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path: root/src/server/game/Instances/InstanceSaveMgr.cpp
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-rw-r--r--src/server/game/Instances/InstanceSaveMgr.cpp710
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diff --git a/src/server/game/Instances/InstanceSaveMgr.cpp b/src/server/game/Instances/InstanceSaveMgr.cpp
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+++ b/src/server/game/Instances/InstanceSaveMgr.cpp
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+/*
+ * 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;
+}