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authorShauren <shauren.trinity@gmail.com>2015-09-28 17:20:27 +0200
committerShauren <shauren.trinity@gmail.com>2015-09-29 18:45:01 +0200
commit402a3c45ffe65597d9863dce5fb76362795d706a (patch)
tree2820239fa3e7c535306c2aa9f544b2ca13607126 /src
parent70a5cdfc04f510d39af5ea050757f33804ae7723 (diff)
Core/Maps: Moved corpse management to map level
(cherry picked from commit cd27fd38b93884797c094a82dc7beb0498e2f124) # Conflicts: # src/server/database/Database/Implementation/CharacterDatabase.cpp # src/server/database/Database/Implementation/CharacterDatabase.h # src/server/game/Entities/Corpse/Corpse.cpp # src/server/game/Entities/Creature/GossipDef.cpp # src/server/game/Entities/Player/Player.cpp # src/server/game/Entities/Player/Player.h # src/server/game/Globals/ObjectAccessor.cpp # src/server/game/Globals/ObjectAccessor.h # src/server/game/Globals/ObjectMgr.cpp # src/server/game/Globals/ObjectMgr.h # src/server/game/Grids/ObjectGridLoader.cpp # src/server/game/Handlers/AuctionHouseHandler.cpp # src/server/game/Handlers/CharacterHandler.cpp # src/server/game/Handlers/ChatHandler.cpp # src/server/game/Handlers/QueryHandler.cpp # src/server/game/Maps/Map.cpp # src/server/game/Server/Packets/CharacterPackets.cpp # src/server/game/World/World.cpp # src/server/scripts/Commands/cs_reload.cpp
Diffstat (limited to 'src')
-rw-r--r--src/server/database/Database/Implementation/CharacterDatabase.cpp1
-rw-r--r--src/server/database/Database/Implementation/CharacterDatabase.h1
-rw-r--r--src/server/game/AI/SmartScripts/SmartAI.cpp6
-rw-r--r--src/server/game/Battlefield/Battlefield.cpp2
-rw-r--r--src/server/game/Battlegrounds/Battleground.cpp9
-rw-r--r--src/server/game/Entities/Corpse/Corpse.cpp17
-rw-r--r--src/server/game/Entities/Corpse/Corpse.h1
-rw-r--r--src/server/game/Entities/Object/Object.cpp2
-rw-r--r--src/server/game/Entities/Player/Player.cpp70
-rw-r--r--src/server/game/Entities/Player/Player.h35
-rw-r--r--src/server/game/Globals/ObjectAccessor.cpp188
-rw-r--r--src/server/game/Globals/ObjectAccessor.h118
-rw-r--r--src/server/game/Globals/ObjectMgr.cpp16
-rw-r--r--src/server/game/Globals/ObjectMgr.h7
-rw-r--r--src/server/game/Grids/ObjectGridLoader.cpp56
-rw-r--r--src/server/game/Handlers/CharacterHandler.cpp15
-rw-r--r--src/server/game/Handlers/MiscHandler.cpp1
-rw-r--r--src/server/game/Handlers/MovementHandler.cpp4
-rw-r--r--src/server/game/Handlers/NPCHandler.cpp10
-rw-r--r--src/server/game/Handlers/QueryHandler.cpp27
-rw-r--r--src/server/game/Maps/Map.cpp109
-rw-r--r--src/server/game/Maps/Map.h24
-rw-r--r--src/server/game/Maps/MapManager.cpp7
-rw-r--r--src/server/game/World/World.cpp11
-rw-r--r--src/server/game/World/World.h2
-rw-r--r--src/server/scripts/Commands/cs_instance.cpp4
-rw-r--r--src/server/scripts/Commands/cs_misc.cpp8
-rw-r--r--src/server/scripts/Commands/cs_server.cpp2
-rw-r--r--src/server/scripts/Kalimdor/zone_bloodmyst_isle.cpp4
-rw-r--r--src/server/worldserver/Main.cpp1
30 files changed, 334 insertions, 424 deletions
diff --git a/src/server/database/Database/Implementation/CharacterDatabase.cpp b/src/server/database/Database/Implementation/CharacterDatabase.cpp
index cc5b3771e1e..b5b79a3e11d 100644
--- a/src/server/database/Database/Implementation/CharacterDatabase.cpp
+++ b/src/server/database/Database/Implementation/CharacterDatabase.cpp
@@ -320,6 +320,7 @@ void CharacterDatabaseConnection::DoPrepareStatements()
PrepareStatement(CHAR_INS_CORPSE, "INSERT INTO corpse (guid, posX, posY, posZ, orientation, mapId, displayId, itemCache, bytes1, bytes2, guildId, flags, dynFlags, time, corpseType, instanceId, phaseMask) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?)", CONNECTION_ASYNC);
PrepareStatement(CHAR_DEL_CORPSE, "DELETE FROM corpse WHERE guid = ?", CONNECTION_ASYNC);
PrepareStatement(CHAR_DEL_CORPSES_FROM_MAP, "DELETE FROM corpse WHERE mapId = ? AND instanceId = ?", CONNECTION_ASYNC);
+ PrepareStatement(CHAR_SEL_CORPSE_LOCATION, "SELECT mapId, posX, posY, posZ, orientation FROM corpse WHERE guid = ?", CONNECTION_ASYNC);
// Creature respawn
PrepareStatement(CHAR_SEL_CREATURE_RESPAWNS, "SELECT guid, respawnTime FROM creature_respawn WHERE mapId = ? AND instanceId = ?", CONNECTION_SYNCH);
diff --git a/src/server/database/Database/Implementation/CharacterDatabase.h b/src/server/database/Database/Implementation/CharacterDatabase.h
index 5ebafe0d0f8..c76c584a0a8 100644
--- a/src/server/database/Database/Implementation/CharacterDatabase.h
+++ b/src/server/database/Database/Implementation/CharacterDatabase.h
@@ -269,6 +269,7 @@ enum CharacterDatabaseStatements
CHAR_INS_CORPSE,
CHAR_DEL_CORPSE,
CHAR_DEL_CORPSES_FROM_MAP,
+ CHAR_SEL_CORPSE_LOCATION,
CHAR_SEL_CREATURE_RESPAWNS,
CHAR_REP_CREATURE_RESPAWN,
diff --git a/src/server/game/AI/SmartScripts/SmartAI.cpp b/src/server/game/AI/SmartScripts/SmartAI.cpp
index 1a51bb2d897..7c507ad59b6 100644
--- a/src/server/game/AI/SmartScripts/SmartAI.cpp
+++ b/src/server/game/AI/SmartScripts/SmartAI.cpp
@@ -208,7 +208,7 @@ void SmartAI::EndPath(bool fail)
if (targets->size() == 1 && GetScript()->IsPlayer((*targets->begin())))
{
Player* player = (*targets->begin())->ToPlayer();
- if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse())
+ if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
player->GroupEventHappens(mEscortQuestID, me);
if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
@@ -220,7 +220,7 @@ void SmartAI::EndPath(bool fail)
{
Player* groupGuy = groupRef->GetSource();
- if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->GetCorpse())
+ if (!fail && groupGuy->IsAtGroupRewardDistance(me) && !groupGuy->HasCorpse())
groupGuy->AreaExploredOrEventHappens(mEscortQuestID);
if (fail && groupGuy->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
groupGuy->FailQuest(mEscortQuestID);
@@ -233,7 +233,7 @@ void SmartAI::EndPath(bool fail)
if (GetScript()->IsPlayer((*iter)))
{
Player* player = (*iter)->ToPlayer();
- if (!fail && player->IsAtGroupRewardDistance(me) && !player->GetCorpse())
+ if (!fail && player->IsAtGroupRewardDistance(me) && !player->HasCorpse())
player->AreaExploredOrEventHappens(mEscortQuestID);
if (fail && player->GetQuestStatus(mEscortQuestID) == QUEST_STATUS_INCOMPLETE)
player->FailQuest(mEscortQuestID);
diff --git a/src/server/game/Battlefield/Battlefield.cpp b/src/server/game/Battlefield/Battlefield.cpp
index 46181011719..d22ac0ea5d5 100644
--- a/src/server/game/Battlefield/Battlefield.cpp
+++ b/src/server/game/Battlefield/Battlefield.cpp
@@ -695,7 +695,7 @@ void BfGraveyard::Resurrect()
player->CastSpell(player, 6962, true);
player->CastSpell(player, SPELL_SPIRIT_HEAL_MANA, true);
- sObjectAccessor->ConvertCorpseForPlayer(player->GetGUID());
+ player->SpawnCorpseBones(false);
}
m_ResurrectQueue.clear();
diff --git a/src/server/game/Battlegrounds/Battleground.cpp b/src/server/game/Battlegrounds/Battleground.cpp
index 2b4d5a4df5e..ad8a7b9e729 100644
--- a/src/server/game/Battlegrounds/Battleground.cpp
+++ b/src/server/game/Battlegrounds/Battleground.cpp
@@ -367,7 +367,7 @@ inline void Battleground::_ProcessResurrect(uint32 diff)
player->ResurrectPlayer(1.0f);
player->CastSpell(player, 6962, true);
player->CastSpell(player, SPELL_SPIRIT_HEAL_MANA, true);
- sObjectAccessor->ConvertCorpseForPlayer(*itr);
+ player->SpawnCorpseBones(false);
}
m_ResurrectQueue.clear();
}
@@ -889,8 +889,11 @@ void Battleground::RemovePlayerAtLeave(ObjectGuid guid, bool Transport, bool Sen
player->SpawnCorpseBones();
}
}
- else // try to resurrect the offline player. If he is alive nothing will happen
- sObjectAccessor->ConvertCorpseForPlayer(guid);
+ else
+ {
+ SQLTransaction trans(nullptr);
+ Player::OfflineResurrect(guid, trans);
+ }
RemovePlayer(player, guid, team); // BG subclass specific code
diff --git a/src/server/game/Entities/Corpse/Corpse.cpp b/src/server/game/Entities/Corpse/Corpse.cpp
index 11c0885beef..360cfdf1ae3 100644
--- a/src/server/game/Entities/Corpse/Corpse.cpp
+++ b/src/server/game/Entities/Corpse/Corpse.cpp
@@ -22,6 +22,7 @@
#include "UpdateMask.h"
#include "ObjectAccessor.h"
#include "DatabaseEnv.h"
+#include "World.h"
Corpse::Corpse(CorpseType type) : WorldObject(type != CORPSE_BONES), m_type(type)
{
@@ -138,10 +139,14 @@ void Corpse::DeleteBonesFromWorld()
void Corpse::DeleteFromDB(SQLTransaction& trans)
{
- PreparedStatement* stmt = NULL;
- stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CORPSE);
- stmt->setUInt32(0, GetOwnerGUID().GetCounter());
- trans->Append(stmt);
+ DeleteFromDB(GetOwnerGUID(), trans);
+}
+
+void Corpse::DeleteFromDB(ObjectGuid const& ownerGuid, SQLTransaction& trans)
+{
+ PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CORPSE);
+ stmt->setUInt32(0, ownerGuid.GetCounter());
+ CharacterDatabase.ExecuteOrAppend(trans, stmt);
}
bool Corpse::LoadCorpseFromDB(uint32 guid, Field* fields)
@@ -193,6 +198,10 @@ bool Corpse::LoadCorpseFromDB(uint32 guid, Field* fields)
bool Corpse::IsExpired(time_t t) const
{
+ // Deleted character
+ if (!sWorld->GetCharacterNameData(GetOwnerGUID()))
+ return true;
+
if (m_type == CORPSE_BONES)
return m_time < t - 60 * MINUTE;
else
diff --git a/src/server/game/Entities/Corpse/Corpse.h b/src/server/game/Entities/Corpse/Corpse.h
index c3a693d30d3..eeb22a064ba 100644
--- a/src/server/game/Entities/Corpse/Corpse.h
+++ b/src/server/game/Entities/Corpse/Corpse.h
@@ -63,6 +63,7 @@ class Corpse : public WorldObject, public GridObject<Corpse>
void DeleteBonesFromWorld();
void DeleteFromDB(SQLTransaction& trans);
+ static void DeleteFromDB(ObjectGuid const& ownerGuid, SQLTransaction& trans);
ObjectGuid GetOwnerGUID() const { return GetGuidValue(CORPSE_FIELD_OWNER); }
diff --git a/src/server/game/Entities/Object/Object.cpp b/src/server/game/Entities/Object/Object.cpp
index f5af3556332..21a65440a55 100644
--- a/src/server/game/Entities/Object/Object.cpp
+++ b/src/server/game/Entities/Object/Object.cpp
@@ -1743,7 +1743,7 @@ void WorldObject::SendObjectDeSpawnAnim(ObjectGuid guid)
void WorldObject::SetMap(Map* map)
{
ASSERT(map);
- ASSERT(!IsInWorld() || GetTypeId() == TYPEID_CORPSE);
+ ASSERT(!IsInWorld());
if (m_currMap == map) // command add npc: first create, than loadfromdb
return;
if (m_currMap)
diff --git a/src/server/game/Entities/Player/Player.cpp b/src/server/game/Entities/Player/Player.cpp
index b5d3ebaa562..e4452b84da4 100644
--- a/src/server/game/Entities/Player/Player.cpp
+++ b/src/server/game/Entities/Player/Player.cpp
@@ -2022,6 +2022,8 @@ bool Player::BuildEnumData(PreparedQueryResult result, WorldPacket* data)
uint32 charFlags = 0;
uint32 playerFlags = fields[14].GetUInt32();
+ if (atLoginFlags & AT_LOGIN_RESURRECT)
+ playerFlags &= ~PLAYER_FLAGS_GHOST;
if (playerFlags & PLAYER_FLAGS_HIDE_HELM)
charFlags |= CHARACTER_FLAG_HIDE_HELM;
if (playerFlags & PLAYER_FLAGS_HIDE_CLOAK)
@@ -4537,10 +4539,6 @@ void Player::DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRe
charDelete_method = CHAR_DELETE_REMOVE;
}
- // convert corpse to bones if exist (to prevent exiting Corpse in World without DB entry)
- // bones will be deleted by corpse/bones deleting thread shortly
- sObjectAccessor->ConvertCorpseForPlayer(playerguid);
-
if (uint32 guildId = GetGuildIdFromDB(playerguid))
if (Guild* guild = sGuildMgr->GetGuildById(guildId))
guild->DeleteMember(playerguid, false, false, true);
@@ -4841,6 +4839,8 @@ void Player::DeleteFromDB(ObjectGuid playerguid, uint32 accountId, bool updateRe
stmt->setUInt32(0, guid);
trans->Append(stmt);
+ Corpse::DeleteFromDB(playerguid, trans);
+
CharacterDatabase.CommitTransaction(trans);
break;
}
@@ -4940,18 +4940,17 @@ void Player::BuildPlayerRepop()
// there must be SMSG.FORCE_RUN_SPEED_CHANGE, SMSG.FORCE_SWIM_SPEED_CHANGE, SMSG.MOVE_WATER_WALK
// there must be SMSG.STOP_MIRROR_TIMER
- // there we must send 888 opcode
- // the player cannot have a corpse already, only bones which are not returned by GetCorpse
- if (GetCorpse())
+ // the player cannot have a corpse already on current map, only bones which are not returned by GetCorpse
+ WorldLocation corpseLocation = GetCorpseLocation();
+ if (corpseLocation.GetMapId() == GetMapId())
{
TC_LOG_ERROR("entities.player", "BuildPlayerRepop: player %s(%d) already has a corpse", GetName().c_str(), GetGUID().GetCounter());
return;
}
// create a corpse and place it at the player's location
- CreateCorpse();
- Corpse* corpse = GetCorpse();
+ Corpse* corpse = CreateCorpse();
if (!corpse)
{
TC_LOG_ERROR("entities.player", "Error creating corpse for Player %s [%u]", GetName().c_str(), GetGUID().GetCounter());
@@ -5093,7 +5092,16 @@ void Player::KillPlayer()
UpdateObjectVisibility();
}
-void Player::CreateCorpse()
+void Player::OfflineResurrect(ObjectGuid const& guid, SQLTransaction& trans)
+{
+ Corpse::DeleteFromDB(guid, trans);
+ PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG);
+ stmt->setUInt16(0, uint16(AT_LOGIN_RESURRECT));
+ stmt->setUInt64(1, guid.GetCounter());
+ CharacterDatabase.ExecuteOrAppend(trans, stmt);
+}
+
+Corpse* Player::CreateCorpse()
{
// prevent existence 2 corpse for player
SpawnCorpseBones();
@@ -5106,9 +5114,11 @@ void Player::CreateCorpse()
if (!corpse->Create(GetMap()->GenerateLowGuid<HighGuid::Corpse>(), this))
{
delete corpse;
- return;
+ return nullptr;
}
+ _corpseLocation.WorldRelocate(*this);
+
_uf = GetUInt32Value(UNIT_FIELD_BYTES_0);
_pb = GetUInt32Value(PLAYER_BYTES);
_pb2 = GetUInt32Value(PLAYER_BYTES_2);
@@ -5159,19 +5169,21 @@ void Player::CreateCorpse()
corpse->SaveToDB();
// register for player, but not show
- sObjectAccessor->AddCorpse(corpse);
+ GetMap()->AddCorpse(corpse);
+ return corpse;
}
-void Player::SpawnCorpseBones()
+void Player::SpawnCorpseBones(bool triggerSave /*= true*/)
{
- if (sObjectAccessor->ConvertCorpseForPlayer(GetGUID()))
- if (!GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
- SaveToDB(); // prevent loading as ghost without corpse
+ _corpseLocation.WorldRelocate();
+ if (GetMap()->ConvertCorpseToBones(GetGUID()))
+ if (triggerSave && !GetSession()->PlayerLogoutWithSave()) // at logout we will already store the player
+ SaveToDB(); // prevent loading as ghost without corpse
}
Corpse* Player::GetCorpse() const
{
- return sObjectAccessor->GetCorpseForPlayerGUID(GetGUID());
+ return GetMap()->GetCorpseByPlayer(GetGUID());
}
void Player::DurabilityLossAll(double percent, bool inventory)
@@ -8580,9 +8592,11 @@ void Player::RemovedInsignia(Player* looterPlr)
RepopAtGraveyard();
}
+ _corpseLocation.WorldRelocate();
+
// We have to convert player corpse to bones, not to be able to resurrect there
// SpawnCorpseBones isn't handy, 'cos it saves player while he in BG
- Corpse* bones = sObjectAccessor->ConvertCorpseForPlayer(GetGUID(), true);
+ Corpse* bones = GetMap()->ConvertCorpseToBones(GetGUID(), true);
if (!bones)
return;
@@ -17910,18 +17924,24 @@ void Player::_LoadGlyphAuras()
}
}
-void Player::LoadCorpse()
+void Player::LoadCorpse(PreparedQueryResult result)
{
- if (IsAlive())
- sObjectAccessor->ConvertCorpseForPlayer(GetGUID());
- else
+ if (IsAlive() || HasAtLoginFlag(AT_LOGIN_RESURRECT))
+ SpawnCorpseBones(false);
+
+ if (!IsAlive())
{
- if (Corpse* corpse = GetCorpse())
- ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, corpse && !sMapStore.LookupEntry(corpse->GetMapId())->Instanceable());
+ if (result && !HasAtLoginFlag(AT_LOGIN_RESURRECT))
+ {
+ Field* fields = result->Fetch();
+ _corpseLocation.WorldRelocate(fields[0].GetUInt16(), fields[1].GetFloat(), fields[2].GetFloat(), fields[3].GetFloat(), fields[4].GetFloat());
+ ApplyModFlag(PLAYER_FIELD_BYTES, PLAYER_FIELD_BYTE_RELEASE_TIMER, !sMapStore.LookupEntry(_corpseLocation.GetMapId())->Instanceable());
+ }
else
- //Prevent Dead Player login without corpse
ResurrectPlayer(0.5f);
}
+
+ RemoveAtLoginFlag(AT_LOGIN_RESURRECT);
}
void Player::_LoadInventory(PreparedQueryResult result, uint32 timeDiff)
diff --git a/src/server/game/Entities/Player/Player.h b/src/server/game/Entities/Player/Player.h
index 94d0fa5697c..e798f5d98d7 100644
--- a/src/server/game/Entities/Player/Player.h
+++ b/src/server/game/Entities/Player/Player.h
@@ -503,15 +503,16 @@ enum PlayerExtraFlags
// 2^n values
enum AtLoginFlags
{
- AT_LOGIN_NONE = 0x00,
- AT_LOGIN_RENAME = 0x01,
- AT_LOGIN_RESET_SPELLS = 0x02,
- AT_LOGIN_RESET_TALENTS = 0x04,
- AT_LOGIN_CUSTOMIZE = 0x08,
- AT_LOGIN_RESET_PET_TALENTS = 0x10,
- AT_LOGIN_FIRST = 0x20,
- AT_LOGIN_CHANGE_FACTION = 0x40,
- AT_LOGIN_CHANGE_RACE = 0x80
+ AT_LOGIN_NONE = 0x000,
+ AT_LOGIN_RENAME = 0x001,
+ AT_LOGIN_RESET_SPELLS = 0x002,
+ AT_LOGIN_RESET_TALENTS = 0x004,
+ AT_LOGIN_CUSTOMIZE = 0x008,
+ AT_LOGIN_RESET_PET_TALENTS = 0x010,
+ AT_LOGIN_FIRST = 0x020,
+ AT_LOGIN_CHANGE_FACTION = 0x040,
+ AT_LOGIN_CHANGE_RACE = 0x080,
+ AT_LOGIN_RESURRECT = 0x100,
};
typedef std::map<uint32, QuestStatusData> QuestStatusMap;
@@ -819,6 +820,7 @@ enum PlayerLoginQueryIndex
PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES = 30,
PLAYER_LOGIN_QUERY_LOAD_SEASONAL_QUEST_STATUS = 31,
PLAYER_LOGIN_QUERY_LOAD_MONTHLY_QUEST_STATUS = 32,
+ PLAYER_LOGIN_QUERY_LOAD_CORPSE_LOCATION = 33,
MAX_PLAYER_LOGIN_QUERY
};
@@ -1343,7 +1345,7 @@ class Player : public Unit, public GridObject<Player>
void AddItemDurations(Item* item);
void RemoveItemDurations(Item* item);
void SendItemDurations();
- void LoadCorpse();
+ void LoadCorpse(PreparedQueryResult result);
void LoadPet();
bool AddItem(uint32 itemId, uint32 count);
@@ -1835,17 +1837,20 @@ class Player : public Unit, public GridObject<Player>
bool UpdatePosition(const Position &pos, bool teleport = false) { return UpdatePosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation(), teleport); }
void UpdateUnderwaterState(Map* m, float x, float y, float z) override;
- void SendMessageToSet(WorldPacket* data, bool self) override {SendMessageToSetInRange(data, GetVisibilityRange(), self); }// overwrite Object::SendMessageToSet
- void SendMessageToSetInRange(WorldPacket* data, float fist, bool self) override;// overwrite Object::SendMessageToSetInRange
+ void SendMessageToSet(WorldPacket* data, bool self) override { SendMessageToSetInRange(data, GetVisibilityRange(), self); }
+ void SendMessageToSetInRange(WorldPacket* data, float dist, bool self) override;
void SendMessageToSetInRange(WorldPacket* data, float dist, bool self, bool own_team_only);
void SendMessageToSet(WorldPacket* data, Player const* skipped_rcvr) override;
void SendTeleportAckPacket();
Corpse* GetCorpse() const;
- void SpawnCorpseBones();
- void CreateCorpse();
+ void SpawnCorpseBones(bool triggerSave = true);
+ Corpse* CreateCorpse();
void KillPlayer();
+ static void OfflineResurrect(ObjectGuid const& guid, SQLTransaction& trans);
+ bool HasCorpse() const { return _corpseLocation.GetMapId() != MAPID_INVALID; }
+ WorldLocation GetCorpseLocation() const { return _corpseLocation; }
uint32 GetResurrectionSpellId();
void ResurrectPlayer(float restore_percent, bool applySickness = false);
void BuildPlayerRepop();
@@ -2624,6 +2629,8 @@ class Player : public Unit, public GridObject<Player>
uint32 _pendingBindTimer;
uint32 _activeCheats;
+
+ WorldLocation _corpseLocation;
};
void AddItemsSetItem(Player* player, Item* item);
diff --git a/src/server/game/Globals/ObjectAccessor.cpp b/src/server/game/Globals/ObjectAccessor.cpp
index f5e9b6bb5b7..ca974ba9a37 100644
--- a/src/server/game/Globals/ObjectAccessor.cpp
+++ b/src/server/game/Globals/ObjectAccessor.cpp
@@ -34,10 +34,6 @@
#include <boost/thread/shared_mutex.hpp>
#include <boost/thread/locks.hpp>
-ObjectAccessor::ObjectAccessor() { }
-
-ObjectAccessor::~ObjectAccessor() { }
-
WorldObject* ObjectAccessor::GetWorldObject(WorldObject const& p, ObjectGuid const& guid)
{
switch (guid.GetHigh())
@@ -210,6 +206,11 @@ Player* ObjectAccessor::FindConnectedPlayerByName(std::string const& name)
return NULL;
}
+HashMapHolder<Player>::MapType const& ObjectAccessor::GetPlayers()
+{
+ return HashMapHolder<Player>::GetContainer();
+}
+
void ObjectAccessor::SaveAllPlayers()
{
boost::shared_lock<boost::shared_mutex> lock(*HashMapHolder<Player>::GetLock());
@@ -219,185 +220,6 @@ void ObjectAccessor::SaveAllPlayers()
itr->second->SaveToDB();
}
-Corpse* ObjectAccessor::GetCorpseForPlayerGUID(ObjectGuid const& guid)
-{
- boost::shared_lock<boost::shared_mutex> lock(_corpseLock);
-
- Player2CorpsesMapType::iterator iter = i_player2corpse.find(guid);
- if (iter == i_player2corpse.end())
- return NULL;
-
- ASSERT(iter->second->GetType() != CORPSE_BONES);
-
- return iter->second;
-}
-
-void ObjectAccessor::RemoveCorpse(Corpse* corpse)
-{
- ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
-
- boost::upgrade_lock<boost::shared_mutex> lock(_corpseLock);
-
- /// @todo more works need to be done for corpse and other world object
- if (Map* map = corpse->FindMap())
- {
- corpse->DestroyForNearbyPlayers();
- if (corpse->IsInGrid())
- map->RemoveFromMap(corpse, false);
- else
- {
- corpse->RemoveFromWorld();
- corpse->ResetMap();
- }
- }
- else
- corpse->RemoveFromWorld();
-
- // Critical section
- {
- boost::upgrade_to_unique_lock<boost::shared_mutex> uniqueLock(lock);
-
- Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID());
- if (iter == i_player2corpse.end()) /// @todo Fix this
- return;
-
- // build mapid*cellid -> guid_set map
- CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
- sObjectMgr->DeleteCorpseCellData(corpse->GetMapId(), cellCoord.GetId(), corpse->GetOwnerGUID().GetCounter());
-
- i_player2corpse.erase(iter);
- }
-}
-
-void ObjectAccessor::AddCorpse(Corpse* corpse)
-{
- ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
-
- // Critical section
- {
- boost::unique_lock<boost::shared_mutex> lock(_corpseLock);
-
- ASSERT(i_player2corpse.find(corpse->GetOwnerGUID()) == i_player2corpse.end());
- i_player2corpse[corpse->GetOwnerGUID()] = corpse;
-
- // build mapid*cellid -> guid_set map
- CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
- sObjectMgr->AddCorpseCellData(corpse->GetMapId(), cellCoord.GetId(), corpse->GetOwnerGUID().GetCounter(), corpse->GetInstanceId());
- }
-}
-
-void ObjectAccessor::AddCorpsesToGrid(GridCoord const& gridpair, GridType& grid, Map* map)
-{
- boost::shared_lock<boost::shared_mutex> lock(_corpseLock);
-
- for (Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
- {
- // We need this check otherwise a corpose may be added to a grid twice
- if (iter->second->IsInGrid())
- continue;
-
- if (iter->second->GetGridCoord() == gridpair)
- {
- // verify, if the corpse in our instance (add only corpses which are)
- if (map->Instanceable())
- {
- if (iter->second->GetInstanceId() == map->GetInstanceId())
- grid.AddWorldObject(iter->second);
- }
- else
- grid.AddWorldObject(iter->second);
- }
- }
-}
-
-Corpse* ObjectAccessor::ConvertCorpseForPlayer(ObjectGuid const& player_guid, bool insignia /*=false*/)
-{
- Corpse* corpse = GetCorpseForPlayerGUID(player_guid);
- if (!corpse)
- {
- //in fact this function is called from several places
- //even when player doesn't have a corpse, not an error
- return NULL;
- }
-
- TC_LOG_DEBUG("misc", "Deleting Corpse and spawned bones.");
-
- // Map can be NULL
- Map* map = corpse->FindMap();
-
- // remove corpse from player_guid -> corpse map and from current map
- RemoveCorpse(corpse);
-
- // remove corpse from DB
- SQLTransaction trans = CharacterDatabase.BeginTransaction();
- corpse->DeleteFromDB(trans);
- CharacterDatabase.CommitTransaction(trans);
-
- Corpse* bones = NULL;
- // create the bones only if the map and the grid is loaded at the corpse's location
- // ignore bones creating option in case insignia
-
- if (map && (insignia ||
- (map->IsBattlegroundOrArena() ? sWorld->getBoolConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getBoolConfig(CONFIG_DEATH_BONES_WORLD))) &&
- !map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
- {
- // Create bones, don't change Corpse
- bones = new Corpse;
- bones->Create(corpse->GetGUID().GetCounter(), map);
-
- for (uint8 i = OBJECT_FIELD_TYPE + 1; i < CORPSE_END; ++i) // don't overwrite guid and object type
- bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
-
- bones->SetGridCoord(corpse->GetGridCoord());
- // bones->m_time = m_time; // don't overwrite time
- // bones->m_type = m_type; // don't overwrite type
- bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
- bones->SetPhaseMask(corpse->GetPhaseMask(), false);
-
- bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
- bones->SetGuidValue(CORPSE_FIELD_OWNER, ObjectGuid::Empty);
-
- for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
- {
- if (corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
- bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
- }
-
- // add bones in grid store if grid loaded where corpse placed
- map->AddToMap(bones);
- }
-
- // all references to the corpse should be removed at this point
- delete corpse;
-
- return bones;
-}
-
-void ObjectAccessor::RemoveOldCorpses()
-{
- time_t now = time(NULL);
- Player2CorpsesMapType::iterator next;
- for (Player2CorpsesMapType::iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); itr = next)
- {
- next = itr;
- ++next;
-
- if (!itr->second->IsExpired(now))
- continue;
-
- ConvertCorpseForPlayer(itr->first);
- }
-}
-
-void ObjectAccessor::UnloadAll()
-{
- for (Player2CorpsesMapType::const_iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); ++itr)
- {
- itr->second->RemoveFromWorld();
- delete itr->second;
- }
-}
-
/// Define the static members of HashMapHolder
template <class T> typename HashMapHolder<T>::MapType HashMapHolder<T>::_objectMap;
diff --git a/src/server/game/Globals/ObjectAccessor.h b/src/server/game/Globals/ObjectAccessor.h
index 54e2a7298ef..d5fb8564b96 100644
--- a/src/server/game/Globals/ObjectAccessor.h
+++ b/src/server/game/Globals/ObjectAccessor.h
@@ -85,85 +85,47 @@ class HashMapHolder
static MapType _objectMap;
};
-class ObjectAccessor
+namespace ObjectAccessor
{
- private:
- ObjectAccessor();
- ~ObjectAccessor();
- ObjectAccessor(const ObjectAccessor&);
- ObjectAccessor& operator=(const ObjectAccessor&);
-
- public:
- /// @todo: Override these template functions for each holder type and add assertions
-
- static ObjectAccessor* instance()
- {
- static ObjectAccessor instance;
- return &instance;
- }
-
- // these functions return objects only if in map of specified object
- static WorldObject* GetWorldObject(WorldObject const&, ObjectGuid const&);
- static Object* GetObjectByTypeMask(WorldObject const&, ObjectGuid const&, uint32 typemask);
- static Corpse* GetCorpse(WorldObject const& u, ObjectGuid const& guid);
- static GameObject* GetGameObject(WorldObject const& u, ObjectGuid const& guid);
- static Transport* GetTransport(WorldObject const& u, ObjectGuid const& guid);
- static DynamicObject* GetDynamicObject(WorldObject const& u, ObjectGuid const& guid);
- static Unit* GetUnit(WorldObject const&, ObjectGuid const& guid);
- static Creature* GetCreature(WorldObject const& u, ObjectGuid const& guid);
- static Pet* GetPet(WorldObject const&, ObjectGuid const& guid);
- static Player* GetPlayer(Map const*, ObjectGuid const& guid);
- static Player* GetPlayer(WorldObject const&, ObjectGuid const& guid);
- static Creature* GetCreatureOrPetOrVehicle(WorldObject const&, ObjectGuid const&);
-
- // these functions return objects if found in whole world
- // ACCESS LIKE THAT IS NOT THREAD SAFE
- static Player* FindPlayer(ObjectGuid const&);
- static Player* FindPlayerByName(std::string const& name);
-
- // this returns Player even if he is not in world, for example teleporting
- static Player* FindConnectedPlayer(ObjectGuid const&);
- static Player* FindConnectedPlayerByName(std::string const& name);
-
- // when using this, you must use the hashmapholder's lock
- static HashMapHolder<Player>::MapType const& GetPlayers()
- {
- return HashMapHolder<Player>::GetContainer();
- }
-
- template<class T> static void AddObject(T* object)
- {
- HashMapHolder<T>::Insert(object);
- }
-
- template<class T> static void RemoveObject(T* object)
- {
- HashMapHolder<T>::Remove(object);
- }
-
- static void SaveAllPlayers();
-
- //non-static functions
-
- //Thread safe
- Corpse* GetCorpseForPlayerGUID(ObjectGuid const& guid);
- void RemoveCorpse(Corpse* corpse);
- void AddCorpse(Corpse* corpse);
- void AddCorpsesToGrid(GridCoord const& gridpair, GridType& grid, Map* map);
- Corpse* ConvertCorpseForPlayer(ObjectGuid const& player_guid, bool insignia = false);
-
- //Thread unsafe
- void RemoveOldCorpses();
- void UnloadAll();
-
- private:
- typedef std::unordered_map<ObjectGuid, Corpse*> Player2CorpsesMapType;
- typedef std::unordered_map<Player*, UpdateData>::value_type UpdateDataValueType;
-
- Player2CorpsesMapType i_player2corpse;
-
- boost::shared_mutex _corpseLock;
+ // these functions return objects only if in map of specified object
+ WorldObject* GetWorldObject(WorldObject const&, ObjectGuid const&);
+ Object* GetObjectByTypeMask(WorldObject const&, ObjectGuid const&, uint32 typemask);
+ Corpse* GetCorpse(WorldObject const& u, ObjectGuid const& guid);
+ GameObject* GetGameObject(WorldObject const& u, ObjectGuid const& guid);
+ Transport* GetTransport(WorldObject const& u, ObjectGuid const& guid);
+ DynamicObject* GetDynamicObject(WorldObject const& u, ObjectGuid const& guid);
+ Unit* GetUnit(WorldObject const&, ObjectGuid const& guid);
+ Creature* GetCreature(WorldObject const& u, ObjectGuid const& guid);
+ Pet* GetPet(WorldObject const&, ObjectGuid const& guid);
+ Player* GetPlayer(Map const*, ObjectGuid const& guid);
+ Player* GetPlayer(WorldObject const&, ObjectGuid const& guid);
+ Creature* GetCreatureOrPetOrVehicle(WorldObject const&, ObjectGuid const&);
+
+ // these functions return objects if found in whole world
+ // ACCESS LIKE THAT IS NOT THREAD SAFE
+ Player* FindPlayer(ObjectGuid const&);
+ Player* FindPlayerByName(std::string const& name);
+
+ // this returns Player even if he is not in world, for example teleporting
+ Player* FindConnectedPlayer(ObjectGuid const&);
+ Player* FindConnectedPlayerByName(std::string const& name);
+
+ // when using this, you must use the hashmapholder's lock
+ HashMapHolder<Player>::MapType const& GetPlayers();
+
+ template<class T>
+ void AddObject(T* object)
+ {
+ HashMapHolder<T>::Insert(object);
+ }
+
+ template<class T>
+ void RemoveObject(T* object)
+ {
+ HashMapHolder<T>::Remove(object);
+ }
+
+ void SaveAllPlayers();
};
-#define sObjectAccessor ObjectAccessor::instance()
#endif
diff --git a/src/server/game/Globals/ObjectMgr.cpp b/src/server/game/Globals/ObjectMgr.cpp
index 4bf86facbef..b5d8d08a6a4 100644
--- a/src/server/game/Globals/ObjectMgr.cpp
+++ b/src/server/game/Globals/ObjectMgr.cpp
@@ -7358,20 +7358,6 @@ void ObjectMgr::DeleteGOData(uint32 guid)
_gameObjectDataStore.erase(guid);
}
-void ObjectMgr::AddCorpseCellData(uint32 mapid, uint32 cellid, uint32 player_guid, uint32 instance)
-{
- // corpses are always added to spawn mode 0 and they are spawned by their instance id
- CellObjectGuids& cell_guids = _mapObjectGuidsStore[MAKE_PAIR32(mapid, 0)][cellid];
- cell_guids.corpses[player_guid] = instance;
-}
-
-void ObjectMgr::DeleteCorpseCellData(uint32 mapid, uint32 cellid, uint32 player_guid)
-{
- // corpses are always added to spawn mode 0 and they are spawned by their instance id
- CellObjectGuids& cell_guids = _mapObjectGuidsStore[MAKE_PAIR32(mapid, 0)][cellid];
- cell_guids.corpses.erase(player_guid);
-}
-
void ObjectMgr::LoadQuestRelationsHelper(QuestRelations& map, QuestRelationsReverse* reverseMap, std::string const& table, bool starter, bool go)
{
uint32 oldMSTime = getMSTime();
@@ -8590,7 +8576,7 @@ void ObjectMgr::LoadScriptNames()
do
{
- _scriptNamesStore.emplace_back((*result)[0].GetCString());
+ _scriptNamesStore.push_back((*result)[0].GetString());
}
while (result->NextRow());
diff --git a/src/server/game/Globals/ObjectMgr.h b/src/server/game/Globals/ObjectMgr.h
index b9d755636cd..462370001dd 100644
--- a/src/server/game/Globals/ObjectMgr.h
+++ b/src/server/game/Globals/ObjectMgr.h
@@ -445,13 +445,11 @@ struct BroadcastText
typedef std::unordered_map<uint32, BroadcastText> BroadcastTextContainer;
-typedef std::set<uint32> CellGuidSet;
-typedef std::map<uint32/*player guid*/, uint32/*instance*/> CellCorpseSet;
+typedef std::set<ObjectGuid::LowType> CellGuidSet;
struct CellObjectGuids
{
CellGuidSet creatures;
CellGuidSet gameobjects;
- CellCorpseSet corpses;
};
typedef std::unordered_map<uint32/*cell_id*/, CellObjectGuids> CellObjectGuidsMap;
typedef std::unordered_map<uint32/*(mapid, spawnMode) pair*/, CellObjectGuidsMap> MapObjectGuids;
@@ -1219,9 +1217,6 @@ class ObjectMgr
LocaleConstant GetDBCLocaleIndex() const { return DBCLocaleIndex; }
void SetDBCLocaleIndex(LocaleConstant locale) { DBCLocaleIndex = locale; }
- void AddCorpseCellData(uint32 mapid, uint32 cellid, uint32 player_guid, uint32 instance);
- void DeleteCorpseCellData(uint32 mapid, uint32 cellid, uint32 player_guid);
-
// grid objects
void AddCreatureToGrid(uint32 guid, CreatureData const* data);
void RemoveCreatureFromGrid(uint32 guid, CreatureData const* data);
diff --git a/src/server/game/Grids/ObjectGridLoader.cpp b/src/server/game/Grids/ObjectGridLoader.cpp
index d0ae90d002f..de0ab490e9c 100644
--- a/src/server/game/Grids/ObjectGridLoader.cpp
+++ b/src/server/game/Grids/ObjectGridLoader.cpp
@@ -62,7 +62,7 @@ class ObjectWorldLoader
{
public:
explicit ObjectWorldLoader(ObjectGridLoader& gloader)
- : i_cell(gloader.i_cell), i_map(gloader.i_map), i_corpses (0)
+ : i_cell(gloader.i_cell), i_map(gloader.i_map), i_grid(gloader.i_grid), i_corpses(gloader.i_corpses)
{ }
void Visit(CorpseMapType &m);
@@ -72,8 +72,9 @@ class ObjectWorldLoader
private:
Cell i_cell;
Map* i_map;
+ NGridType& i_grid;
public:
- uint32 i_corpses;
+ uint32& i_corpses;
};
template<class T> void ObjectGridLoader::SetObjectCell(T* /*obj*/, CellCoord const& /*cellCoord*/) { }
@@ -129,38 +130,6 @@ void LoadHelper(CellGuidSet const& guid_set, CellCoord &cell, GridRefManager<T>
}
}
-void LoadHelper(CellCorpseSet const& cell_corpses, CellCoord &cell, CorpseMapType &m, uint32 &count, Map* map)
-{
- if (cell_corpses.empty())
- return;
-
- for (CellCorpseSet::const_iterator itr = cell_corpses.begin(); itr != cell_corpses.end(); ++itr)
- {
- if (itr->second != map->GetInstanceId())
- continue;
-
- ObjectGuid player_guid(HighGuid::Player, itr->first);
-
- Corpse* obj = sObjectAccessor->GetCorpseForPlayerGUID(player_guid);
- if (!obj)
- continue;
-
- /// @todo this is a hack
- // corpse's map should be reset when the map is unloaded
- // but it may still exist when the grid is unloaded but map is not
- // in that case map == currMap
- obj->SetMap(map);
-
- if (obj->IsInGrid())
- {
- obj->AddToWorld();
- continue;
- }
-
- AddObjectHelper(cell, m, count, map, obj);
- }
-}
-
void ObjectGridLoader::Visit(GameObjectMapType &m)
{
CellCoord cellCoord = i_cell.GetCellCoord();
@@ -175,22 +144,28 @@ void ObjectGridLoader::Visit(CreatureMapType &m)
LoadHelper(cell_guids.creatures, cellCoord, m, i_creatures, i_map);
}
-void ObjectWorldLoader::Visit(CorpseMapType &m)
+void ObjectWorldLoader::Visit(CorpseMapType& /*m*/)
{
CellCoord cellCoord = i_cell.GetCellCoord();
- // corpses are always added to spawn mode 0 and they are spawned by their instance id
- CellObjectGuids const& cell_guids = sObjectMgr->GetCellObjectGuids(i_map->GetId(), 0, cellCoord.GetId());
- LoadHelper(cell_guids.corpses, cellCoord, m, i_corpses, i_map);
+ if (std::unordered_set<Corpse*> const* corpses = i_map->GetCorpsesInCell(cellCoord.GetId()))
+ {
+ for (Corpse* corpse : *corpses)
+ {
+ corpse->AddToWorld();
+ i_grid.GetGridType(i_cell.CellX(), i_cell.CellY()).AddWorldObject(corpse);
+ ++i_corpses;
+ }
+ }
}
void ObjectGridLoader::LoadN(void)
{
i_gameObjects = 0; i_creatures = 0; i_corpses = 0;
i_cell.data.Part.cell_y = 0;
- for (unsigned int x=0; x < MAX_NUMBER_OF_CELLS; ++x)
+ for (uint32 x = 0; x < MAX_NUMBER_OF_CELLS; ++x)
{
i_cell.data.Part.cell_x = x;
- for (unsigned int y=0; y < MAX_NUMBER_OF_CELLS; ++y)
+ for (uint32 y = 0; y < MAX_NUMBER_OF_CELLS; ++y)
{
i_cell.data.Part.cell_y = y;
@@ -205,7 +180,6 @@ void ObjectGridLoader::LoadN(void)
ObjectWorldLoader worker(*this);
TypeContainerVisitor<ObjectWorldLoader, WorldTypeMapContainer> visitor(worker);
i_grid.VisitGrid(x, y, visitor);
- i_corpses += worker.i_corpses;
}
}
}
diff --git a/src/server/game/Handlers/CharacterHandler.cpp b/src/server/game/Handlers/CharacterHandler.cpp
index 61b2837dc10..ba22ab6aa07 100644
--- a/src/server/game/Handlers/CharacterHandler.cpp
+++ b/src/server/game/Handlers/CharacterHandler.cpp
@@ -203,6 +203,10 @@ bool LoginQueryHolder::Initialize()
stmt->setUInt32(0, m_accountId);
res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_INSTANCE_LOCK_TIMES, stmt);
+ stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CORPSE_LOCATION);
+ stmt->setUInt64(0, lowGuid);
+ res &= SetPreparedQuery(PLAYER_LOGIN_QUERY_LOAD_CORPSE_LOCATION, stmt);
+
return res;
}
@@ -892,7 +896,7 @@ void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder)
pCurrChar->TeleportTo(pCurrChar->m_homebindMapId, pCurrChar->m_homebindX, pCurrChar->m_homebindY, pCurrChar->m_homebindZ, pCurrChar->GetOrientation());
}
- sObjectAccessor->AddObject(pCurrChar);
+ ObjectAccessor::AddObject(pCurrChar);
//TC_LOG_DEBUG("Player %s added to Map.", pCurrChar->GetName().c_str());
pCurrChar->SendInitialPacketsAfterAddToMap();
@@ -923,7 +927,7 @@ void WorldSession::HandlePlayerLogin(LoginQueryHolder* holder)
sSocialMgr->SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetGUID().GetCounter(), true);
// Place character in world (and load zone) before some object loading
- pCurrChar->LoadCorpse();
+ pCurrChar->LoadCorpse(holder->GetPreparedResult(PLAYER_LOGIN_QUERY_LOAD_CORPSE_LOCATION));
// setting Ghost+speed if dead
if (pCurrChar->m_deathState != ALIVE)
@@ -1672,11 +1676,11 @@ void WorldSession::HandleCharFactionOrRaceChange(WorldPacket& recvData)
}
}
- // resurrect the character in case he's dead
- sObjectAccessor->ConvertCorpseForPlayer(factionChangeInfo.Guid);
-
SQLTransaction trans = CharacterDatabase.BeginTransaction();
+ // resurrect the character in case he's dead
+ Player::OfflineResurrect(factionChangeInfo.Guid, trans);
+
CharacterDatabase.EscapeString(factionChangeInfo.Name);
Player::Customize(&factionChangeInfo, trans);
@@ -1820,6 +1824,7 @@ void WorldSession::HandleCharFactionOrRaceChange(WorldPacket& recvData)
trans->Append(stmt);
}
+ /// @todo: make this part async
if (!sWorld->getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GUILD))
{
// Reset guild
diff --git a/src/server/game/Handlers/MiscHandler.cpp b/src/server/game/Handlers/MiscHandler.cpp
index 51f7e3f840a..2eebbfc1004 100644
--- a/src/server/game/Handlers/MiscHandler.cpp
+++ b/src/server/game/Handlers/MiscHandler.cpp
@@ -741,7 +741,6 @@ void WorldSession::HandleReclaimCorpseOpcode(WorldPacket& recvData)
return;
Corpse* corpse = _player->GetCorpse();
-
if (!corpse)
return;
diff --git a/src/server/game/Handlers/MovementHandler.cpp b/src/server/game/Handlers/MovementHandler.cpp
index 518baa42e97..84816bf3f33 100644
--- a/src/server/game/Handlers/MovementHandler.cpp
+++ b/src/server/game/Handlers/MovementHandler.cpp
@@ -142,8 +142,8 @@ void WorldSession::HandleMoveWorldportAckOpcode()
}
// resurrect character at enter into instance where his corpse exist after add to map
- Corpse* corpse = GetPlayer()->GetCorpse();
- if (corpse && corpse->GetType() != CORPSE_BONES && corpse->GetMapId() == GetPlayer()->GetMapId())
+ Corpse* corpse = GetPlayer()->GetMap()->GetCorpseByPlayer(GetPlayer()->GetGUID());
+ if (corpse && corpse->GetType() != CORPSE_BONES)
{
if (mEntry->IsDungeon())
{
diff --git a/src/server/game/Handlers/NPCHandler.cpp b/src/server/game/Handlers/NPCHandler.cpp
index 14436a864f9..f8d7f73e077 100644
--- a/src/server/game/Handlers/NPCHandler.cpp
+++ b/src/server/game/Handlers/NPCHandler.cpp
@@ -403,10 +403,12 @@ void WorldSession::SendSpiritResurrect()
// get corpse nearest graveyard
WorldSafeLocsEntry const* corpseGrave = NULL;
- Corpse* corpse = _player->GetCorpse();
- if (corpse)
- corpseGrave = sObjectMgr->GetClosestGraveYard(
- corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetMapId(), _player->GetTeam());
+ WorldLocation corpseLocation = _player->GetCorpseLocation();
+ if (_player->HasCorpse())
+ {
+ corpseGrave = sObjectMgr->GetClosestGraveYard(corpseLocation.GetPositionX(), corpseLocation.GetPositionY(),
+ corpseLocation.GetPositionZ(), corpseLocation.GetMapId(), _player->GetTeam());
+ }
// now can spawn bones
_player->SpawnCorpseBones();
diff --git a/src/server/game/Handlers/QueryHandler.cpp b/src/server/game/Handlers/QueryHandler.cpp
index 906c3017100..6d896bee26c 100644
--- a/src/server/game/Handlers/QueryHandler.cpp
+++ b/src/server/game/Handlers/QueryHandler.cpp
@@ -218,11 +218,7 @@ void WorldSession::HandleGameObjectQueryOpcode(WorldPacket& recvData)
void WorldSession::HandleCorpseQueryOpcode(WorldPacket & /*recvData*/)
{
- TC_LOG_DEBUG("network", "WORLD: Received MSG_CORPSE_QUERY");
-
- Corpse* corpse = GetPlayer()->GetCorpse();
-
- if (!corpse)
+ if (!_player->HasCorpse())
{
WorldPacket data(MSG_CORPSE_QUERY, 1);
data << uint8(0); // corpse not found
@@ -230,24 +226,25 @@ void WorldSession::HandleCorpseQueryOpcode(WorldPacket & /*recvData*/)
return;
}
- uint32 mapid = corpse->GetMapId();
- float x = corpse->GetPositionX();
- float y = corpse->GetPositionY();
- float z = corpse->GetPositionZ();
- uint32 corpsemapid = mapid;
+ WorldLocation corpseLocation = _player->GetCorpseLocation();
+ uint32 corpseMapID = corpseLocation.GetMapId();
+ uint32 mapID = corpseLocation.GetMapId();
+ float x = corpseLocation.GetPositionX();
+ float y = corpseLocation.GetPositionY();
+ float z = corpseLocation.GetPositionZ();
// if corpse at different map
- if (mapid != _player->GetMapId())
+ if (mapID != _player->GetMapId())
{
// search entrance map for proper show entrance
- if (MapEntry const* corpseMapEntry = sMapStore.LookupEntry(mapid))
+ if (MapEntry const* corpseMapEntry = sMapStore.LookupEntry(mapID))
{
if (corpseMapEntry->IsDungeon() && corpseMapEntry->entrance_map >= 0)
{
// if corpse map have entrance
if (Map const* entranceMap = sMapMgr->CreateBaseMap(corpseMapEntry->entrance_map))
{
- mapid = corpseMapEntry->entrance_map;
+ mapID = corpseMapEntry->entrance_map;
x = corpseMapEntry->entrance_x;
y = corpseMapEntry->entrance_y;
z = entranceMap->GetHeight(GetPlayer()->GetPhaseMask(), x, y, MAX_HEIGHT);
@@ -258,11 +255,11 @@ void WorldSession::HandleCorpseQueryOpcode(WorldPacket & /*recvData*/)
WorldPacket data(MSG_CORPSE_QUERY, 1+(6*4));
data << uint8(1); // corpse found
- data << int32(mapid);
+ data << int32(mapID);
data << float(x);
data << float(y);
data << float(z);
- data << int32(corpsemapid);
+ data << int32(corpseMapID);
data << uint32(0); // unknown
SendPacket(&data);
}
diff --git a/src/server/game/Maps/Map.cpp b/src/server/game/Maps/Map.cpp
index b50099b9787..7acafb3c341 100644
--- a/src/server/game/Maps/Map.cpp
+++ b/src/server/game/Maps/Map.cpp
@@ -50,9 +50,9 @@ GridState* si_GridStates[MAX_GRID_STATE];
Map::~Map()
{
- sScriptMgr->OnDestroyMap(this);
+ // UnloadAll must be called before deleting the map
- UnloadAll();
+ sScriptMgr->OnDestroyMap(this);
while (!i_worldObjects.empty())
{
@@ -400,7 +400,7 @@ void Map::DeleteFromWorld(T* obj)
template<>
void Map::DeleteFromWorld(Player* player)
{
- sObjectAccessor->RemoveObject(player);
+ ObjectAccessor::RemoveObject(player);
RemoveUpdateObject(player); /// @todo I do not know why we need this, it should be removed in ~Object anyway
delete player;
}
@@ -468,8 +468,6 @@ bool Map::EnsureGridLoaded(const Cell &cell)
ObjectGridLoader loader(*grid, this, cell);
loader.LoadN();
- // Add resurrectable corpses to world object list in grid
- sObjectAccessor->AddCorpsesToGrid(GridCoord(cell.GridX(), cell.GridY()), grid->GetGridType(cell.CellX(), cell.CellY()), this);
Balance();
return true;
}
@@ -507,6 +505,9 @@ bool Map::AddPlayerToMap(Player* player)
player->m_clientGUIDs.clear();
player->UpdateObjectVisibility(false);
+ if (player->IsAlive())
+ ConvertCorpseToBones(player->GetGUID());
+
sScriptMgr->OnPlayerEnterMap(this, player);
return true;
}
@@ -2610,7 +2611,7 @@ void Map::SendObjectUpdates()
_updateObjects.erase(_updateObjects.begin());
obj->BuildUpdate(update_players);
}
-
+
WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
for (UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
{
@@ -3530,7 +3531,6 @@ void Map::LoadCorpseData()
if (!result)
return;
- uint32 count = 0;
do
{
Field* fields = result->Fetch();
@@ -3550,8 +3550,8 @@ void Map::LoadCorpseData()
continue;
}
- sObjectAccessor->AddCorpse(corpse);
- ++count;
+ AddCorpse(corpse);
+
} while (result->NextRow());
}
@@ -3564,6 +3564,97 @@ void Map::DeleteCorpseData()
CharacterDatabase.Execute(stmt);
}
+void Map::AddCorpse(Corpse* corpse)
+{
+ corpse->SetMap(this);
+
+ CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
+ _corpsesByCell[cellCoord.GetId()].insert(corpse);
+ _corpsesByPlayer[corpse->GetOwnerGUID()] = corpse;
+}
+
+void Map::RemoveCorpse(Corpse* corpse)
+{
+ ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
+
+ corpse->DestroyForNearbyPlayers();
+ if (corpse->IsInGrid())
+ RemoveFromMap(corpse, false);
+ else
+ {
+ corpse->RemoveFromWorld();
+ corpse->ResetMap();
+ }
+
+ CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
+ _corpsesByCell[cellCoord.GetId()].erase(corpse);
+ _corpsesByPlayer.erase(corpse->GetOwnerGUID());
+}
+
+Corpse* Map::ConvertCorpseToBones(ObjectGuid const& ownerGuid, bool insignia /*= false*/)
+{
+ Corpse* corpse = GetCorpseByPlayer(ownerGuid);
+ if (!corpse)
+ return nullptr;
+
+ RemoveCorpse(corpse);
+
+ // remove corpse from DB
+ SQLTransaction trans = CharacterDatabase.BeginTransaction();
+ corpse->DeleteFromDB(trans);
+ CharacterDatabase.CommitTransaction(trans);
+
+ Corpse* bones = NULL;
+
+ // create the bones only if the map and the grid is loaded at the corpse's location
+ // ignore bones creating option in case insignia
+ if ((insignia ||
+ (IsBattlegroundOrArena() ? sWorld->getBoolConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getBoolConfig(CONFIG_DEATH_BONES_WORLD))) &&
+ !IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
+ {
+ // Create bones, don't change Corpse
+ bones = new Corpse();
+ bones->Create(corpse->GetGUID().GetCounter(), this);
+
+ for (uint8 i = OBJECT_FIELD_TYPE + 1; i < CORPSE_END; ++i) // don't overwrite guid and object type
+ bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
+
+ bones->SetGridCoord(corpse->GetGridCoord());
+ bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
+ bones->SetPhaseMask(corpse->GetPhaseMask(), false);
+
+ bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
+ bones->SetGuidValue(CORPSE_FIELD_OWNER, ObjectGuid::Empty);
+
+ for (uint8 i = 0; i < EQUIPMENT_SLOT_END; ++i)
+ if (corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
+ bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
+
+ // add bones in grid store if grid loaded where corpse placed
+ AddToMap(bones);
+ }
+
+ // all references to the corpse should be removed at this point
+ delete corpse;
+
+ return bones;
+}
+
+void Map::RemoveOldCorpses()
+{
+ time_t now = time(nullptr);
+
+ std::vector<ObjectGuid> corpses;
+ corpses.reserve(_corpsesByPlayer.size());
+
+ for (auto const& p : _corpsesByPlayer)
+ if (p.second->IsExpired(now))
+ corpses.push_back(p.first);
+
+ for (ObjectGuid const& ownerGuid : corpses)
+ ConvertCorpseToBones(ownerGuid);
+}
+
void Map::SendZoneDynamicInfo(Player* player)
{
uint32 zoneId = GetZoneId(player->GetPositionX(), player->GetPositionY(), player->GetPositionZ());
diff --git a/src/server/game/Maps/Map.h b/src/server/game/Maps/Map.h
index 9b5e67cdfaf..2ba5e10c82c 100644
--- a/src/server/game/Maps/Map.h
+++ b/src/server/game/Maps/Map.h
@@ -459,6 +459,24 @@ class Map : public GridRefManager<NGridType>
typedef std::unordered_multimap<ObjectGuid::LowType, GameObject*> GameObjectBySpawnIdContainer;
GameObjectBySpawnIdContainer& GetGameObjectBySpawnIdStore() { return _gameobjectBySpawnIdStore; }
+ std::unordered_set<Corpse*> const* GetCorpsesInCell(uint32 cellId) const
+ {
+ auto itr = _corpsesByCell.find(cellId);
+ if (itr != _corpsesByCell.end())
+ return &itr->second;
+
+ return nullptr;
+ }
+
+ Corpse* GetCorpseByPlayer(ObjectGuid const& ownerGuid) const
+ {
+ auto itr = _corpsesByPlayer.find(ownerGuid);
+ if (itr != _corpsesByPlayer.end())
+ return itr->second;
+
+ return nullptr;
+ }
+
MapInstanced* ToMapInstanced() { if (Instanceable()) return reinterpret_cast<MapInstanced*>(this); return NULL; }
MapInstanced const* ToMapInstanced() const { if (Instanceable()) return reinterpret_cast<MapInstanced const*>(this); return NULL; }
@@ -508,6 +526,10 @@ class Map : public GridRefManager<NGridType>
void LoadCorpseData();
void DeleteCorpseData();
+ void AddCorpse(Corpse* corpse);
+ void RemoveCorpse(Corpse* corpse);
+ Corpse* ConvertCorpseToBones(ObjectGuid const& ownerGuid, bool insignia = false);
+ void RemoveOldCorpses();
static void DeleteRespawnTimesInDB(uint16 mapId, uint32 instanceId);
@@ -709,6 +731,8 @@ class Map : public GridRefManager<NGridType>
MapStoredObjectTypesContainer _objectsStore;
CreatureBySpawnIdContainer _creatureBySpawnIdStore;
GameObjectBySpawnIdContainer _gameobjectBySpawnIdStore;
+ std::unordered_map<uint32/*cellId*/, std::unordered_set<Corpse*>> _corpsesByCell;
+ std::unordered_map<ObjectGuid, Corpse*> _corpsesByPlayer;
std::unordered_set<Object*> _updateObjects;
};
diff --git a/src/server/game/Maps/MapManager.cpp b/src/server/game/Maps/MapManager.cpp
index 82be6336dc6..0e7f9dbb611 100644
--- a/src/server/game/Maps/MapManager.cpp
+++ b/src/server/game/Maps/MapManager.cpp
@@ -164,10 +164,10 @@ bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
if (!player->IsAlive())
{
- if (Corpse* corpse = player->GetCorpse())
+ if (player->HasCorpse())
{
// let enter in ghost mode in instance that connected to inner instance with corpse
- uint32 corpseMap = corpse->GetMapId();
+ uint32 corpseMap = player->GetCorpseLocation().GetMapId();
do
{
if (corpseMap == mapid)
@@ -184,9 +184,8 @@ bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck)
TC_LOG_DEBUG("maps", "MAP: Player '%s' does not have a corpse in instance '%s' and cannot enter.", player->GetName().c_str(), mapName);
return false;
}
+
TC_LOG_DEBUG("maps", "MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName().c_str(), mapName);
- player->ResurrectPlayer(0.5f, false);
- player->SpawnCorpseBones();
}
else
TC_LOG_DEBUG("maps", "Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName().c_str());
diff --git a/src/server/game/World/World.cpp b/src/server/game/World/World.cpp
index ce1837fbc86..2e61aecfb5f 100644
--- a/src/server/game/World/World.cpp
+++ b/src/server/game/World/World.cpp
@@ -2150,7 +2150,10 @@ void World::Update(uint32 diff)
if (m_timers[WUPDATE_CORPSES].Passed())
{
m_timers[WUPDATE_CORPSES].Reset();
- sObjectAccessor->RemoveOldCorpses();
+ sMapMgr->DoForAllMaps([](Map* map)
+ {
+ map->RemoveOldCorpses();
+ });
}
///- Process Game events when necessary
@@ -3264,3 +3267,9 @@ void World::ReloadRBAC()
if (WorldSession* session = itr->second)
session->InvalidateRBACData();
}
+
+void World::RemoveOldCorpses()
+{
+ m_timers[WUPDATE_CORPSES].SetCurrent(m_timers[WUPDATE_CORPSES].GetInterval());
+}
+
diff --git a/src/server/game/World/World.h b/src/server/game/World/World.h
index af89adcb04e..256b856cf73 100644
--- a/src/server/game/World/World.h
+++ b/src/server/game/World/World.h
@@ -761,6 +761,8 @@ class World
void ReloadRBAC();
+ void RemoveOldCorpses();
+
protected:
void _UpdateGameTime();
// callback for UpdateRealmCharacters
diff --git a/src/server/scripts/Commands/cs_instance.cpp b/src/server/scripts/Commands/cs_instance.cpp
index 78c8f970f52..c960d3f3753 100644
--- a/src/server/scripts/Commands/cs_instance.cpp
+++ b/src/server/scripts/Commands/cs_instance.cpp
@@ -217,7 +217,7 @@ public:
{
playerName = param3;
if (normalizePlayerName(playerName))
- player = sObjectAccessor->FindPlayerByName(playerName);
+ player = ObjectAccessor::FindPlayerByName(playerName);
}
if (!player)
@@ -283,7 +283,7 @@ public:
{
playerName = param2;
if (normalizePlayerName(playerName))
- player = sObjectAccessor->FindPlayerByName(playerName);
+ player = ObjectAccessor::FindPlayerByName(playerName);
}
if (!player)
diff --git a/src/server/scripts/Commands/cs_misc.cpp b/src/server/scripts/Commands/cs_misc.cpp
index dfb1d84c6cc..21a55b1558a 100644
--- a/src/server/scripts/Commands/cs_misc.cpp
+++ b/src/server/scripts/Commands/cs_misc.cpp
@@ -600,8 +600,10 @@ public:
target->SaveToDB();
}
else
- // will resurrected at login without corpse
- sObjectAccessor->ConvertCorpseForPlayer(targetGuid);
+ {
+ SQLTransaction trans(nullptr);
+ Player::OfflineResurrect(targetGuid, trans);
+ }
return true;
}
@@ -820,7 +822,7 @@ public:
// Save all players in the world
static bool HandleSaveAllCommand(ChatHandler* handler, char const* /*args*/)
{
- sObjectAccessor->SaveAllPlayers();
+ ObjectAccessor::SaveAllPlayers();
handler->SendSysMessage(LANG_PLAYERS_SAVED);
return true;
}
diff --git a/src/server/scripts/Commands/cs_server.cpp b/src/server/scripts/Commands/cs_server.cpp
index 6fa84d1bc75..fe5ae940f88 100644
--- a/src/server/scripts/Commands/cs_server.cpp
+++ b/src/server/scripts/Commands/cs_server.cpp
@@ -100,7 +100,7 @@ public:
// Triggering corpses expire check in world
static bool HandleServerCorpsesCommand(ChatHandler* /*handler*/, char const* /*args*/)
{
- sObjectAccessor->RemoveOldCorpses();
+ sWorld->RemoveOldCorpses();
return true;
}
diff --git a/src/server/scripts/Kalimdor/zone_bloodmyst_isle.cpp b/src/server/scripts/Kalimdor/zone_bloodmyst_isle.cpp
index 427d4bae217..c4ab8f76487 100644
--- a/src/server/scripts/Kalimdor/zone_bloodmyst_isle.cpp
+++ b/src/server/scripts/Kalimdor/zone_bloodmyst_isle.cpp
@@ -541,7 +541,7 @@ public:
case PHASE_PLANT_FIRST_DETONATE: // first explosives detonate finish
for (GuidList::iterator itr = _explosivesGuids.begin(); itr != _explosivesGuids.end(); ++itr)
{
- if (GameObject* explosive = sObjectAccessor->GetGameObject(*me, *itr))
+ if (GameObject* explosive = ObjectAccessor::GetGameObject(*me, *itr))
me->RemoveGameObject(explosive, true);
}
_explosivesGuids.clear();
@@ -638,7 +638,7 @@ public:
case PHASE_PLANT_SECOND_DETONATE: // second explosives detonate finish
for (GuidList::iterator itr = _explosivesGuids.begin(); itr != _explosivesGuids.end(); ++itr)
{
- if (GameObject* explosive = sObjectAccessor->GetGameObject(*me, *itr))
+ if (GameObject* explosive = ObjectAccessor::GetGameObject(*me, *itr))
me->RemoveGameObject(explosive, true);
}
_explosivesGuids.clear();
diff --git a/src/server/worldserver/Main.cpp b/src/server/worldserver/Main.cpp
index cf33ba300f7..ab132621437 100644
--- a/src/server/worldserver/Main.cpp
+++ b/src/server/worldserver/Main.cpp
@@ -256,7 +256,6 @@ extern int main(int argc, char** argv)
sInstanceSaveMgr->Unload();
sOutdoorPvPMgr->Die();
sMapMgr->UnloadAll(); // unload all grids (including locked in memory)
- sObjectAccessor->UnloadAll(); // unload 'i_player2corpse' storage and remove from world
sScriptMgr->Unload();
// set server offline