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Diffstat (limited to 'src/server/game/Instances/InstanceSaveMgr.cpp')
-rw-r--r-- | src/server/game/Instances/InstanceSaveMgr.cpp | 710 |
1 files changed, 710 insertions, 0 deletions
diff --git a/src/server/game/Instances/InstanceSaveMgr.cpp b/src/server/game/Instances/InstanceSaveMgr.cpp new file mode 100644 index 00000000000..d67364966d6 --- /dev/null +++ b/src/server/game/Instances/InstanceSaveMgr.cpp @@ -0,0 +1,710 @@ +/* + * 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; +} |