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Diffstat (limited to 'src/game/InstanceSaveMgr.cpp')
| -rw-r--r-- | src/game/InstanceSaveMgr.cpp | 710 |
1 files changed, 0 insertions, 710 deletions
diff --git a/src/game/InstanceSaveMgr.cpp b/src/game/InstanceSaveMgr.cpp deleted file mode 100644 index d67364966d6..00000000000 --- a/src/game/InstanceSaveMgr.cpp +++ /dev/null @@ -1,710 +0,0 @@ -/* - * Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/> - * - * Copyright (C) 2008-2010 Trinity <http://www.trinitycore.org/> - * - * - * This program is free software; you can redistribute it and/or modify - * it under the terms of the GNU General Public License as published by - * the Free Software Foundation; either version 2 of the License, or - * (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software - * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA - */ - -#include "Common.h" -#include "Database/SQLStorage.h" - -#include "Player.h" -#include "GridNotifiers.h" -#include "Log.h" -#include "GridStates.h" -#include "CellImpl.h" -#include "Map.h" -#include "MapManager.h" -#include "MapInstanced.h" -#include "InstanceSaveMgr.h" -#include "Timer.h" -#include "GridNotifiersImpl.h" -#include "Config/ConfigEnv.h" -#include "Transports.h" -#include "ObjectMgr.h" -#include "World.h" -#include "Group.h" -#include "InstanceData.h" -#include "ProgressBar.h" -#include "Policies/Singleton.h" -#include "Policies/SingletonImp.h" - -INSTANTIATE_SINGLETON_1(InstanceSaveManager); - -InstanceSaveManager::InstanceSaveManager() : lock_instLists(false) -{ -} - -InstanceSaveManager::~InstanceSaveManager() -{ - // it is undefined whether this or objectmgr will be unloaded first - // so we must be prepared for both cases - lock_instLists = true; - for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr) - { - InstanceSave *save = itr->second; - for (InstanceSave::PlayerListType::iterator itr2 = save->m_playerList.begin(), next = itr2; itr2 != save->m_playerList.end(); itr2 = next) - { - ++next; - (*itr2)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true); - } - save->m_playerList.clear(); - for (InstanceSave::GroupListType::iterator itr2 = save->m_groupList.begin(), next = itr2; itr2 != save->m_groupList.end(); itr2 = next) - { - ++next; - (*itr2)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true); - } - save->m_groupList.clear(); - delete save; - } -} - -/* -- adding instance into manager -- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups -*/ -InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load) -{ - if (InstanceSave *old_save = GetInstanceSave(instanceId)) - return old_save; - - const MapEntry* entry = sMapStore.LookupEntry(mapId); - if (!entry) - { - sLog.outError("InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId); - return NULL; - } - - if (instanceId == 0) - { - sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId); - return NULL; - } - - if (difficulty >= (entry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY)) - { - sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty); - return NULL; - } - - if (!resetTime) - { - // initialize reset time - // for normal instances if no creatures are killed the instance will reset in two hours - if (entry->map_type == MAP_RAID || difficulty > DUNGEON_DIFFICULTY_NORMAL) - resetTime = GetResetTimeFor(mapId,difficulty); - else - { - resetTime = time(NULL) + 2 * HOUR; - // normally this will be removed soon after in InstanceMap::Add, prevent error - ScheduleReset(true, resetTime, InstResetEvent(0, mapId, difficulty, instanceId)); - } - } - - sLog.outDebug("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId); - - InstanceSave *save = new InstanceSave(mapId, instanceId, difficulty, resetTime, canReset); - if (!load) save->SaveToDB(); - - m_instanceSaveById[instanceId] = save; - return save; -} - -InstanceSave *InstanceSaveManager::GetInstanceSave(uint32 InstanceId) -{ - InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(InstanceId); - return itr != m_instanceSaveById.end() ? itr->second : NULL; -} - -void InstanceSaveManager::DeleteInstanceFromDB(uint32 instanceid) -{ - CharacterDatabase.BeginTransaction(); - CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'", instanceid); - CharacterDatabase.PExecute("DELETE FROM character_instance WHERE instance = '%u'", instanceid); - CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", instanceid); - CharacterDatabase.CommitTransaction(); - // respawn times should be deleted only when the map gets unloaded -} - -void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId) -{ - InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(InstanceId); - if (itr != m_instanceSaveById.end()) - { - // save the resettime for normal instances only when they get unloaded - if (time_t resettime = itr->second->GetResetTimeForDB()) - CharacterDatabase.PExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", (uint64)resettime, InstanceId); - delete itr->second; - m_instanceSaveById.erase(itr); - } -} - -InstanceSave::InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, time_t resetTime, bool canReset) -: m_resetTime(resetTime), m_instanceid(InstanceId), m_mapid(MapId), - m_difficulty(difficulty), m_canReset(canReset) -{ -} - -InstanceSave::~InstanceSave() -{ - // the players and groups must be unbound before deleting the save - assert(m_playerList.empty() && m_groupList.empty()); -} - -/* - Called from AddInstanceSave -*/ -void InstanceSave::SaveToDB() -{ - // save instance data too - std::string data; - - Map *map = MapManager::Instance().FindMap(GetMapId(),m_instanceid); - if (map) - { - assert(map->IsDungeon()); - if (InstanceData *iData = ((InstanceMap*)map)->GetInstanceData()) - { - data = iData->GetSaveData(); - if (!data.empty()) - CharacterDatabase.escape_string(data); - } - } - - CharacterDatabase.PExecute("INSERT INTO instance VALUES ('%u', '%u', '"UI64FMTD"', '%u', '%s')", m_instanceid, GetMapId(), (uint64)GetResetTimeForDB(), GetDifficulty(), data.c_str()); -} - -time_t InstanceSave::GetResetTimeForDB() -{ - // only save the reset time for normal instances - const MapEntry *entry = sMapStore.LookupEntry(GetMapId()); - if (!entry || entry->map_type == MAP_RAID || GetDifficulty() == DUNGEON_DIFFICULTY_HEROIC) - return 0; - else - return GetResetTime(); -} - -// to cache or not to cache, that is the question -InstanceTemplate const* InstanceSave::GetTemplate() -{ - return objmgr.GetInstanceTemplate(m_mapid); -} - -MapEntry const* InstanceSave::GetMapEntry() -{ - return sMapStore.LookupEntry(m_mapid); -} - -void InstanceSave::DeleteFromDB() -{ - InstanceSaveManager::DeleteInstanceFromDB(GetInstanceId()); -} - -/* true if the instance save is still valid */ -bool InstanceSave::UnloadIfEmpty() -{ - if (m_playerList.empty() && m_groupList.empty()) - { - if (!sInstanceSaveManager.lock_instLists) - sInstanceSaveManager.RemoveInstanceSave(GetInstanceId()); - return false; - } - else - return true; -} - -void InstanceSaveManager::_DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...) -{ - Tokens fieldTokens = StrSplit(fields, ", "); - assert(fieldTokens.size() != 0); - - va_list ap; - char szQueryTail [MAX_QUERY_LEN]; - va_start(ap, queryTail); - vsnprintf(szQueryTail, MAX_QUERY_LEN, queryTail, ap); - va_end(ap); - - QueryResult_AutoPtr result = db.PQuery("SELECT %s FROM %s %s", fields, table, szQueryTail); - if (result) - { - do - { - Field *fields = result->Fetch(); - std::ostringstream ss; - for (size_t i = 0; i < fieldTokens.size(); i++) - { - std::string fieldValue = fields[i].GetCppString(); - db.escape_string(fieldValue); - ss << (i != 0 ? " AND " : "") << fieldTokens[i] << " = '" << fieldValue << "'"; - } - db.DirectPExecute("DELETE FROM %s WHERE %s", table, ss.str().c_str()); - } while (result->NextRow()); - } -} - -void InstanceSaveManager::CleanupInstances() -{ - barGoLink bar(2); - bar.step(); - - // load reset times and clean expired instances - sInstanceSaveManager.LoadResetTimes(); - - // clean character/group - instance binds with invalid group/characters - _DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN characters ON character_instance.guid = characters.guid WHERE characters.guid IS NULL"); - _DelHelper(CharacterDatabase, "group_instance.guid, instance", "group_instance", "LEFT JOIN groups ON group_instance.guid = groups.guid LEFT JOIN characters ON groups.leaderGuid = characters.guid WHERE characters.guid IS NULL OR groups.guid IS NULL"); - - // clean instances that do not have any players or groups bound to them - _DelHelper(CharacterDatabase, "id, map, difficulty", "instance", "LEFT JOIN character_instance ON character_instance.instance = id LEFT JOIN group_instance ON group_instance.instance = id WHERE character_instance.instance IS NULL AND group_instance.instance IS NULL"); - - // clean invalid instance references in other tables - _DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN instance ON character_instance.instance = instance.id WHERE instance.id IS NULL"); - _DelHelper(CharacterDatabase, "guid, instance", "group_instance", "LEFT JOIN instance ON group_instance.instance = instance.id WHERE instance.id IS NULL"); - - // creature_respawn and gameobject_respawn are in another database - // first, obtain total instance set - std::set<uint32> InstanceSet; - QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT id FROM instance"); - if (result) - { - do - { - Field *fields = result->Fetch(); - InstanceSet.insert(fields[0].GetUInt32()); - } - while (result->NextRow()); - } - - // creature_respawn - result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM creature_respawn WHERE instance <> 0"); - if (result) - { - do - { - Field *fields = result->Fetch(); - if (InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end()) - WorldDatabase.DirectPExecute("DELETE FROM creature_respawn WHERE instance = '%u'", fields[0].GetUInt32()); - } - while (result->NextRow()); - } - - // gameobject_respawn - result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM gameobject_respawn WHERE instance <> 0"); - if (result) - { - do - { - Field *fields = result->Fetch(); - if (InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end()) - WorldDatabase.DirectPExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", fields[0].GetUInt32()); - } - while (result->NextRow()); - } - - // characters - result = CharacterDatabase.Query("SELECT DISTINCT(instance_id) FROM characters WHERE instance_id <> 0"); - if (result) - { - do - { - Field *fields = result->Fetch(); - if (InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end()) - CharacterDatabase.PExecute("UPDATE characters SET instance_id = '0' WHERE instance_id = '%u'", fields[0].GetUInt32()); - } - while (result->NextRow()); - } - - // corpse - result = CharacterDatabase.Query("SELECT DISTINCT(instance) FROM corpse WHERE instance <> 0"); - if (result) - { - do - { - Field *fields = result->Fetch(); - if (InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end()) - CharacterDatabase.PExecute("UPDATE corpse SET instance = '0' WHERE instance = '%u'", fields[0].GetUInt32()); - } - while (result->NextRow()); - } - - bar.step(); - sLog.outString(); - sLog.outString(">> Initialized %u instances", (uint32)InstanceSet.size()); -} - -void InstanceSaveManager::PackInstances() -{ - // this routine renumbers player instance associations in such a way so they start from 1 and go up - // TODO: this can be done a LOT more efficiently - - // obtain set of all associations - std::set<uint32> InstanceSet; - - // all valid ids are in the instance table - // any associations to ids not in this table are assumed to be - // cleaned already in CleanupInstances - QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT id FROM instance"); - if (result) - { - do - { - Field *fields = result->Fetch(); - InstanceSet.insert(fields[0].GetUInt32()); - } - while (result->NextRow()); - } - - barGoLink bar(InstanceSet.size() + 1); - bar.step(); - - uint32 InstanceNumber = 1; - // we do assume std::set is sorted properly on integer value - for (std::set<uint32>::iterator i = InstanceSet.begin(); i != InstanceSet.end(); ++i) - { - if (*i != InstanceNumber) - { - // remap instance id - WorldDatabase.PExecute("UPDATE creature_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i); - WorldDatabase.PExecute("UPDATE gameobject_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i); - CharacterDatabase.PExecute("UPDATE characters SET instance_id = '%u' WHERE instance_id = '%u'", InstanceNumber, *i); - CharacterDatabase.PExecute("UPDATE corpse SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i); - CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i); - CharacterDatabase.PExecute("UPDATE instance SET id = '%u' WHERE id = '%u'", InstanceNumber, *i); - CharacterDatabase.PExecute("UPDATE group_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i); - } - - ++InstanceNumber; - bar.step(); - } - - sLog.outString(); - sLog.outString(">> Instance numbers remapped, next instance id is %u", InstanceNumber); -} - -void InstanceSaveManager::LoadResetTimes() -{ - time_t now = time(NULL); - time_t today = (now / DAY) * DAY; - - // NOTE: Use DirectPExecute for tables that will be queried later - - // get the current reset times for normal instances (these may need to be updated) - // these are only kept in memory for InstanceSaves that are loaded later - // resettime = 0 in the DB for raid/heroic instances so those are skipped - typedef std::pair<uint32 /*PAIR32(map,difficulty)*/, time_t> ResetTimeMapDiffType; - typedef std::map<uint32, ResetTimeMapDiffType> InstResetTimeMapDiffType; - InstResetTimeMapDiffType instResetTime; - - // index instance ids by map/difficulty pairs for fast reset warning send - typedef std::multimap<uint32 /*PAIR32(map,difficulty)*/, uint32 /*instanceid*/ > ResetTimeMapDiffInstances; - ResetTimeMapDiffInstances mapDiffResetInstances; - - QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance WHERE resettime > 0"); - if (result) - { - do - { - if (time_t resettime = time_t((*result)[3].GetUInt64())) - { - uint32 id = (*result)[0].GetUInt32(); - uint32 mapid = (*result)[1].GetUInt32(); - uint32 difficulty = (*result)[2].GetUInt32(); - instResetTime[id] = ResetTimeMapDiffType(MAKE_PAIR32(mapid,difficulty), resettime); - mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid,difficulty),id)); - } - } - while (result->NextRow()); - - // update reset time for normal instances with the max creature respawn time + X hours - result = WorldDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance"); - if (result) - { - do - { - Field *fields = result->Fetch(); - uint32 instance = fields[1].GetUInt32(); - time_t resettime = time_t(fields[0].GetUInt64() + 2 * HOUR); - InstResetTimeMapDiffType::iterator itr = instResetTime.find(instance); - if (itr != instResetTime.end() && itr->second.second != resettime) - { - CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", uint64(resettime), instance); - itr->second.second = resettime; - } - } - while (result->NextRow()); - } - - // schedule the reset times - for (InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr) - if (itr->second.second > now) - ScheduleReset(true, itr->second.second, InstResetEvent(0, PAIR32_LOPART(itr->second.first),Difficulty(PAIR32_HIPART(itr->second.first)),itr->first)); - } - - // load the global respawn times for raid/heroic instances - uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR; - result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset"); - if (result) - { - do - { - Field *fields = result->Fetch(); - uint32 mapid = fields[0].GetUInt32(); - Difficulty difficulty = Difficulty(fields[1].GetUInt32()); - uint64 oldresettime = fields[2].GetUInt64(); - - MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty); - if (!mapDiff) - { - sLog.outError("InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty); - CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u' AND difficulty = '%u'", mapid,difficulty); - continue; - } - - // update the reset time if the hour in the configs changes - uint64 newresettime = (oldresettime / DAY) * DAY + diff; - if (oldresettime != newresettime) - CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", newresettime, mapid, difficulty); - - SetResetTimeFor(mapid,difficulty,newresettime); - } while (result->NextRow()); - } - - // clean expired instances, references to them will be deleted in CleanupInstances - // must be done before calculating new reset times - _DelHelper(CharacterDatabase, "id, map, instance.difficulty", "instance", "LEFT JOIN instance_reset ON mapid = map AND instance.difficulty = instance_reset.difficulty WHERE (instance.resettime < '"UI64FMTD"' AND instance.resettime > '0') OR (NOT instance_reset.resettime IS NULL AND instance_reset.resettime < '"UI64FMTD"')", (uint64)now, (uint64)now); - - // calculate new global reset times for expired instances and those that have never been reset yet - // add the global reset times to the priority queue - for (MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr) - { - uint32 map_diff_pair = itr->first; - uint32 mapid = PAIR32_LOPART(map_diff_pair); - Difficulty difficulty = Difficulty(PAIR32_HIPART(map_diff_pair)); - MapDifficulty const* mapDiff = &itr->second; - if (!mapDiff->resetTime) - continue; - - // the reset_delay must be at least one day - uint32 period = ((mapDiff->resetTime * sWorld.getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY; - if (period < DAY) - period = DAY; - - time_t t = GetResetTimeFor(mapid,difficulty); - if (!t) - { - // initialize the reset time - t = today + period + diff; - CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','%u','"UI64FMTD"')", mapid, difficulty, (uint64)t); - } - - if (t < now) - { - // assume that expired instances have already been cleaned - // calculate the next reset time - t = (t / DAY) * DAY; - t += ((today - t) / period + 1) * period + diff; - CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty= '%u'", (uint64)t, mapid, difficulty); - } - - SetResetTimeFor(mapid,difficulty,t); - - // schedule the global reset/warning - uint8 type = 1; - static int tim[4] = {3600, 900, 300, 60}; - for (; type < 4; type++) - if (t - tim[type-1] > now) - break; - - ScheduleReset(true, t - tim[type-1], InstResetEvent(type, mapid, difficulty, 0)); - - for (ResetTimeMapDiffInstances::const_iterator in_itr = mapDiffResetInstances.lower_bound(map_diff_pair); - in_itr != mapDiffResetInstances.upper_bound(map_diff_pair); ++in_itr) - { - ScheduleReset(true, t - tim[type-1], InstResetEvent(type, mapid, difficulty, in_itr->second)); - } - } -} - -void InstanceSaveManager::ScheduleReset(bool add, time_t time, InstResetEvent event) -{ - if (add) m_resetTimeQueue.insert(std::pair<time_t, InstResetEvent>(time, event)); - else - { - // find the event in the queue and remove it - ResetTimeQueue::iterator itr; - std::pair<ResetTimeQueue::iterator, ResetTimeQueue::iterator> range; - range = m_resetTimeQueue.equal_range(time); - for (itr = range.first; itr != range.second; ++itr) - if (itr->second == event) { m_resetTimeQueue.erase(itr); return; } - // in case the reset time changed (should happen very rarely), we search the whole queue - if (itr == range.second) - { - for (itr = m_resetTimeQueue.begin(); itr != m_resetTimeQueue.end(); ++itr) - if (itr->second == event) { m_resetTimeQueue.erase(itr); return; } - if (itr == m_resetTimeQueue.end()) - sLog.outError("InstanceSaveManager::ScheduleReset: cannot cancel the reset, the event(%d,%d,%d) was not found!", event.type, event.mapid, event.instanceId); - } - } -} - -void InstanceSaveManager::Update() -{ - time_t now = time(NULL), t; - while (!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now) - { - InstResetEvent &event = m_resetTimeQueue.begin()->second; - if (event.type == 0) - { - // for individual normal instances, max creature respawn + X hours - _ResetInstance(event.mapid, event.instanceId); - m_resetTimeQueue.erase(m_resetTimeQueue.begin()); - } - else - { - // global reset/warning for a certain map - time_t resetTime = GetResetTimeFor(event.mapid,event.difficulty); - _ResetOrWarnAll(event.mapid, event.difficulty, event.type != 4, resetTime - now); - if (event.type != 4) - { - // schedule the next warning/reset - event.type++; - static int tim[4] = {3600, 900, 300, 60}; - ScheduleReset(true, resetTime - tim[event.type-1], event); - } - m_resetTimeQueue.erase(m_resetTimeQueue.begin()); - } - } -} - -void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr) -{ - // unbind all players bound to the instance - // do not allow UnbindInstance to automatically unload the InstanceSaves - lock_instLists = true; - InstanceSave::PlayerListType &pList = itr->second->m_playerList; - while (!pList.empty()) - { - Player *player = *(pList.begin()); - player->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true); - } - InstanceSave::GroupListType &gList = itr->second->m_groupList; - while (!gList.empty()) - { - Group *group = *(gList.begin()); - group->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true); - } - delete itr->second; - m_instanceSaveById.erase(itr++); - lock_instLists = false; -} - -void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId) -{ - sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId); - Map *map = (MapInstanced*)MapManager::Instance().CreateBaseMap(mapid); - if (!map->Instanceable()) - return; - - InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(instanceId); - if (itr != m_instanceSaveById.end()) _ResetSave(itr); - DeleteInstanceFromDB(instanceId); // even if save not loaded - - Map* iMap = ((MapInstanced*)map)->FindMap(instanceId); - if (iMap && iMap->IsDungeon()) ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY); - else objmgr.DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded -} - -void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, uint32 timeLeft) -{ - // global reset for all instances of the given map - MapEntry const *mapEntry = sMapStore.LookupEntry(mapid); - if (!mapEntry->Instanceable()) - return; - - uint64 now = (uint64)time(NULL); - - if (!warn) - { - MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty); - if (!mapDiff || !mapDiff->resetTime) - { - sLog.outError("InstanceSaveManager::ResetOrWarnAll: not valid difficulty or no reset delay for map %d", mapid); - return; - } - - // remove all binds to instances of the given map - for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();) - { - if (itr->second->GetMapId() == mapid && itr->second->GetDifficulty() == difficulty) - _ResetSave(itr); - else - ++itr; - } - - // delete them from the DB, even if not loaded - CharacterDatabase.BeginTransaction(); - CharacterDatabase.PExecute("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u' and difficulty='%u'", mapid, difficulty); - CharacterDatabase.PExecute("DELETE FROM group_instance USING group_instance LEFT JOIN instance ON group_instance.instance = id WHERE map = '%u' and difficulty='%u'", mapid, difficulty); - CharacterDatabase.PExecute("DELETE FROM instance WHERE map = '%u' and difficulty='%u'", mapid, difficulty); - CharacterDatabase.CommitTransaction(); - - // calculate the next reset time - uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR; - - uint32 period = ((mapDiff->resetTime * sWorld.getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY; - if (period < DAY) - period = DAY; - - uint64 next_reset = ((now + timeLeft + MINUTE) / DAY * DAY) + period + diff; - - SetResetTimeFor(mapid, difficulty, next_reset); - ScheduleReset(true, time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty, 0)); - - // update it in the DB - CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d' AND difficulty = '%d'", next_reset, mapid, difficulty); - } - - // note: this isn't fast but it's meant to be executed very rarely - Map const *map = MapManager::Instance().CreateBaseMap(mapid); // _not_ include difficulty - MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps(); - MapInstanced::InstancedMaps::iterator mitr; - for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr) - { - Map *map2 = mitr->second; - if (!map2->IsDungeon()) continue; - if (warn) ((InstanceMap*)map2)->SendResetWarnings(timeLeft); - else ((InstanceMap*)map2)->Reset(INSTANCE_RESET_GLOBAL); - } - - // TODO: delete creature/gameobject respawn times even if the maps are not loaded -} - -uint32 InstanceSaveManager::GetNumBoundPlayersTotal() -{ - uint32 ret = 0; - for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr) - ret += itr->second->GetPlayerCount(); - return ret; -} - -uint32 InstanceSaveManager::GetNumBoundGroupsTotal() -{ - uint32 ret = 0; - for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr) - ret += itr->second->GetGroupCount(); - return ret; -} |
