/server/game/AI/CreatureAIRegistry.h
rename : src/server/game/CreatureAISelector.cpp => src/server/game/AI/CreatureAISelector.cpp
rename : src/server/game/CreatureAISelector.h => src/server/game/AI/CreatureAISelector.h
rename : src/server/game/CreatureEventAI.cpp => src/server/game/AI/EventAI/CreatureEventAI.cpp
rename : src/server/game/CreatureEventAI.h => src/server/game/AI/EventAI/CreatureEventAI.h
rename : src/server/game/CreatureEventAIMgr.cpp => src/server/game/AI/EventAI/CreatureEventAIMgr.cpp
rename : src/server/game/CreatureEventAIMgr.h => src/server/game/AI/EventAI/CreatureEventAIMgr.h
rename : src/server/game/GuardAI.cpp => src/server/game/AI/GuardAI.cpp
rename : src/server/game/GuardAI.h => src/server/game/AI/GuardAI.h
rename : src/server/game/PassiveAI.cpp => src/server/game/AI/PassiveAI.cpp
rename : src/server/game/PassiveAI.h => src/server/game/AI/PassiveAI.h
rename : src/server/game/PetAI.cpp => src/server/game/AI/PetAI.cpp
rename : src/server/game/PetAI.h => src/server/game/AI/PetAI.h
rename : src/server/game/ReactorAI.cpp => src/server/game/AI/ReactorAI.cpp
rename : src/server/game/ReactorAI.h => src/server/game/AI/ReactorAI.h
rename : src/server/game/ScriptedCreature.cpp => src/server/game/AI/ScriptedAI/ScriptedCreature.cpp
rename : src/server/game/ScriptedCreature.h => src/server/game/AI/ScriptedAI/ScriptedCreature.h
rename : src/server/game/ScriptedEscortAI.cpp => src/server/game/AI/ScriptedAI/ScriptedEscortAI.cpp
rename : src/server/game/ScriptedEscortAI.h => src/server/game/AI/ScriptedAI/ScriptedEscortAI.h
rename : src/server/game/ScriptedFollowerAI.cpp => src/server/game/AI/ScriptedAI/ScriptedFollowerAI.cpp
rename : src/server/game/ScriptedFollowerAI.h => src/server/game/AI/ScriptedAI/ScriptedFollowerAI.h
rename : src/server/game/ScriptedGossip.h => src/server/game/AI/ScriptedAI/ScriptedGossip.h
rename : src/server/game/ScriptedGuardAI.cpp => src/server/game/AI/ScriptedAI/ScriptedGuardAI.cpp
rename : src/server/game/ScriptedGuardAI.h => src/server/game/AI/ScriptedAI/ScriptedGuardAI.h
rename : src/server/game/ScriptedInstance.h => src/server/game/AI/ScriptedAI/ScriptedInstance.h
rename : src/server/game/ScriptedSimpleAI.cpp => src/server/game/AI/ScriptedAI/ScriptedSimpleAI.cpp
rename : src/server/game/ScriptedSimpleAI.h => src/server/game/AI/ScriptedAI/ScriptedSimpleAI.h
rename : src/server/game/ScriptedSmartAI.cpp => src/server/game/AI/ScriptedAI/ScriptedSmartAI.cpp
rename : src/server/game/ScriptedSmartAI.h => src/server/game/AI/ScriptedAI/ScriptedSmartAI.h
rename : src/server/game/TotemAI.cpp => src/server/game/AI/TotemAI.cpp
rename : src/server/game/TotemAI.h => src/server/game/AI/TotemAI.h
rename : src/server/game/UnitAI.cpp => src/server/game/AI/UnitAI.cpp
rename : src/server/game/UnitAI.h => src/server/game/AI/UnitAI.h
rename : src/server/game/AccountMgr.cpp => src/server/game/Account/AccountMgr.cpp
rename : src/server/game/AccountMgr.h => src/server/game/Account/AccountMgr.h
rename : src/server/game/AchievementMgr.cpp => src/server/game/Achievements/AchievementMgr.cpp
rename : src/server/game/AchievementMgr.h => src/server/game/Achievements/AchievementMgr.h
rename : src/server/game/AddonHandler.cpp => src/server/game/Addons/AddonHandler.cpp
rename : src/server/game/AddonHandler.h => src/server/game/Addons/AddonHandler.h
rename : src/server/game/AddonMgr.cpp => src/server/game/Addons/AddonMgr.cpp
rename : src/server/game/AddonMgr.h => src/server/game/Addons/AddonMgr.h
rename : src/server/game/AuctionHouseHandler.cpp => src/server/game/AuctionHouse/AuctionHouseHandler.cpp
rename : src/server/game/AuctionHouseMgr.cpp => src/server/game/AuctionHouse/AuctionHouseMgr.cpp
rename : src/server/game/AuctionHouseMgr.h => src/server/game/AuctionHouse/AuctionHouseMgr.h
rename : src/server/game/ArenaTeam.cpp => src/server/game/BattleGrounds/ArenaTeam.cpp
rename : src/server/game/ArenaTeam.h => src/server/game/BattleGrounds/ArenaTeam.h
rename : src/server/game/ArenaTeamHandler.cpp => src/server/game/BattleGrounds/ArenaTeamHandler.cpp
rename : src/server/game/BattleGround.cpp => src/server/game/BattleGrounds/BattleGround.cpp
rename : src/server/game/BattleGround.h => src/server/game/BattleGrounds/BattleGround.h
rename : src/server/game/BattleGroundAA.cpp => src/server/game/BattleGrounds/BattleGroundAA.cpp
rename : src/server/game/BattleGroundAA.h => src/server/game/BattleGrounds/BattleGroundAA.h
rename : src/server/game/BattleGroundAB.cpp => src/server/game/BattleGrounds/BattleGroundAB.cpp
rename : src/server/game/BattleGroundAB.h => src/server/game/BattleGrounds/BattleGroundAB.h
rename : src/server/game/BattleGroundAV.cpp => src/server/game/BattleGrounds/BattleGroundAV.cpp
rename : src/server/game/BattleGroundAV.h => src/server/game/BattleGrounds/BattleGroundAV.h
rename : src/server/game/BattleGroundBE.cpp => src/server/game/BattleGrounds/BattleGroundBE.cpp
rename : src/server/game/BattleGroundBE.h => src/server/game/BattleGrounds/BattleGroundBE.h
rename : src/server/game/BattleGroundDS.cpp => src/server/game/BattleGrounds/BattleGroundDS.cpp
rename : src/server/game/BattleGroundDS.h => src/server/game/BattleGrounds/BattleGroundDS.h
rename : src/server/game/BattleGroundEY.cpp => src/server/game/BattleGrounds/BattleGroundEY.cpp
rename : src/server/game/BattleGroundEY.h => src/server/game/BattleGrounds/BattleGroundEY.h
rename : src/server/game/BattleGroundHandler.cpp => src/server/game/BattleGrounds/BattleGroundHandler.cpp
rename : src/server/game/BattleGroundIC.cpp => src/server/game/BattleGrounds/BattleGroundIC.cpp
rename : src/server/game/BattleGroundIC.h => src/server/game/BattleGrounds/BattleGroundIC.h
rename : src/server/game/BattleGroundMgr.cpp => src/server/game/BattleGrounds/BattleGroundMgr.cpp
rename : src/server/game/BattleGroundMgr.h => src/server/game/BattleGrounds/BattleGroundMgr.h
rename : src/server/game/BattleGroundNA.cpp => src/server/game/BattleGrounds/BattleGroundNA.cpp
rename : src/server/game/BattleGroundNA.h => src/server/game/BattleGrounds/BattleGroundNA.h
rename : src/server/game/BattleGroundRB.cpp => src/server/game/BattleGrounds/BattleGroundRB.cpp
rename : src/server/game/BattleGroundRB.h => src/server/game/BattleGrounds/BattleGroundRB.h
rename : src/server/game/BattleGroundRL.cpp => src/server/game/BattleGrounds/BattleGroundRL.cpp
rename : src/server/game/BattleGroundRL.h => src/server/game/BattleGrounds/BattleGroundRL.h
rename : src/server/game/BattleGroundRV.cpp => src/server/game/BattleGrounds/BattleGroundRV.cpp
rename : src/server/game/BattleGroundRV.h => src/server/game/BattleGrounds/BattleGroundRV.h
rename : src/server/game/BattleGroundSA.cpp => src/server/game/BattleGrounds/BattleGroundSA.cpp
rename : src/server/game/BattleGroundSA.h => src/server/game/BattleGrounds/BattleGroundSA.h
rename : src/server/game/BattleGroundWS.cpp => src/server/game/BattleGrounds/BattleGroundWS.cpp
rename : src/server/game/BattleGroundWS.h => src/server/game/BattleGrounds/BattleGroundWS.h
rename : src/server/game/Calendar.cpp => src/server/game/Calender/Calendar.cpp
rename : src/server/game/Calendar.h => src/server/game/Calender/Calendar.h
rename : src/server/game/CalendarHandler.cpp => src/server/game/Calender/CalendarHandler.cpp
rename : src/server/game/Channel.cpp => src/server/game/Chat/Channel.cpp
rename : src/server/game/Channel.h => src/server/game/Chat/Channel.h
rename : src/server/game/ChannelHandler.cpp => src/server/game/Chat/ChannelHandler.cpp
rename : src/server/game/ChannelMgr.cpp => src/server/game/Chat/ChannelMgr.cpp
rename : src/server/game/ChannelMgr.h => src/server/game/Chat/ChannelMgr.h
rename : src/server/game/Chat.cpp => src/server/game/Chat/Chat.cpp
rename : src/server/game/Chat.h => src/server/game/Chat/Chat.h
rename : src/server/game/ChatHandler.cpp => src/server/game/Chat/ChatHandler.cpp
rename : src/server/game/Debugcmds.cpp => src/server/game/Chat/Debugcmds.cpp
rename : src/server/game/Level0.cpp => src/server/game/Chat/Level0.cpp
rename : src/server/game/Level1.cpp => src/server/game/Chat/Level1.cpp
rename : src/server/game/Level2.cpp => src/server/game/Chat/Level2.cpp
rename : src/server/game/Level3.cpp => src/server/game/Chat/Level3.cpp
rename : src/server/game/CombatHandler.cpp => src/server/game/Combat/CombatHandler.cpp
rename : src/server/game/HostileRefManager.cpp => src/server/game/Combat/HostileRefManager.cpp
rename : src/server/game/HostileRefManager.h => src/server/game/Combat/HostileRefManager.h
rename : src/server/game/ThreatManager.cpp => src/server/game/Combat/ThreatManager.cpp
rename : src/server/game/ThreatManager.h => src/server/game/Combat/ThreatManager.h
rename : src/server/game/ConditionMgr.cpp => src/server/game/ConditionMgr/ConditionMgr.cpp
rename : src/server/game/ConditionMgr.h => src/server/game/ConditionMgr/ConditionMgr.h
rename : src/server/game/DBCEnums.h => src/server/game/DataStores/DBCEnums.h
rename : src/server/game/DBCStores.cpp => src/server/game/DataStores/DBCStores.cpp
rename : src/server/game/DBCStores.h => src/server/game/DataStores/DBCStores.h
rename : src/server/game/DBCStructure.h => src/server/game/DataStores/DBCStructure.h
rename : src/server/game/DBCfmt.h => src/server/game/DataStores/DBCfmt.h
rename : src/server/game/Creature.cpp => src/server/game/Entities/Creature/Creature.cpp
rename : src/server/game/Creature.h => src/server/game/Entities/Creature/Creature.h
rename : src/server/game/CreatureGroups.cpp => src/server/game/Entities/Creature/CreatureGroups.cpp
rename : src/server/game/CreatureGroups.h => src/server/game/Entities/Creature/CreatureGroups.h
rename : src/server/game/GossipDef.cpp => src/server/game/Entities/Creature/GossipDef.cpp
rename : src/server/game/GossipDef.h => src/server/game/Entities/Creature/GossipDef.h
rename : src/server/game/NPCHandler.cpp => src/server/game/Entities/Creature/NPCHandler.cpp
rename : src/server/game/NPCHandler.h => src/server/game/Entities/Creature/NPCHandler.h
rename : src/server/game/TemporarySummon.cpp => src/server/game/Entities/Creature/TemporarySummon.cpp
rename : src/server/game/TemporarySummon.h => src/server/game/Entities/Creature/TemporarySummon.h
rename : src/server/game/GameObject.cpp => src/server/game/Entities/GameObject/GameObject.cpp
rename : src/server/game/GameObject.h => src/server/game/Entities/GameObject/GameObject.h
rename : src/server/game/Bag.cpp => src/server/game/Entities/Item/Bag.cpp
rename : src/server/game/Bag.h => src/server/game/Entities/Item/Bag.h
rename : src/server/game/Item.cpp => src/server/game/Entities/Item/Item.cpp
rename : src/server/game/Item.h => src/server/game/Entities/Item/Item.h
rename : src/server/game/ItemEnchantmentMgr.cpp => src/server/game/Entities/Item/ItemEnchantmentMgr.cpp
rename : src/server/game/ItemEnchantmentMgr.h => src/server/game/Entities/Item/ItemEnchantmentMgr.h
rename : src/server/game/ItemHandler.cpp => src/server/game/Entities/Item/ItemHandler.cpp
rename : src/server/game/ItemPrototype.h => src/server/game/Entities/Item/ItemPrototype.h
rename : src/server/game/Corpse.cpp => src/server/game/Entities/Object/Corpse.cpp
rename : src/server/game/Corpse.h => src/server/game/Entities/Object/Corpse.h
rename : src/server/game/DynamicObject.cpp => src/server/game/Entities/Object/DynamicObject.cpp
rename : src/server/game/DynamicObject.h => src/server/game/Entities/Object/DynamicObject.h
rename : src/server/game/Object.cpp => src/server/game/Entities/Object/Object.cpp
rename : src/server/game/Object.h => src/server/game/Entities/Object/Object.h
rename : src/server/game/ObjectAccessor.cpp => src/server/game/Entities/Object/ObjectAccessor.cpp
rename : src/server/game/ObjectAccessor.h => src/server/game/Entities/Object/ObjectAccessor.h
rename : src/server/game/ObjectDefines.h => src/server/game/Entities/Object/ObjectDefines.h
rename : src/server/game/ObjectMgr.cpp => src/server/game/Entities/Object/ObjectMgr.cpp
rename : src/server/game/ObjectMgr.h => src/server/game/Entities/Object/ObjectMgr.h
rename : src/server/game/UpdateData.cpp => src/server/game/Entities/Object/UpdateData.cpp
rename : src/server/game/UpdateData.h => src/server/game/Entities/Object/UpdateData.h
rename : src/server/game/UpdateFields.h => src/server/game/Entities/Object/UpdateFields.h
rename : src/server/game/UpdateMask.h => src/server/game/Entities/Object/UpdateMask.h
rename : src/server/game/Pet.cpp => src/server/game/Entities/Pet/Pet.cpp
rename : src/server/game/Pet.h => src/server/game/Entities/Pet/Pet.h
rename : src/server/game/PetHandler.cpp => src/server/game/Entities/Pet/PetHandler.cpp
rename : src/server/game/CharacterHandler.cpp => src/server/game/Entities/Player/CharacterHandler.cpp
rename : src/server/game/DuelHandler.cpp => src/server/game/Entities/Player/DuelHandler.cpp
rename : src/server/game/MiscHandler.cpp => src/server/game/Entities/Player/MiscHandler.cpp
rename : src/server/game/PetitionsHandler.cpp => src/server/game/Entities/Player/PetitionsHandler.cpp
rename : src/server/game/Player.cpp => src/server/game/Entities/Player/Player.cpp
rename : src/server/game/Player.h => src/server/game/Entities/Player/Player.h
rename : src/server/game/SocialMgr.cpp => src/server/game/Entities/Player/SocialMgr.cpp
rename : src/server/game/SocialMgr.h => src/server/game/Entities/Player/SocialMgr.h
rename : src/server/game/TicketHandler.cpp => src/server/game/Entities/Player/TicketHandler.cpp
rename : src/server/game/TradeHandler.cpp => src/server/game/Entities/Player/TradeHandler.cpp
rename : src/server/game/VoiceChatHandler.cpp => src/server/game/Entities/Player/VoiceChatHandler.cpp
rename : src/server/game/Totem.cpp => src/server/game/Entities/Totem/Totem.cpp
rename : src/server/game/Totem.h => src/server/game/Entities/Totem/Totem.h
rename : src/server/game/StatSystem.cpp => src/server/game/Entities/Unit/StatSystem.cpp
rename : src/server/game/Unit.cpp => src/server/game/Entities/Unit/Unit.cpp
rename : src/server/game/Unit.h => src/server/game/Entities/Unit/Unit.h
rename : src/server/game/Vehicle.cpp => src/server/game/Entities/Vehicle/Vehicle.cpp
rename : src/server/game/Vehicle.h => src/server/game/Entities/Vehicle/Vehicle.h
rename : src/server/game/GameEventMgr.cpp => src/server/game/Events/GameEventMgr.cpp
rename : src/server/game/GameEventMgr.h => src/server/game/Events/GameEventMgr.h
rename : src/server/game/GlobalEvents.cpp => src/server/game/Events/GlobalEvents.cpp
rename : src/server/game/GlobalEvents.h => src/server/game/Events/GlobalEvents.h
rename : src/server/game/UnitEvents.h => src/server/game/Events/UnitEvents.h
rename : src/server/game/Formulas.h => src/server/game/Globals/Formulas.h
rename : src/server/game/Language.h => src/server/game/Globals/Language.h
rename : src/server/game/SharedDefines.h => src/server/game/Globals/SharedDefines.h
rename : src/server/game/Group.cpp => src/server/game/Groups/Group.cpp
rename : src/server/game/Group.h => src/server/game/Groups/Group.h
rename : src/server/game/GroupHandler.cpp => src/server/game/Groups/GroupHandler.cpp
rename : src/server/game/GroupRefManager.h => src/server/game/Groups/GroupRefManager.h
rename : src/server/game/GroupReference.cpp => src/server/game/Groups/GroupReference.cpp
rename : src/server/game/GroupReference.h => src/server/game/Groups/GroupReference.h
rename : src/server/game/Guild.cpp => src/server/game/Guilds/Guild.cpp
rename : src/server/game/Guild.h => src/server/game/Guilds/Guild.h
rename : src/server/game/GuildHandler.cpp => src/server/game/Guilds/GuildHandler.cpp
rename : src/server/game/InstanceData.cpp => src/server/game/Instances/InstanceData.cpp
rename : src/server/game/InstanceData.h => src/server/game/Instances/InstanceData.h
rename : src/server/game/InstanceSaveMgr.cpp => src/server/game/Instances/InstanceSaveMgr.cpp
rename : src/server/game/InstanceSaveMgr.h => src/server/game/Instances/InstanceSaveMgr.h
rename : src/server/game/LFG.h => src/server/game/LookingForGroup/LFG.h
rename : src/server/game/LFGHandler.cpp => src/server/game/LookingForGroup/LFGHandler.cpp
rename : src/server/game/LFGMgr.cpp => src/server/game/LookingForGroup/LFGMgr.cpp
rename : src/server/game/LFGMgr.h => src/server/game/LookingForGroup/LFGMgr.h
rename : src/server/game/LootHandler.cpp => src/server/game/Loot/LootHandler.cpp
rename : src/server/game/LootMgr.cpp => src/server/game/Loot/LootMgr.cpp
rename : src/server/game/LootMgr.h => src/server/game/Loot/LootMgr.h
rename : src/server/game/Mail.cpp => src/server/game/Mails/Mail.cpp
rename : src/server/game/Mail.h => src/server/game/Mails/Mail.h
rename : src/server/game/Cell.h => src/server/game/Map/Cell/Cell.h
rename : src/server/game/CellImpl.h => src/server/game/Map/Cell/CellImpl.h
rename : src/server/game/GridDefines.h => src/server/game/Map/Grid/GridDefines.h
rename : src/server/game/GridNotifiers.cpp => src/server/game/Map/Grid/GridNotifiers.cpp
rename : src/server/game/GridNotifiers.h => src/server/game/Map/Grid/GridNotifiers.h
rename : src/server/game/GridNotifiersImpl.h => src/server/game/Map/Grid/GridNotifiersImpl.h
rename : src/server/game/GridStates.cpp => src/server/game/Map/Grid/GridStates.cpp
rename : src/server/game/GridStates.h => src/server/game/Map/Grid/GridStates.h
rename : src/server/game/ObjectGridLoader.cpp => src/server/game/Map/Grid/ObjectGridLoader.cpp
rename : src/server/game/ObjectGridLoader.h => src/server/game/Map/Grid/ObjectGridLoader.h
rename : src/server/game/Map.cpp => src/server/game/Map/Map.cpp
rename : src/server/game/Map.h => src/server/game/Map/Map.h
rename : src/server/game/MapInstanced.cpp => src/server/game/Map/MapInstanced.cpp
rename : src/server/game/MapInstanced.h => src/server/game/Map/MapInstanced.h
rename : src/server/game/MapManager.cpp => src/server/game/Map/MapManager.cpp
rename : src/server/game/MapManager.h => src/server/game/Map/MapManager.h
rename : src/server/game/MapRefManager.h => src/server/game/Map/MapRefManager.h
rename : src/server/game/MapReference.h => src/server/game/Map/MapReference.h
rename : src/server/game/MapUpdater.cpp => src/server/game/Map/MapUpdater.cpp
rename : src/server/game/MapUpdater.h => src/server/game/Map/MapUpdater.h
rename : src/server/game/ObjectPosSelector.cpp => src/server/game/Map/ObjectPosSelector.cpp
rename : src/server/game/ObjectPosSelector.h => src/server/game/Map/ObjectPosSelector.h
rename : src/server/game/ZoneScript.h => src/server/game/Map/ZoneScript.h
rename : src/server/game/DestinationHolder.cpp => src/server/game/Movement/DestinationHolder.cpp
rename : src/server/game/DestinationHolder.h => src/server/game/Movement/DestinationHolder.h
rename : src/server/game/DestinationHolderImp.h => src/server/game/Movement/DestinationHolderImp.h
rename : src/server/game/FollowerRefManager.h => src/server/game/Movement/FollowerRefManager.h
rename : src/server/game/FollowerReference.cpp => src/server/game/Movement/FollowerReference.cpp
rename : src/server/game/FollowerReference.h => src/server/game/Movement/FollowerReference.h
rename : src/server/game/MotionMaster.cpp => src/server/game/Movement/MotionMaster.cpp
rename : src/server/game/MotionMaster.h => src/server/game/Movement/MotionMaster.h
rename : src/server/game/ConfusedMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.cpp
rename : src/server/game/ConfusedMovementGenerator.h => src/server/game/Movement/MovementGenerators/ConfusedMovementGenerator.h
rename : src/server/game/FleeingMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.cpp
rename : src/server/game/FleeingMovementGenerator.h => src/server/game/Movement/MovementGenerators/FleeingMovementGenerator.h
rename : src/server/game/HomeMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/HomeMovementGenerator.cpp
rename : src/server/game/HomeMovementGenerator.h => src/server/game/Movement/MovementGenerators/HomeMovementGenerator.h
rename : src/server/game/IdleMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/IdleMovementGenerator.cpp
rename : src/server/game/IdleMovementGenerator.h => src/server/game/Movement/MovementGenerators/IdleMovementGenerator.h
rename : src/server/game/MovementGenerator.cpp => src/server/game/Movement/MovementGenerators/MovementGenerator.cpp
rename : src/server/game/MovementGenerator.h => src/server/game/Movement/MovementGenerators/MovementGenerator.h
rename : src/server/game/MovementGeneratorImpl.h => src/server/game/Movement/MovementGenerators/MovementGeneratorImpl.h
rename : src/server/game/PointMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/PointMovementGenerator.cpp
rename : src/server/game/PointMovementGenerator.h => src/server/game/Movement/MovementGenerators/PointMovementGenerator.h
rename : src/server/game/RandomMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/RandomMovementGenerator.cpp
rename : src/server/game/RandomMovementGenerator.h => src/server/game/Movement/MovementGenerators/RandomMovementGenerator.h
rename : src/server/game/TargetedMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.cpp
rename : src/server/game/TargetedMovementGenerator.h => src/server/game/Movement/MovementGenerators/TargetedMovementGenerator.h
rename : src/server/game/WaypointMovementGenerator.cpp => src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.cpp
rename : src/server/game/WaypointMovementGenerator.h => src/server/game/Movement/MovementGenerators/WaypointMovementGenerator.h
rename : src/server/game/MovementHandler.cpp => src/server/game/Movement/MovementHandler.cpp
rename : src/server/game/Path.h => src/server/game/Movement/Path.h
rename : src/server/game/TaxiHandler.cpp => src/server/game/Movement/TaxiHandler.cpp
rename : src/server/game/Transports.cpp => src/server/game/Movement/Transports.cpp
rename : src/server/game/Transports.h => src/server/game/Movement/Transports.h
rename : src/server/game/Traveller.h => src/server/game/Movement/Traveller.h
rename : src/server/game/WaypointManager.cpp => src/server/game/Movement/WaypointManager.cpp
rename : src/server/game/WaypointManager.h => src/server/game/Movement/WaypointManager.h
rename : src/server/game/Opcodes.cpp => src/server/game/Opcodes/Opcodes.cpp
rename : src/server/game/Opcodes.h => src/server/game/Opcodes/Opcodes.h
rename : src/server/game/OutdoorPvP.cpp => src/server/game/OutdoorPvP/OutdoorPvP.cpp
rename : src/server/game/OutdoorPvP.h => src/server/game/OutdoorPvP/OutdoorPvP.h
rename : src/server/game/OutdoorPvPEP.cpp => src/server/game/OutdoorPvP/OutdoorPvPEP.cpp
rename : src/server/game/OutdoorPvPEP.h => src/server/game/OutdoorPvP/OutdoorPvPEP.h
rename : src/server/game/OutdoorPvPHP.cpp => src/server/game/OutdoorPvP/OutdoorPvPHP.cpp
rename : src/server/game/OutdoorPvPHP.h => src/server/game/OutdoorPvP/OutdoorPvPHP.h
rename : src/server/game/OutdoorPvPImpl.h => src/server/game/OutdoorPvP/OutdoorPvPImpl.h
rename : src/server/game/OutdoorPvPMgr.cpp => src/server/game/OutdoorPvP/OutdoorPvPMgr.cpp
rename : src/server/game/OutdoorPvPMgr.h => src/server/game/OutdoorPvP/OutdoorPvPMgr.h
rename : src/server/game/OutdoorPvPNA.cpp => src/server/game/OutdoorPvP/OutdoorPvPNA.cpp
rename : src/server/game/OutdoorPvPNA.h => src/server/game/OutdoorPvP/OutdoorPvPNA.h
rename : src/server/game/OutdoorPvPSI.cpp => src/server/game/OutdoorPvP/OutdoorPvPSI.cpp
rename : src/server/game/OutdoorPvPSI.h => src/server/game/OutdoorPvP/OutdoorPvPSI.h
rename : src/server/game/OutdoorPvPTF.cpp => src/server/game/OutdoorPvP/OutdoorPvPTF.cpp
rename : src/server/game/OutdoorPvPTF.h => src/server/game/OutdoorPvP/OutdoorPvPTF.h
rename : src/server/game/OutdoorPvPZM.cpp => src/server/game/OutdoorPvP/OutdoorPvPZM.cpp
rename : src/server/game/OutdoorPvPZM.h => src/server/game/OutdoorPvP/OutdoorPvPZM.h
rename : src/server/game/PoolHandler.cpp => src/server/game/Pools/PoolHandler.cpp
rename : src/server/game/PoolHandler.h => src/server/game/Pools/PoolHandler.h
rename : src/server/game/pchdef.cpp => src/server/game/PrecompiledHeaders/pchdef.cpp
rename : src/server/game/pchdef.h => src/server/game/PrecompiledHeaders/pchdef.h
rename : src/server/game/pchlinux.cpp => src/server/game/PrecompiledHeaders/pchlinux.cpp
rename : src/server/game/pchlinux.h => src/server/game/PrecompiledHeaders/pchlinux.h
rename : src/server/game/QueryHandler.cpp => src/server/game/Quests/QueryHandler.cpp
rename : src/server/game/QuestDef.cpp => src/server/game/Quests/QuestDef.cpp
rename : src/server/game/QuestDef.h => src/server/game/Quests/QuestDef.h
rename : src/server/game/QuestHandler.cpp => src/server/game/Quests/QuestHandler.cpp
rename : src/server/game/ReputationMgr.cpp => src/server/game/Reputation/ReputationMgr.cpp
rename : src/server/game/ReputationMgr.h => src/server/game/Reputation/ReputationMgr.h
rename : src/server/game/ScriptLoader.cpp => src/server/game/ScriptMgr/ScriptLoader.cpp
rename : src/server/game/ScriptLoader.h => src/server/game/ScriptMgr/ScriptLoader.h
rename : src/server/game/ScriptMgr.cpp => src/server/game/ScriptMgr/ScriptMgr.cpp
rename : src/server/game/ScriptMgr.h => src/server/game/ScriptMgr/ScriptMgr.h
rename : src/server/game/ScriptSystem.cpp => src/server/game/ScriptMgr/ScriptSystem.cpp
rename : src/server/game/ScriptSystem.h => src/server/game/ScriptMgr/ScriptSystem.h
rename : src/server/game/ScriptedPch.cpp => src/server/game/ScriptMgr/ScriptedPch.cpp
rename : src/server/game/ScriptedPch.h => src/server/game/ScriptMgr/ScriptedPch.h
rename : src/server/game/SkillDiscovery.cpp => src/server/game/Skills/SkillDiscovery.cpp
rename : src/server/game/SkillDiscovery.h => src/server/game/Skills/SkillDiscovery.h
rename : src/server/game/SkillExtraItems.cpp => src/server/game/Skills/SkillExtraItems.cpp
rename : src/server/game/SkillExtraItems.h => src/server/game/Skills/SkillExtraItems.h
rename : src/server/game/SkillHandler.cpp => src/server/game/Skills/SkillHandler.cpp
rename : src/server/game/SpellAuraDefines.h => src/server/game/Spells/Auras/SpellAuraDefines.h
rename : src/server/game/SpellAuraEffects.cpp => src/server/game/Spells/Auras/SpellAuraEffects.cpp
rename : src/server/game/SpellAuraEffects.h => src/server/game/Spells/Auras/SpellAuraEffects.h
rename : src/server/game/SpellAuras.cpp => src/server/game/Spells/Auras/SpellAuras.cpp
rename : src/server/game/SpellAuras.h => src/server/game/Spells/Auras/SpellAuras.h
rename : src/server/game/SpellEffects.cpp => src/server/game/Spells/Auras/SpellEffects.cpp
rename : src/server/game/Spell.cpp => src/server/game/Spells/Spell.cpp
rename : src/server/game/Spell.h => src/server/game/Spells/Spell.h
rename : src/server/game/SpellHandler.cpp => src/server/game/Spells/SpellHandler.cpp
rename : src/server/game/SpellMgr.cpp => src/server/game/Spells/SpellMgr.cpp
rename : src/server/game/SpellMgr.h => src/server/game/Spells/SpellMgr.h
rename : src/server/game/PlayerDump.cpp => src/server/game/Tools/PlayerDump.cpp
rename : src/server/game/PlayerDump.h => src/server/game/Tools/PlayerDump.h
rename : src/server/game/Tools.cpp => src/server/game/Tools/Tools.cpp
rename : src/server/game/Tools.h => src/server/game/Tools/Tools.h
rename : src/server/game/Weather.cpp => src/server/game/Weather/Weather.cpp
rename : src/server/game/Weather.h => src/server/game/Weather/Weather.h
rename : src/server/game/TimeMgr.cpp => src/server/game/World/TimeMgr.cpp
rename : src/server/game/TimeMgr.h => src/server/game/World/TimeMgr.h
rename : src/server/game/World.cpp => src/server/game/World/World.cpp
rename : src/server/game/World.h => src/server/game/World/World.h
rename : src/server/game/WorldLog.cpp => src/server/game/World/WorldLog.cpp
rename : src/server/game/WorldLog.h => src/server/game/World/WorldLog.h
rename : src/server/game/WorldSession.cpp => src/server/game/World/WorldSession.cpp
rename : src/server/game/WorldSession.h => src/server/game/World/WorldSession.h
rename : src/server/game/WorldSocket.cpp => src/server/game/World/WorldSocket.cpp
rename : src/server/game/WorldSocket.h => src/server/game/World/WorldSocket.h
rename : src/server/game/WorldSocketMgr.cpp => src/server/game/World/WorldSocketMgr.cpp
rename : src/server/game/WorldSocketMgr.h => src/server/game/World/WorldSocketMgr.h
Diffstat (limited to 'src/server/game/Instances/InstanceSaveMgr.cpp')
| -rw-r--r-- | src/server/game/Instances/InstanceSaveMgr.cpp | 710 |
1 files changed, 710 insertions, 0 deletions
diff --git a/src/server/game/Instances/InstanceSaveMgr.cpp b/src/server/game/Instances/InstanceSaveMgr.cpp new file mode 100644 index 00000000000..d67364966d6 --- /dev/null +++ b/src/server/game/Instances/InstanceSaveMgr.cpp @@ -0,0 +1,710 @@ +/* + * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> + * + * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/> + * + * + * 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, write to the Free Software + * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA + */ + +#include "Common.h" +#include "Database/SQLStorage.h" + +#include "Player.h" +#include "GridNotifiers.h" +#include "Log.h" +#include "GridStates.h" +#include "CellImpl.h" +#include "Map.h" +#include "MapManager.h" +#include "MapInstanced.h" +#include "InstanceSaveMgr.h" +#include "Timer.h" +#include "GridNotifiersImpl.h" +#include "Config/ConfigEnv.h" +#include "Transports.h" +#include "ObjectMgr.h" +#include "World.h" +#include "Group.h" +#include "InstanceData.h" +#include "ProgressBar.h" +#include "Policies/Singleton.h" +#include "Policies/SingletonImp.h" + +INSTANTIATE_SINGLETON_1(InstanceSaveManager); + +InstanceSaveManager::InstanceSaveManager() : lock_instLists(false) +{ +} + +InstanceSaveManager::~InstanceSaveManager() +{ + // it is undefined whether this or objectmgr will be unloaded first + // so we must be prepared for both cases + 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); + } + save->m_playerList.clear(); + 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); + } + save->m_groupList.clear(); + 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) + { + sLog.outError("InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId); + return NULL; + } + + if (instanceId == 0) + { + sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId); + return NULL; + } + + if (difficulty >= (entry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY)) + { + sLog.outError("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)); + } + } + + sLog.outDebug("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) +{ + CharacterDatabase.BeginTransaction(); + CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'", instanceid); + CharacterDatabase.PExecute("DELETE FROM character_instance WHERE instance = '%u'", instanceid); + CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", instanceid); + CharacterDatabase.CommitTransaction(); + // 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()) + CharacterDatabase.PExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", (uint64)resettime, InstanceId); + delete itr->second; + m_instanceSaveById.erase(itr); + } +} + +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) +{ +} + +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; + + Map *map = MapManager::Instance().FindMap(GetMapId(),m_instanceid); + if (map) + { + assert(map->IsDungeon()); + if (InstanceData *iData = ((InstanceMap*)map)->GetInstanceData()) + { + data = iData->GetSaveData(); + if (!data.empty()) + CharacterDatabase.escape_string(data); + } + } + + CharacterDatabase.PExecute("INSERT INTO instance VALUES ('%u', '%u', '"UI64FMTD"', '%u', '%s')", m_instanceid, GetMapId(), (uint64)GetResetTimeForDB(), GetDifficulty(), data.c_str()); +} + +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 objmgr.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()) + { + if (!sInstanceSaveManager.lock_instLists) + sInstanceSaveManager.RemoveInstanceSave(GetInstanceId()); + return false; + } + else + return true; +} + +void InstanceSaveManager::_DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...) +{ + Tokens fieldTokens = StrSplit(fields, ", "); + assert(fieldTokens.size() != 0); + + va_list ap; + char szQueryTail [MAX_QUERY_LEN]; + va_start(ap, queryTail); + vsnprintf(szQueryTail, MAX_QUERY_LEN, queryTail, ap); + va_end(ap); + + QueryResult_AutoPtr result = db.PQuery("SELECT %s FROM %s %s", fields, table, szQueryTail); + if (result) + { + do + { + Field *fields = result->Fetch(); + std::ostringstream ss; + for (size_t i = 0; i < fieldTokens.size(); i++) + { + std::string fieldValue = fields[i].GetCppString(); + db.escape_string(fieldValue); + ss << (i != 0 ? " AND " : "") << fieldTokens[i] << " = '" << fieldValue << "'"; + } + db.DirectPExecute("DELETE FROM %s WHERE %s", table, ss.str().c_str()); + } while (result->NextRow()); + } +} + +void InstanceSaveManager::CleanupInstances() +{ + barGoLink bar(2); + bar.step(); + + // load reset times and clean expired instances + sInstanceSaveManager.LoadResetTimes(); + + // clean character/group - instance binds with invalid group/characters + _DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN characters ON character_instance.guid = characters.guid WHERE characters.guid IS NULL"); + _DelHelper(CharacterDatabase, "group_instance.guid, instance", "group_instance", "LEFT JOIN groups ON group_instance.guid = groups.guid LEFT JOIN characters ON groups.leaderGuid = characters.guid WHERE characters.guid IS NULL OR groups.guid IS NULL"); + + // clean instances that do not have any players or groups bound to them + _DelHelper(CharacterDatabase, "id, map, difficulty", "instance", "LEFT JOIN character_instance ON character_instance.instance = id LEFT JOIN group_instance ON group_instance.instance = id WHERE character_instance.instance IS NULL AND group_instance.instance IS NULL"); + + // clean invalid instance references in other tables + _DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN instance ON character_instance.instance = instance.id WHERE instance.id IS NULL"); + _DelHelper(CharacterDatabase, "guid, instance", "group_instance", "LEFT JOIN instance ON group_instance.instance = instance.id WHERE instance.id IS NULL"); + + // creature_respawn and gameobject_respawn are in another database + // first, obtain total instance set + std::set<uint32> InstanceSet; + QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT id FROM instance"); + if (result) + { + do + { + Field *fields = result->Fetch(); + InstanceSet.insert(fields[0].GetUInt32()); + } + while (result->NextRow()); + } + + // creature_respawn + result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM creature_respawn WHERE instance <> 0"); + if (result) + { + do + { + Field *fields = result->Fetch(); + if (InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end()) + WorldDatabase.DirectPExecute("DELETE FROM creature_respawn WHERE instance = '%u'", fields[0].GetUInt32()); + } + while (result->NextRow()); + } + + // gameobject_respawn + result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM gameobject_respawn WHERE instance <> 0"); + if (result) + { + do + { + Field *fields = result->Fetch(); + if (InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end()) + WorldDatabase.DirectPExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", fields[0].GetUInt32()); + } + while (result->NextRow()); + } + + // characters + result = CharacterDatabase.Query("SELECT DISTINCT(instance_id) FROM characters WHERE instance_id <> 0"); + if (result) + { + do + { + Field *fields = result->Fetch(); + if (InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end()) + CharacterDatabase.PExecute("UPDATE characters SET instance_id = '0' WHERE instance_id = '%u'", fields[0].GetUInt32()); + } + while (result->NextRow()); + } + + // corpse + result = CharacterDatabase.Query("SELECT DISTINCT(instance) FROM corpse WHERE instance <> 0"); + if (result) + { + do + { + Field *fields = result->Fetch(); + if (InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end()) + CharacterDatabase.PExecute("UPDATE corpse SET instance = '0' WHERE instance = '%u'", fields[0].GetUInt32()); + } + while (result->NextRow()); + } + + bar.step(); + sLog.outString(); + sLog.outString(">> Initialized %u instances", (uint32)InstanceSet.size()); +} + +void InstanceSaveManager::PackInstances() +{ + // this routine renumbers player instance associations in such a way so they start from 1 and go up + // TODO: this can be done a LOT more efficiently + + // obtain set of all associations + std::set<uint32> InstanceSet; + + // all valid ids are in the instance table + // any associations to ids not in this table are assumed to be + // cleaned already in CleanupInstances + QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT id FROM instance"); + if (result) + { + do + { + Field *fields = result->Fetch(); + InstanceSet.insert(fields[0].GetUInt32()); + } + while (result->NextRow()); + } + + barGoLink bar(InstanceSet.size() + 1); + bar.step(); + + uint32 InstanceNumber = 1; + // we do assume std::set is sorted properly on integer value + for (std::set<uint32>::iterator i = InstanceSet.begin(); i != InstanceSet.end(); ++i) + { + if (*i != InstanceNumber) + { + // remap instance id + WorldDatabase.PExecute("UPDATE creature_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i); + WorldDatabase.PExecute("UPDATE gameobject_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i); + CharacterDatabase.PExecute("UPDATE characters SET instance_id = '%u' WHERE instance_id = '%u'", InstanceNumber, *i); + CharacterDatabase.PExecute("UPDATE corpse SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i); + CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i); + CharacterDatabase.PExecute("UPDATE instance SET id = '%u' WHERE id = '%u'", InstanceNumber, *i); + CharacterDatabase.PExecute("UPDATE group_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i); + } + + ++InstanceNumber; + bar.step(); + } + + sLog.outString(); + sLog.outString(">> Instance numbers remapped, next instance id is %u", InstanceNumber); +} + +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; + ResetTimeMapDiffInstances mapDiffResetInstances; + + QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance WHERE resettime > 0"); + if (result) + { + do + { + if (time_t resettime = time_t((*result)[3].GetUInt64())) + { + uint32 id = (*result)[0].GetUInt32(); + uint32 mapid = (*result)[1].GetUInt32(); + uint32 difficulty = (*result)[2].GetUInt32(); + instResetTime[id] = ResetTimeMapDiffType(MAKE_PAIR32(mapid,difficulty), resettime); + mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid,difficulty),id)); + } + } + while (result->NextRow()); + + // update reset time for normal instances with the max creature respawn time + X hours + result = WorldDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance"); + if (result) + { + do + { + Field *fields = result->Fetch(); + uint32 instance = fields[1].GetUInt32(); + time_t resettime = time_t(fields[0].GetUInt64() + 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.getConfig(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].GetUInt32(); + Difficulty difficulty = Difficulty(fields[1].GetUInt32()); + uint64 oldresettime = fields[2].GetUInt64(); + + MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty); + if (!mapDiff) + { + sLog.outError("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 = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", newresettime, mapid, difficulty); + + SetResetTimeFor(mapid,difficulty,newresettime); + } while (result->NextRow()); + } + + // clean expired instances, references to them will be deleted in CleanupInstances + // must be done before calculating new reset times + _DelHelper(CharacterDatabase, "id, map, instance.difficulty", "instance", "LEFT JOIN instance_reset ON mapid = map AND instance.difficulty = instance_reset.difficulty WHERE (instance.resettime < '"UI64FMTD"' AND instance.resettime > '0') OR (NOT instance_reset.resettime IS NULL AND instance_reset.resettime < '"UI64FMTD"')", (uint64)now, (uint64)now); + + // 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 = ((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','"UI64FMTD"')", mapid, difficulty, (uint64)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); + } + + SetResetTimeFor(mapid,difficulty,t); + + // schedule the global reset/warning + uint8 type = 1; + static int tim[4] = {3600, 900, 300, 60}; + for (; type < 4; type++) + if (t - tim[type-1] > now) + break; + + ScheduleReset(true, t - tim[type-1], InstResetEvent(type, mapid, difficulty, 0)); + + for (ResetTimeMapDiffInstances::const_iterator in_itr = mapDiffResetInstances.lower_bound(map_diff_pair); + in_itr != mapDiffResetInstances.upper_bound(map_diff_pair); ++in_itr) + { + ScheduleReset(true, t - tim[type-1], InstResetEvent(type, mapid, difficulty, in_itr->second)); + } + } +} + +void InstanceSaveManager::ScheduleReset(bool add, time_t time, InstResetEvent event) +{ + if (add) m_resetTimeQueue.insert(std::pair<time_t, InstResetEvent>(time, event)); + else + { + // 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()) + sLog.outError("InstanceSaveManager::ScheduleReset: cannot cancel the reset, the event(%d,%d,%d) was not found!", event.type, event.mapid, event.instanceId); + } + } +} + +void InstanceSaveManager::Update() +{ + time_t now = time(NULL), t; + while (!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now) + { + 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 - now); + if (event.type != 4) + { + // schedule the next warning/reset + event.type++; + static int tim[4] = {3600, 900, 300, 60}; + ScheduleReset(true, resetTime - tim[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) +{ + sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId); + Map *map = (MapInstanced*)MapManager::Instance().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)->FindMap(instanceId); + if (iMap && iMap->IsDungeon()) ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY); + else objmgr.DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded +} + +void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, uint32 timeLeft) +{ + // global reset for all instances of the given map + MapEntry const *mapEntry = sMapStore.LookupEntry(mapid); + if (!mapEntry->Instanceable()) + return; + + uint64 now = (uint64)time(NULL); + + if (!warn) + { + MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty); + if (!mapDiff || !mapDiff->resetTime) + { + sLog.outError("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 + CharacterDatabase.BeginTransaction(); + CharacterDatabase.PExecute("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u' and difficulty='%u'", mapid, difficulty); + CharacterDatabase.PExecute("DELETE FROM group_instance USING group_instance LEFT JOIN instance ON group_instance.instance = id WHERE map = '%u' and difficulty='%u'", mapid, difficulty); + CharacterDatabase.PExecute("DELETE FROM instance WHERE map = '%u' and difficulty='%u'", mapid, difficulty); + CharacterDatabase.CommitTransaction(); + + // calculate the next reset time + uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR; + + uint32 period = ((mapDiff->resetTime * sWorld.getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY; + if (period < DAY) + period = DAY; + + uint64 next_reset = ((now + timeLeft + 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 + CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d' AND difficulty = '%d'", next_reset, mapid, difficulty); + } + + // note: this isn't fast but it's meant to be executed very rarely + Map const *map = MapManager::Instance().CreateBaseMap(mapid); // _not_ include difficulty + MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps(); + MapInstanced::InstancedMaps::iterator mitr; + for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr) + { + Map *map2 = mitr->second; + if (!map2->IsDungeon()) continue; + if (warn) ((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; +} |
