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Diffstat (limited to 'src/game/InstanceSaveMgr.h')
-rw-r--r-- | src/game/InstanceSaveMgr.h | 172 |
1 files changed, 172 insertions, 0 deletions
diff --git a/src/game/InstanceSaveMgr.h b/src/game/InstanceSaveMgr.h new file mode 100644 index 00000000000..961e915eb11 --- /dev/null +++ b/src/game/InstanceSaveMgr.h @@ -0,0 +1,172 @@ +/* + * Copyright (C) 2005,2006,2007 MaNGOS <http://www.mangosproject.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 + */ + +#ifndef __InstanceSaveMgr_H +#define __InstanceSaveMgr_H + +#include "Platform/Define.h" +#include "Policies/Singleton.h" +#include "zthread/Mutex.h" +#include <list> +#include <map> +#include "Utilities/HashMap.h" +#include "Database/DatabaseEnv.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 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, uint8 difficulty, time_t resetTime, bool canReset); + + /* Unloaded when m_playerList and m_groupList become empty + or when the instance is reset */ + ~InstanceSave(); + + uint8 GetPlayerCount() { return m_playerList.size(); } + uint8 GetGroupCount() { return 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() { return m_instanceid; } + uint32 GetMapId() { 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() { return m_resetTime; } + void SetResetTime(time_t resetTime) { m_resetTime = resetTime; } + time_t GetResetTimeForDB(); + + InstanceTemplate const* GetTemplate(); + 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) { m_playerList.push_back(player); } + bool RemovePlayer(Player *player) { m_playerList.remove(player); return UnloadIfEmpty(); } + /* all groups bound to the instance */ + void AddGroup(Group *group) { m_groupList.push_back(group); } + bool RemoveGroup(Group *group) { m_groupList.remove(group); return UnloadIfEmpty(); } + + /* 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() { 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 */ + uint8 GetDifficulty() { return m_difficulty; } + + 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: 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; + uint16 m_mapid; + uint8 m_difficulty; + bool m_canReset; +}; + +class MANGOS_DLL_DECL InstanceSaveManager : public MaNGOS::Singleton<InstanceSaveManager, MaNGOS::ClassLevelLockable<InstanceSaveManager, ZThread::Mutex> > +{ + friend class InstanceSave; + public: + InstanceSaveManager(); + ~InstanceSaveManager(); + + typedef std::map<uint32 /*InstanceId*/, InstanceSave*> InstanceSaveMap; + typedef HM_NAMESPACE::hash_map<uint32 /*InstanceId*/, InstanceSave*> InstanceSaveHashMap; + typedef std::map<uint32 /*mapId*/, InstanceSaveMap> InstanceSaveMapMap; + + /* resetTime is a global propery of each (raid/heroic) map + all instances of that map reset at the same time */ + struct InstResetEvent + { + uint8 type; + uint16 mapid; + uint16 instanceId; + InstResetEvent(uint8 t = 0, uint16 m = 0, uint16 i = 0) : type(t), mapid(m), instanceId(i) {} + bool operator == (const InstResetEvent& e) { return e.instanceId == instanceId; } + }; + typedef std::multimap<time_t /*resetTime*/, InstResetEvent> ResetTimeQueue; + typedef std::vector<time_t /*resetTime*/> ResetTimeVector; + + void CleanupInstances(); + void PackInstances(); + + void LoadResetTimes(); + time_t GetResetTimeFor(uint32 mapid) { return m_resetTimeByMapId[mapid]; } + void ScheduleReset(bool add, time_t time, InstResetEvent event); + + void Update(); + + InstanceSave* AddInstanceSave(uint32 mapId, uint32 instanceId, uint8 difficulty, time_t resetTime, bool canReset, bool load = false); + void RemoveInstanceSave(uint32 InstanceId); + static void DeleteInstanceFromDB(uint32 instanceid); + + InstanceSave *GetInstanceSave(uint32 InstanceId); + + /* statistics */ + uint32 GetNumInstanceSaves() { return m_instanceSaveById.size(); } + uint32 GetNumBoundPlayersTotal(); + uint32 GetNumBoundGroupsTotal(); + + private: + void _ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeleft); + void _ResetInstance(uint32 mapid, uint32 instanceId); + void _ResetSave(InstanceSaveHashMap::iterator &itr); + void _DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...); + // used during global instance resets + bool lock_instLists; + // fast lookup by instance id + InstanceSaveHashMap m_instanceSaveById; + // fast lookup for reset times + ResetTimeVector m_resetTimeByMapId; + ResetTimeQueue m_resetTimeQueue; +}; + +#define sInstanceSaveManager MaNGOS::Singleton<InstanceSaveManager>::Instance() +#endif |