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-rw-r--r--src/server/game/Maps/MapInstanced.cpp311
1 files changed, 0 insertions, 311 deletions
diff --git a/src/server/game/Maps/MapInstanced.cpp b/src/server/game/Maps/MapInstanced.cpp
deleted file mode 100644
index 7bb6c9a8460..00000000000
--- a/src/server/game/Maps/MapInstanced.cpp
+++ /dev/null
@@ -1,311 +0,0 @@
-/*
- * This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
- *
- * 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, see <http://www.gnu.org/licenses/>.
- */
-
-#include "MapInstanced.h"
-#include "Battleground.h"
-#include "DB2Stores.h"
-#include "GarrisonMap.h"
-#include "Group.h"
-#include "InstanceSaveMgr.h"
-#include "Log.h"
-#include "MapManager.h"
-#include "MMapFactory.h"
-#include "Player.h"
-#include "ScenarioMgr.h"
-#include "VMapFactory.h"
-#include "VMapManager2.h"
-#include "World.h"
-
-MapInstanced::MapInstanced(uint32 id, time_t expiry) : Map(id, expiry, 0, DIFFICULTY_NORMAL)
-{
-}
-
-MapInstanced::~MapInstanced() = default;
-
-void MapInstanced::InitVisibilityDistance()
-{
- if (m_InstancedMaps.empty())
- return;
- //initialize visibility distances for all instance copies
- for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
- {
- (*i).second->InitVisibilityDistance();
- }
-}
-
-void MapInstanced::Update(uint32 t)
-{
- // take care of loaded GridMaps (when unused, unload it!)
- Map::Update(t);
-
- // update the instanced maps
- InstancedMaps::iterator i = m_InstancedMaps.begin();
-
- while (i != m_InstancedMaps.end())
- {
- if (i->second->CanUnload(t))
- {
- if (!DestroyInstance(i)) // iterator incremented
- {
- //m_unloadTimer
- }
- }
- else
- {
- // update only here, because it may schedule some bad things before delete
- if (sMapMgr->GetMapUpdater()->activated())
- sMapMgr->GetMapUpdater()->schedule_update(*i->second, t);
- else
- i->second->Update(t);
- ++i;
- }
- }
-}
-
-void MapInstanced::DelayedUpdate(uint32 diff)
-{
- for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
- i->second->DelayedUpdate(diff);
-
- Map::DelayedUpdate(diff); // this may be removed
-}
-
-/*
-void MapInstanced::RelocationNotify()
-{
- for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
- i->second->RelocationNotify();
-}
-*/
-
-void MapInstanced::UnloadAll()
-{
- // Unload instanced maps
- for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
- i->second->UnloadAll();
-
- // Delete the maps only after everything is unloaded to prevent crashes
- for (InstancedMaps::iterator i = m_InstancedMaps.begin(); i != m_InstancedMaps.end(); ++i)
- delete i->second;
-
- m_InstancedMaps.clear();
-
- // Unload own grids (just dummy(placeholder) grids, neccesary to unload GridMaps!)
- Map::UnloadAll();
-}
-
-/*
-- return the right instance for the object, based on its InstanceId
-- create the instance if it's not created already
-- the player is not actually added to the instance (only in InstanceMap::Add)
-*/
-Map* MapInstanced::CreateInstanceForPlayer(uint32 mapId, Player* player, uint32 loginInstanceId /*= 0*/)
-{
- if (GetId() != mapId || !player)
- return nullptr;
-
- Map* map = nullptr;
- uint32 newInstanceId = 0; // instanceId of the resulting map
-
- if (IsBattlegroundOrArena())
- {
- // instantiate or find existing bg map for player
- // the instance id is set in battlegroundid
- newInstanceId = player->GetBattlegroundId();
- if (!newInstanceId)
- return nullptr;
-
- map = sMapMgr->FindMap(mapId, newInstanceId);
- if (!map)
- {
- if (Battleground* bg = player->GetBattleground())
- map = CreateBattleground(newInstanceId, bg);
- else
- {
- player->TeleportToBGEntryPoint();
- return nullptr;
- }
- }
- }
- else if (IsDungeon())
- {
- InstancePlayerBind* pBind = player->GetBoundInstance(GetId(), player->GetDifficultyID(GetEntry()));
- InstanceSave* pSave = pBind ? pBind->save : nullptr;
-
- // priority:
- // 1. player's permanent bind
- // 2. player's current instance id if this is at login
- // 3. group's current bind
- // 4. player's current bind
- if (!pBind || !pBind->perm)
- {
- if (loginInstanceId) // if the player has a saved instance id on login, we either use this instance or relocate him out (return null)
- {
- map = FindInstanceMap(loginInstanceId);
- if (!map && pSave && pSave->GetInstanceId() == loginInstanceId)
- map = CreateInstance(loginInstanceId, pSave, pSave->GetDifficultyID(), player->GetTeamId());
- return map;
- }
-
- InstanceGroupBind* groupBind = nullptr;
- Group* group = player->GetGroup();
- // use the player's difficulty setting (it may not be the same as the group's)
- if (group)
- {
- groupBind = group->GetBoundInstance(this);
- if (groupBind)
- {
- // solo saves should be reset when entering a group's instance
- player->UnbindInstance(GetId(), player->GetDifficultyID(GetEntry()));
- pSave = groupBind->save;
- }
- }
- }
- if (pSave)
- {
- // solo/perm/group
- newInstanceId = pSave->GetInstanceId();
- map = FindInstanceMap(newInstanceId);
- // it is possible that the save exists but the map doesn't
- if (!map)
- map = CreateInstance(newInstanceId, pSave, pSave->GetDifficultyID(), player->GetTeamId());
- }
- else
- {
- // if no instanceId via group members or instance saves is found
- // the instance will be created for the first time
- newInstanceId = sMapMgr->GenerateInstanceId();
-
- Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficultyID(GetEntry()) : player->GetDifficultyID(GetEntry());
- //Seems it is now possible, but I do not know if it should be allowed
- //ASSERT(!FindInstanceMap(NewInstanceId));
- map = FindInstanceMap(newInstanceId);
- if (!map)
- map = CreateInstance(newInstanceId, nullptr, diff, player->GetTeamId());
- }
- }
- else if (IsGarrison())
- {
- newInstanceId = player->GetGUID().GetCounter();
- map = FindInstanceMap(newInstanceId);
- if (!map)
- map = CreateGarrison(newInstanceId, player);
- }
-
- return map;
-}
-
-InstanceMap* MapInstanced::CreateInstance(uint32 InstanceId, InstanceSave* save, Difficulty difficulty, TeamId team)
-{
- // load/create a map
- std::lock_guard<std::mutex> lock(_mapLock);
-
- // make sure we have a valid map id
- MapEntry const* entry = sMapStore.LookupEntry(GetId());
- if (!entry)
- {
- TC_LOG_ERROR("maps", "CreateInstance: no entry for map %d", GetId());
- ABORT();
- }
-
- // some instances only have one difficulty
- sDB2Manager.GetDownscaledMapDifficultyData(GetId(), difficulty);
-
- TC_LOG_DEBUG("maps", "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %u", save ? "" : "new ", InstanceId, GetId(), static_cast<uint32>(difficulty));
-
- InstanceMap* map = new InstanceMap(GetId(), GetGridExpiry(), InstanceId, difficulty, this, team);
- ASSERT(map->IsDungeon());
-
- map->LoadRespawnTimes();
- map->LoadCorpseData();
-
- bool load_data = save != nullptr;
- map->CreateInstanceData(load_data);
- if (InstanceScenario* instanceScenario = sScenarioMgr->CreateInstanceScenario(map, team))
- map->SetInstanceScenario(instanceScenario);
-
- if (sWorld->getBoolConfig(CONFIG_INSTANCEMAP_LOAD_GRIDS))
- map->LoadAllCells();
-
- m_InstancedMaps[InstanceId] = map;
- return map;
-}
-
-BattlegroundMap* MapInstanced::CreateBattleground(uint32 InstanceId, Battleground* bg)
-{
- // load/create a map
- std::lock_guard<std::mutex> lock(_mapLock);
-
- TC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg %d for %d created.", InstanceId, GetId());
-
- BattlegroundMap* map = new BattlegroundMap(GetId(), GetGridExpiry(), InstanceId, this, DIFFICULTY_NONE);
- ASSERT(map->IsBattlegroundOrArena());
- map->SetBG(bg);
- bg->SetBgMap(map);
-
- m_InstancedMaps[InstanceId] = map;
- return map;
-}
-
-GarrisonMap* MapInstanced::CreateGarrison(uint32 instanceId, Player* owner)
-{
- std::lock_guard<std::mutex> lock(_mapLock);
-
- GarrisonMap* map = new GarrisonMap(GetId(), GetGridExpiry(), instanceId, this, owner->GetGUID());
- ASSERT(map->IsGarrison());
-
- m_InstancedMaps[instanceId] = map;
- return map;
-}
-
-// increments the iterator after erase
-bool MapInstanced::DestroyInstance(InstancedMaps::iterator &itr)
-{
- itr->second->RemoveAllPlayers();
- if (itr->second->HavePlayers())
- {
- ++itr;
- return false;
- }
-
- itr->second->UnloadAll();
- // should only unload VMaps if this is the last instance and grid unloading is enabled
- if (m_InstancedMaps.size() <= 1 && sWorld->getBoolConfig(CONFIG_GRID_UNLOAD))
- {
- VMAP::VMapFactory::createOrGetVMapManager()->unloadMap(itr->second->GetId());
- MMAP::MMapFactory::createOrGetMMapManager()->unloadMap(itr->second->GetId());
- // in that case, unload grids of the base map, too
- // so in the next map creation, (EnsureGridCreated actually) VMaps will be reloaded
- Map::UnloadAll();
- }
-
- // Free up the instance id and allow it to be reused for bgs and arenas (other instances are handled in the InstanceSaveMgr)
- if (itr->second->IsBattlegroundOrArena())
- sMapMgr->FreeInstanceId(itr->second->GetInstanceId());
-
- // erase map
- delete itr->second;
- m_InstancedMaps.erase(itr++);
-
- return true;
-}
-
-Map::EnterState MapInstanced::CannotEnter(Player* /*player*/)
-{
- //ABORT();
- return CAN_ENTER;
-}