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+/*
+ * 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