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authorShauren <shauren.trinity@gmail.com>2020-01-02 14:19:35 +0100
committerShauren <shauren.trinity@gmail.com>2022-10-04 00:19:38 +0200
commit9b924522d0549dd67b10e2cbdfc20297dd21e182 (patch)
treef0fcdf96902b7c497c1bc65db83621a8dfadf43a /src/server/game/Instances
parenta131542855d23022714a97640be1c8d68a741c31 (diff)
Core/Instances: Delete InstanceSaveMgr and replace most of its uses with new InstanceLockMgr
Diffstat (limited to 'src/server/game/Instances')
-rw-r--r--src/server/game/Instances/InstanceLockMgr.cpp8
-rw-r--r--src/server/game/Instances/InstanceLockMgr.h7
-rw-r--r--src/server/game/Instances/InstanceSaveMgr.cpp736
-rw-r--r--src/server/game/Instances/InstanceSaveMgr.h245
-rw-r--r--src/server/game/Instances/InstanceScript.cpp15
-rw-r--r--src/server/game/Instances/InstanceScript.h2
6 files changed, 27 insertions, 986 deletions
diff --git a/src/server/game/Instances/InstanceLockMgr.cpp b/src/server/game/Instances/InstanceLockMgr.cpp
index 007d994133a..94cfd09706c 100644
--- a/src/server/game/Instances/InstanceLockMgr.cpp
+++ b/src/server/game/Instances/InstanceLockMgr.cpp
@@ -414,10 +414,12 @@ void InstanceLockMgr::OnSharedInstanceLockDataDelete(uint32 instanceId)
TC_LOG_DEBUG("instance.locks", "Deleting instance %u as it is no longer referenced by any player", instanceId);
}
-void InstanceLockMgr::UpdateInstanceLockExtensionForPlayer(ObjectGuid const& playerGuid, MapDb2Entries const& entries, bool extended)
+std::pair<InstanceResetTimePoint, InstanceResetTimePoint> InstanceLockMgr::UpdateInstanceLockExtensionForPlayer(ObjectGuid const& playerGuid,
+ MapDb2Entries const& entries, bool extended)
{
if (InstanceLock* instanceLock = FindActiveInstanceLock(playerGuid, entries, true, false))
{
+ InstanceResetTimePoint oldExpiryTime = instanceLock->GetEffectiveExpiryTime();
instanceLock->SetExtended(extended);
CharacterDatabase.PExecute("UPDATE character_instance_lock SET extended = %d WHERE guid = " UI64FMTD " AND mapId = %u AND lockId = %d",
extended ? 1 : 0,
@@ -429,7 +431,11 @@ void InstanceLockMgr::UpdateInstanceLockExtensionForPlayer(ObjectGuid const& pla
entries.Map->ID, entries.Map->MapName[sWorld->GetDefaultDbcLocale()],
uint32(entries.MapDifficulty->DifficultyID), sDifficultyStore.AssertEntry(entries.MapDifficulty->DifficultyID)->Name[sWorld->GetDefaultDbcLocale()],
playerGuid.ToString().c_str(), extended ? "now" : "no longer");
+
+ return { oldExpiryTime, instanceLock->GetEffectiveExpiryTime() };
}
+
+ return { InstanceResetTimePoint::min(), InstanceResetTimePoint::min() };
}
#include "Config.h"
diff --git a/src/server/game/Instances/InstanceLockMgr.h b/src/server/game/Instances/InstanceLockMgr.h
index faf0bd584f6..45394451878 100644
--- a/src/server/game/Instances/InstanceLockMgr.h
+++ b/src/server/game/Instances/InstanceLockMgr.h
@@ -38,6 +38,7 @@
* `difficulty` tinyint(3) unsigned,
* `data` text, ALWAYS FILLED (also might not match instance data for instanceId based locks)
* `completedEncountersMask` int(10) unsigned, ALWAYS FILLED (also might not match instance data for instanceId based locks)
+ * `entranceWorldSafeLocId` int(10) unsigned, ALWAYS FILLED (also might not match instance data for instanceId based locks)
* `expiryTime` bigint(20) unsigned,
* `extended` tinyint(1) unsigned,
* PRIMARY KEY (`guid`,`mapId`,`lockId`),
@@ -46,6 +47,7 @@
* `instanceId` int(10) unsigned NOT NULL,
* `data` text, FILLED ONLY FOR ID BASED LOCKS
* `completedEncountersMask` int(10) unsigned, FILLED ONLY FOR ID BASED LOCKS
+ * `entranceWorldSafeLocId` int(10) unsigned, FILLED ONLY FOR ID BASED LOCKS
* PRIMARY KEY (`instanceId`)
*/
@@ -73,6 +75,7 @@ struct InstanceLockData
std::string Data;
uint32 CompletedEncountersMask = 0;
+ uint32 EntranceWorldSafeLocId = 0;
};
class TC_GAME_API InstanceLock
@@ -185,6 +188,7 @@ struct InstanceLockUpdateEvent
DungeonEncounterEntry const* CompletedEncounter;
};
+// TOTALLY NOT THREADSAFE YET
class TC_GAME_API InstanceLockMgr
{
public:
@@ -252,8 +256,9 @@ public:
@param playerGuid Guid of player whose lock is extended
@param entries Map.db2 + MapDifficulty.db2 data for instance
@param extended New instance lock extension state
+ @return pair<OldExpirationTime, NewExpirationTime>
*/
- void UpdateInstanceLockExtensionForPlayer(ObjectGuid const& playerGuid, MapDb2Entries const& entries, bool extended);
+ std::pair<InstanceResetTimePoint, InstanceResetTimePoint> UpdateInstanceLockExtensionForPlayer(ObjectGuid const& playerGuid, MapDb2Entries const& entries, bool extended);
static InstanceLockMgr& Instance();
diff --git a/src/server/game/Instances/InstanceSaveMgr.cpp b/src/server/game/Instances/InstanceSaveMgr.cpp
deleted file mode 100644
index b566b4f0cf6..00000000000
--- a/src/server/game/Instances/InstanceSaveMgr.cpp
+++ /dev/null
@@ -1,736 +0,0 @@
-/*
- * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
- *
- * 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 "InstanceSaveMgr.h"
-#include "Common.h"
-#include "Config.h"
-#include "DatabaseEnv.h"
-#include "DB2Stores.h"
-#include "GameTime.h"
-#include "GridNotifiers.h"
-#include "GridStates.h"
-#include "Group.h"
-#include "InstanceScenario.h"
-#include "InstanceScript.h"
-#include "Log.h"
-#include "Map.h"
-#include "MapManager.h"
-#include "ObjectMgr.h"
-#include "Player.h"
-#include "Timer.h"
-#include "World.h"
-
-uint16 InstanceSaveManager::ResetTimeDelay[] = {3600, 900, 300, 60};
-
-InstanceSaveManager::~InstanceSaveManager()
-{
-}
-
-InstanceSaveManager* InstanceSaveManager::instance()
-{
- static InstanceSaveManager instance;
- return &instance;
-}
-
-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->GetDifficultyID(), 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->GetDifficultyID(), 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, uint32 entranceId, bool canReset, bool load)
-{
- if (InstanceSave* old_save = GetInstanceSave(instanceId))
- return old_save;
-
- MapEntry const* entry = sMapStore.LookupEntry(mapId);
- if (!entry)
- {
- TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId);
- return nullptr;
- }
-
- if (instanceId == 0)
- {
- TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId);
- return nullptr;
- }
-
- DifficultyEntry const* difficultyEntry = sDifficultyStore.LookupEntry(difficulty);
- if (!difficultyEntry || difficultyEntry->InstanceType != entry->InstanceType)
- {
- TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, static_cast<uint32>(difficulty));
- return nullptr;
- }
-
- if (entranceId && !sObjectMgr->GetWorldSafeLoc(entranceId))
- {
- TC_LOG_WARN("misc", "InstanceSaveManager::AddInstanceSave: invalid entranceId = %d defined for instance save with mapid = %d, instanceid = %d!", entranceId, mapId, instanceId);
- entranceId = 0;
- }
-
- if (!resetTime)
- {
- // initialize reset time
- // for normal instances if no creatures are killed the instance will reset in two hours
- if (entry->IsRaid() || difficulty > DIFFICULTY_NORMAL)
- resetTime = GetResetTimeFor(mapId, difficulty);
- else
- {
- resetTime = GameTime::GetGameTime() + 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, entranceId, 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 : nullptr;
-}
-
-void InstanceSaveManager::DeleteInstanceFromDB(uint32 instanceid)
-{
- CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
-
- CharacterDatabasePreparedStatement* 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);
-
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_SCENARIO_INSTANCE_CRITERIA_FOR_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())
- {
- CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_INSTANCE_RESETTIME);
-
- stmt->setInt64(0, 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();
-}
-
-InstanceSave::InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, uint32 entranceId, time_t resetTime, bool canReset)
-: m_resetTime(resetTime), m_instanceid(InstanceId), m_mapid(MapId),
- m_difficulty(difficulty), m_entranceId(entranceId), 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();
- m_entranceId = instanceScript->GetEntranceLocation();
- }
-
- if (InstanceScenario* scenario = map->ToInstanceMap()->GetInstanceScenario())
- scenario->SaveToDB();
- }
-
- CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_INSTANCE_SAVE);
- stmt->setUInt32(0, m_instanceid);
- stmt->setUInt16(1, GetMapId());
- stmt->setUInt64(2, uint64(GetResetTimeForDB()));
- stmt->setUInt8(3, uint8(GetDifficultyID()));
- stmt->setUInt32(4, completedEncounters);
- stmt->setString(5, data);
- stmt->setUInt32(6, m_entranceId);
- CharacterDatabase.Execute(stmt);
-}
-
-time_t InstanceSave::GetResetTimeForDB()
-{
- // only save the reset time for normal instances
- MapEntry const* entry = sMapStore.LookupEntry(GetMapId());
- if (!entry || entry->IsRaid() || GetDifficultyID() == DIFFICULTY_HEROIC)
- return 0;
- else
- return GetResetTime();
-}
-
-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 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 = GameTime::GetGameTime();
- 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;
-
- if (QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance ORDER BY id ASC"))
- {
- do
- {
- Field* fields = result->Fetch();
-
- uint32 instanceId = fields[0].GetUInt32();
-
- // Mark instance id as being used
- sMapMgr->RegisterInstanceId(instanceId);
-
- if (time_t resettime = time_t(fields[3].GetUInt64()))
- {
- 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());
-
- // 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 resetHour = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR);
- if (QueryResult result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset"))
- {
- do
- {
- Field* fields = result->Fetch();
- uint32 mapid = fields[0].GetUInt16();
- Difficulty difficulty = Difficulty(fields[1].GetUInt8());
- uint64 oldresettime = fields[2].GetUInt64();
-
- MapDifficultyEntry const* mapDiff = sDB2Manager.GetMapDifficultyData(mapid, difficulty);
- if (!mapDiff)
- {
- TC_LOG_ERROR("misc", "InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, static_cast<uint32>(difficulty));
-
- CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GLOBAL_INSTANCE_RESETTIME);
- stmt->setUInt16(0, uint16(mapid));
- stmt->setUInt8(1, uint8(difficulty));
- CharacterDatabase.DirectExecute(stmt);
- continue;
- }
-
- // update the reset time if the hour in the configs changes
- uint64 newresettime = GetLocalHourTimestamp(oldresettime, resetHour, false);
- if (oldresettime != newresettime)
- {
- CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
- stmt->setUInt64(0, uint64(newresettime));
- stmt->setUInt16(1, uint16(mapid));
- stmt->setUInt8(2, uint8(difficulty));
- CharacterDatabase.DirectExecute(stmt);
- }
-
- 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 (auto& mapDifficultyPair : sDB2Manager.GetMapDifficulties())
- {
- uint32 mapid = mapDifficultyPair.first;
-
- for (auto& difficultyPair : mapDifficultyPair.second)
- {
- Difficulty difficulty = Difficulty(difficultyPair.first);
- MapDifficultyEntry const* mapDiff = difficultyPair.second;
- if (!mapDiff->GetRaidDuration())
- continue;
-
- // the reset_delay must be at least one day
- uint32 period = uint32(((mapDiff->GetRaidDuration() * 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 = GetLocalHourTimestamp(today + period, resetHour);
-
- CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GLOBAL_INSTANCE_RESETTIME);
- stmt->setUInt16(0, uint16(mapid));
- stmt->setUInt8(1, uint8(difficulty));
- stmt->setInt64(2, t);
- CharacterDatabase.DirectExecute(stmt);
- }
-
- if (t < now)
- {
- // assume that expired instances have already been cleaned
- // calculate the next reset time
- time_t day = (t / DAY) * DAY;
- t = GetLocalHourTimestamp(day + ((today - day) / period + 1) * period, resetHour);
-
- CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
- stmt->setInt64(0, t);
- stmt->setUInt16(1, uint16(mapid));
- stmt->setUInt8(2, uint8(difficulty));
- CharacterDatabase.DirectExecute(stmt);
- }
-
- 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(MAKE_PAIR32(mapid, difficulty));
- for (; range.first != range.second; ++range.first)
- ScheduleReset(true, t - ResetTimeDelay[type - 1], InstResetEvent(type, mapid, difficulty, range.first->second));
- }
- }
-}
-
-time_t InstanceSaveManager::GetSubsequentResetTime(uint32 mapid, Difficulty difficulty, time_t resetTime) const
-{
- MapDifficultyEntry const* mapDiff = sDB2Manager.GetMapDifficultyData(mapid, difficulty);
- if (!mapDiff || !mapDiff->GetRaidDuration())
- {
- TC_LOG_ERROR("misc", "InstanceSaveManager::GetSubsequentResetTime: not valid difficulty or no reset delay for map %u", mapid);
- return 0;
- }
-
- time_t resetHour = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR);
- time_t period = uint32(((mapDiff->GetRaidDuration() * sWorld->getRate(RATE_INSTANCE_RESET_TIME)) / DAY) * DAY);
- if (period < DAY)
- period = DAY;
-
- return GetLocalHourTimestamp(((resetTime + MINUTE) / DAY * DAY) + period, resetHour);
-}
-
-void InstanceSaveManager::SetResetTimeFor(uint32 mapid, Difficulty d, time_t t)
-{
- ResetTimeByMapDifficultyMap::iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR64(mapid, d));
- ASSERT(itr != m_resetTimeByMapDifficulty.end());
- itr->second = t;
-}
-
-void InstanceSaveManager::ScheduleReset(bool add, time_t time, InstResetEvent event)
-{
- if (!add)
- {
- // find the event in the queue and remove it
- ResetTimeQueue::iterator itr;
- std::pair<ResetTimeQueue::iterator, ResetTimeQueue::iterator> range;
- range = m_resetTimeQueue.equal_range(time);
- for (itr = range.first; itr != range.second; ++itr)
- {
- if (itr->second == event)
- {
- m_resetTimeQueue.erase(itr);
- return;
- }
- }
-
- // in case the reset time changed (should happen very rarely), we search the whole queue
- if (itr == range.second)
- {
- for (itr = m_resetTimeQueue.begin(); itr != m_resetTimeQueue.end(); ++itr)
- {
- if (itr->second == event)
- {
- m_resetTimeQueue.erase(itr);
- return;
- }
- }
-
- if (itr == m_resetTimeQueue.end())
- TC_LOG_ERROR("misc", "InstanceSaveManager::ScheduleReset: cannot cancel the reset, the event(%d, %d, %d) was not found!", event.type, event.mapid, event.instanceId);
- }
- }
- else
- m_resetTimeQueue.insert(std::pair<time_t, InstResetEvent>(time, event));
-}
-
-void InstanceSaveManager::ForceGlobalReset(uint32 mapId, Difficulty difficulty)
-{
- if (!sDB2Manager.GetDownscaledMapDifficultyData(mapId, difficulty))
- return;
- // remove currently scheduled reset times
- ScheduleReset(false, 0, InstResetEvent(1, mapId, difficulty, 0));
- ScheduleReset(false, 0, InstResetEvent(4, mapId, difficulty, 0));
- // force global reset on the instance
- _ResetOrWarnAll(mapId, difficulty, false, GameTime::GetGameTime());
-}
-
-void InstanceSaveManager::Update()
-{
- time_t now = GameTime::GetGameTime();
- time_t t;
-
- while (!m_resetTimeQueue.empty())
- {
- t = m_resetTimeQueue.begin()->first;
- if (t >= now)
- break;
-
- InstResetEvent &event = m_resetTimeQueue.begin()->second;
- if (event.type == 0)
- {
- // for individual normal instances, max creature respawn + X hours
- _ResetInstance(event.mapid, event.instanceId);
- m_resetTimeQueue.erase(m_resetTimeQueue.begin());
- }
- else
- {
- // global reset/warning for a certain map
- time_t resetTime = GetResetTimeFor(event.mapid, event.difficulty);
- _ResetOrWarnAll(event.mapid, event.difficulty, event.type != 4, resetTime);
- if (event.type != 4)
- {
- // schedule the next warning/reset
- ++event.type;
- ScheduleReset(true, resetTime - ResetTimeDelay[event.type-1], event);
- }
- m_resetTimeQueue.erase(m_resetTimeQueue.begin());
- }
- }
-}
-
-void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
-{
- // unbind all players bound to the instance
- // do not allow UnbindInstance to automatically unload the InstanceSaves
- lock_instLists = true;
-
- bool shouldDelete = true;
- InstanceSave::PlayerListType &pList = itr->second->m_playerList;
- std::vector<Player*> temp; // list of expired binds that should be unbound
- for (Player* player : pList)
- {
- if (InstancePlayerBind* bind = player->GetBoundInstance(itr->second->GetMapId(), itr->second->GetDifficultyID()))
- {
- ASSERT(bind->save == itr->second);
- if (bind->perm && bind->extendState) // permanent and not already expired
- {
- // actual promotion in DB already happened in caller
- bind->extendState = bind->extendState == EXTEND_STATE_EXTENDED ? EXTEND_STATE_NORMAL : EXTEND_STATE_EXPIRED;
- shouldDelete = false;
- continue;
- }
- }
- temp.push_back(player);
- }
- for (Player* player : temp)
- {
- player->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficultyID(), true);
- }
-
- InstanceSave::GroupListType &gList = itr->second->m_groupList;
- while (!gList.empty())
- {
- Group* group = *(gList.begin());
- group->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficultyID(), true);
- }
-
- if (shouldDelete)
- {
- delete itr->second;
- itr = m_instanceSaveById.erase(itr);
- }
- else
- ++itr;
-
- lock_instLists = false;
-}
-
-void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
-{
- TC_LOG_DEBUG("maps", "InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
- MapEntry const* map = sMapStore.LookupEntry(mapid);
- if (!map->IsDungeon())
- return;
-
- InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(instanceId);
- if (itr != m_instanceSaveById.end())
- _ResetSave(itr);
-
- DeleteInstanceFromDB(instanceId); // even if save not loaded
-
- Map* iMap = sMapMgr->FindMap(mapid, instanceId);
- if (iMap)
- {
- ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
- iMap->DeleteRespawnTimes();
- iMap->DeleteCorpseData();
- }
- else
- Map::DeleteRespawnTimesInDB(mapid, instanceId);
-
- // Free up the instance id and allow it to be reused
- sMapMgr->FreeInstanceId(instanceId);
-}
-
-void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime)
-{
- // global reset for all instances of the given map
- MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
- if (!mapEntry->Instanceable())
- return;
- TC_LOG_DEBUG("misc", "InstanceSaveManager::ResetOrWarnAll: Processing map %s (%u) on difficulty %u (warn? %u)", mapEntry->MapName[sWorld->GetDefaultDbcLocale()], mapid, static_cast<uint32>(difficulty), warn);
-
- time_t now = GameTime::GetGameTime();
-
- if (!warn)
- {
- // calculate the next reset time
- time_t next_reset = GetSubsequentResetTime(mapid, difficulty, resetTime);
- if (!next_reset)
- return;
-
- // delete/promote instance binds from the DB, even if not loaded
- CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
-
- CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_CHAR_INSTANCE_BY_MAP_DIFF);
- stmt->setUInt16(0, uint16(mapid));
- stmt->setUInt8(1, uint8(difficulty));
- trans->Append(stmt);
-
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_MAP_DIFF);
- stmt->setUInt16(0, uint16(mapid));
- stmt->setUInt8(1, uint8(difficulty));
- trans->Append(stmt);
-
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_INSTANCE_BY_MAP_DIFF);
- stmt->setUInt16(0, uint16(mapid));
- stmt->setUInt8(1, uint8(difficulty));
- trans->Append(stmt);
-
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_EXPIRE_CHAR_INSTANCE_BY_MAP_DIFF);
- stmt->setUInt16(0, uint16(mapid));
- stmt->setUInt8(1, uint8(difficulty));
- trans->Append(stmt);
-
- CharacterDatabase.CommitTransaction(trans);
-
- // promote loaded binds to instances of the given map
- for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();)
- {
- if (itr->second->GetMapId() == mapid && itr->second->GetDifficultyID() == difficulty)
- _ResetSave(itr);
- else
- ++itr;
- }
-
- SetResetTimeFor(mapid, difficulty, next_reset);
- ScheduleReset(true, time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty, 0));
-
- // Update it in the DB
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
-
- stmt->setUInt64(0, uint64(next_reset));
- stmt->setUInt16(1, uint16(mapid));
- stmt->setUInt8(2, uint8(difficulty));
-
- CharacterDatabase.Execute(stmt);
- }
-
- // note: this isn't fast but it's meant to be executed very rarely
- if (mapEntry->IsDungeon())
- {
- sMapMgr->DoForAllMapsWithMapId(mapid, [=](Map* map)
- {
- if (warn)
- {
- uint32 timeLeft;
- if (now >= resetTime)
- timeLeft = 0;
- else
- timeLeft = uint32(resetTime - now);
-
- ((InstanceMap*)map)->SendResetWarnings(timeLeft);
- }
- else
- ((InstanceMap*)map)->Reset(INSTANCE_RESET_GLOBAL);
- });
- }
-
- /// @todo delete creature/gameobject respawn times even if the maps are not loaded
-}
-
-uint32 InstanceSaveManager::GetNumBoundPlayersTotal() const
-{
- uint32 ret = 0;
- for (InstanceSaveHashMap::const_iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
- ret += itr->second->GetPlayerCount();
-
- return ret;
-}
-
-uint32 InstanceSaveManager::GetNumBoundGroupsTotal() const
-{
- uint32 ret = 0;
- for (InstanceSaveHashMap::const_iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
- ret += itr->second->GetGroupCount();
-
- return ret;
-}
diff --git a/src/server/game/Instances/InstanceSaveMgr.h b/src/server/game/Instances/InstanceSaveMgr.h
deleted file mode 100644
index 6b5ac5c562f..00000000000
--- a/src/server/game/Instances/InstanceSaveMgr.h
+++ /dev/null
@@ -1,245 +0,0 @@
-/*
- * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
- *
- * 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/>.
- */
-
-#ifndef _INSTANCESAVEMGR_H
-#define _INSTANCESAVEMGR_H
-
-#include <list>
-#include <map>
-#include <mutex>
-#include <unordered_map>
-
-#include "Define.h"
-#include "DBCEnums.h"
-#include "ObjectDefines.h"
-
-struct InstanceTemplate;
-struct MapEntry;
-class Player;
-class Group;
-
-/*
- Holds the information necessary for creating a new map for an existing instance
- Is referenced in three cases:
- - player-instance binds for solo players (not in group)
- - player-instance binds for permanent heroic/raid saves
- - group-instance binds (both solo and permanent) cache the player binds for the group leader
-*/
-class TC_GAME_API InstanceSave
-{
- friend class InstanceSaveManager;
- public:
- /* Created either when:
- - any new instance is being generated
- - the first time a player bound to InstanceId logs in
- - when a group bound to the instance is loaded */
- InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, uint32 entranceId, time_t resetTime, bool canReset);
-
- /* Unloaded when m_playerList and m_groupList become empty
- or when the instance is reset */
- ~InstanceSave();
-
- InstanceSave(InstanceSave const& right) = delete;
- InstanceSave(InstanceSave&& right) = delete;
- InstanceSave& operator=(InstanceSave const& right) = delete;
- InstanceSave& operator=(InstanceSave&& right) = delete;
-
- uint32 GetPlayerCount() const { return uint32(m_playerList.size()); }
- uint32 GetGroupCount() const { return uint32(m_groupList.size()); }
-
- /* A map corresponding to the InstanceId/MapId does not always exist.
- InstanceSave objects may be created on player logon but the maps are
- created and loaded only when a player actually enters the instance. */
- uint32 GetInstanceId() const { return m_instanceid; }
- uint32 GetMapId() const { return m_mapid; }
-
- /* Saved when the instance is generated for the first time */
- void SaveToDB();
- /* When the instance is being reset (permanently deleted) */
- void DeleteFromDB();
-
- /* for normal instances this corresponds to max(creature respawn time) + X hours
- for raid/heroic instances this caches the global respawn time for the map */
- time_t GetResetTime() const { return m_resetTime; }
- void SetResetTime(time_t resetTime) { m_resetTime = resetTime; }
- time_t GetResetTimeForDB();
-
- uint32 GetEntranceLocation() const { return m_entranceId; }
- void SetEntranceLocation(uint32 entranceId) { m_entranceId = entranceId; }
-
- MapEntry const* GetMapEntry();
-
- /* online players bound to the instance (perm/solo)
- does not include the members of the group unless they have permanent saves */
- void AddPlayer(Player* player)
- {
- std::lock_guard<std::mutex> lock(_playerListLock);
- m_playerList.push_back(player);
- }
-
- bool RemovePlayer(Player* player)
- {
- _playerListLock.lock();
- m_playerList.remove(player);
- bool isStillValid = UnloadIfEmpty();
- _playerListLock.unlock();
-
- //delete here if needed, after releasing the lock
- if (m_toDelete)
- delete this;
-
- return isStillValid;
- }
- /* all groups bound to the instance */
- void AddGroup(Group* group) { m_groupList.push_back(group); }
- bool RemoveGroup(Group* group)
- {
- m_groupList.remove(group);
- bool isStillValid = UnloadIfEmpty();
- if (m_toDelete)
- delete this;
- return isStillValid;
- }
-
- /* instances cannot be reset (except at the global reset time)
- if there are players permanently bound to it
- this is cached for the case when those players are offline */
- bool CanReset() const { return m_canReset; }
- void SetCanReset(bool canReset) { m_canReset = canReset; }
-
- /* currently it is possible to omit this information from this structure
- but that would depend on a lot of things that can easily change in future */
- Difficulty GetDifficultyID() const { return m_difficulty; }
-
- /* used to flag the InstanceSave as to be deleted, so the caller can delete it */
- void SetToDelete(bool toDelete)
- {
- m_toDelete = toDelete;
- }
-
- typedef std::list<Player*> PlayerListType;
- typedef std::list<Group*> GroupListType;
- private:
- bool UnloadIfEmpty();
- /* the only reason the instSave-object links are kept is because
- the object-instSave links need to be broken at reset time */
- /// @todo: Check if maybe it's enough to just store the number of players/groups
- PlayerListType m_playerList;
- GroupListType m_groupList;
- time_t m_resetTime;
- uint32 m_instanceid;
- uint32 m_mapid;
- Difficulty m_difficulty;
- uint32 m_entranceId;
- bool m_canReset;
- bool m_toDelete;
-
- std::mutex _playerListLock;
-};
-
-typedef std::unordered_map<uint64 /*PAIR64(map, difficulty)*/, time_t /*resetTime*/> ResetTimeByMapDifficultyMap;
-
-class TC_GAME_API InstanceSaveManager
-{
- friend class InstanceSave;
-
- private:
- InstanceSaveManager() : lock_instLists(false) { };
- ~InstanceSaveManager();
-
- public:
- typedef std::unordered_map<uint32 /*InstanceId*/, InstanceSave*> InstanceSaveHashMap;
-
- static InstanceSaveManager* instance();
-
- void Unload();
-
- /* resetTime is a global propery of each (raid/heroic) map
- all instances of that map reset at the same time */
- struct InstResetEvent
- {
- uint8 type;
- Difficulty difficulty:8;
- uint32 mapid;
- uint32 instanceId;
-
- InstResetEvent() : type(0), difficulty(DIFFICULTY_NORMAL), mapid(0), instanceId(0) { }
- InstResetEvent(uint8 t, uint32 _mapid, Difficulty d, uint32 _instanceid)
- : type(t), difficulty(d), mapid(_mapid), instanceId(_instanceid) { }
- bool operator==(InstResetEvent const& e) const { return e.instanceId == instanceId; }
- };
- typedef std::multimap<time_t /*resetTime*/, InstResetEvent> ResetTimeQueue;
-
- void LoadInstances();
-
- void LoadResetTimes();
- time_t GetResetTimeFor(uint32 mapid, Difficulty d) const
- {
- ResetTimeByMapDifficultyMap::const_iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR64(mapid, d));
- return itr != m_resetTimeByMapDifficulty.end() ? itr->second : 0;
- }
- time_t GetSubsequentResetTime(uint32 mapid, Difficulty difficulty, time_t resetTime) const;
-
- // Use this on startup when initializing reset times
- void InitializeResetTimeFor(uint32 mapid, Difficulty d, time_t t)
- {
- m_resetTimeByMapDifficulty[MAKE_PAIR64(mapid, d)] = t;
- }
-
- // Use this only when updating existing reset times
- void SetResetTimeFor(uint32 mapid, Difficulty d, time_t t);
-
- ResetTimeByMapDifficultyMap const& GetResetTimeMap() const
- {
- return m_resetTimeByMapDifficulty;
- }
- void ScheduleReset(bool add, time_t time, InstResetEvent event);
- void ForceGlobalReset(uint32 mapId, Difficulty difficulty);
-
- void Update();
-
- InstanceSave* AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, uint32 entranceId,
- bool canReset, bool load = false);
- void RemoveInstanceSave(uint32 InstanceId);
- void UnloadInstanceSave(uint32 InstanceId);
- static void DeleteInstanceFromDB(uint32 instanceid);
-
- InstanceSave* GetInstanceSave(uint32 InstanceId);
-
- /* statistics */
- uint32 GetNumInstanceSaves() const { return uint32(m_instanceSaveById.size()); }
- uint32 GetNumBoundPlayersTotal() const;
- uint32 GetNumBoundGroupsTotal() const;
-
- protected:
- static uint16 ResetTimeDelay[];
-
- private:
- void _ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime);
- void _ResetInstance(uint32 mapid, uint32 instanceId);
- void _ResetSave(InstanceSaveHashMap::iterator &itr);
- // used during global instance resets
- bool lock_instLists;
- // fast lookup by instance id
- InstanceSaveHashMap m_instanceSaveById;
- // fast lookup for reset times (always use existed functions for access/set)
- ResetTimeByMapDifficultyMap m_resetTimeByMapDifficulty;
- ResetTimeQueue m_resetTimeQueue;
-};
-
-#define sInstanceSaveMgr InstanceSaveManager::instance()
-#endif
diff --git a/src/server/game/Instances/InstanceScript.cpp b/src/server/game/Instances/InstanceScript.cpp
index 358ce8d60c0..159eb82b89e 100644
--- a/src/server/game/Instances/InstanceScript.cpp
+++ b/src/server/game/Instances/InstanceScript.cpp
@@ -451,7 +451,7 @@ bool InstanceScript::SetBossState(uint32 id, EncounterState state)
bossInfo->state = state;
SaveToDB();
- if (state == DONE)
+ if (state == DONE && dungeonEncounter)
instance->UpdateInstanceLock(dungeonEncounter, { id, state });
}
@@ -779,11 +779,20 @@ bool InstanceScript::CheckAchievementCriteriaMeet(uint32 criteria_id, Player con
return false;
}
+bool InstanceScript::IsEncounterCompleted(uint32 dungeonEncounterId) const
+{
+ for (std::size_t i = 0; i < bosses.size(); ++i)
+ for (std::size_t j = 0; j < bosses[i].DungeonEncounters.size(); ++j)
+ if (bosses[i].DungeonEncounters[j] && bosses[i].DungeonEncounters[j]->ID == dungeonEncounterId)
+ return bosses[i].state == DONE;
+
+ return false;
+}
+
void InstanceScript::SetEntranceLocation(uint32 worldSafeLocationId)
{
_entranceId = worldSafeLocationId;
- if (_temporaryEntranceId)
- _temporaryEntranceId = 0;
+ _temporaryEntranceId = 0;
}
void InstanceScript::SendEncounterUnit(uint32 type, Unit* unit /*= nullptr*/, uint8 priority)
diff --git a/src/server/game/Instances/InstanceScript.h b/src/server/game/Instances/InstanceScript.h
index 8e34702361b..77c8886628d 100644
--- a/src/server/game/Instances/InstanceScript.h
+++ b/src/server/game/Instances/InstanceScript.h
@@ -273,6 +273,8 @@ class TC_GAME_API InstanceScript : public ZoneScript
// Returns completed encounters mask for packets
uint32 GetCompletedEncounterMask() const { return completedEncounters; }
+ bool IsEncounterCompleted(uint32 dungeonEncounterId) const;
+
uint32 GetEncounterCount() const { return uint32(bosses.size()); }
// Sets the entrance location (WorldSafeLoc) id