/* * 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 . */ #include "InstanceSaveMgr.h" #include "Common.h" #include "Config.h" #include "DatabaseEnv.h" #include "DB2Stores.h" #include "GridNotifiers.h" #include "GridStates.h" #include "Group.h" #include "InstanceScenario.h" #include "InstanceScript.h" #include "Log.h" #include "Map.h" #include "MapInstanced.h" #include "MapManager.h" #include "ObjectMgr.h" #include "Player.h" #include "Timer.h" #include "World.h" uint16 InstanceSaveManager::ResetTimeDelay[] = {3600, 900, 300, 60}; InstanceSaveManager::~InstanceSaveManager() { } InstanceSaveManager* InstanceSaveManager::instance() { static InstanceSaveManager instance; return &instance; } void InstanceSaveManager::Unload() { 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->GetDifficultyID(), true); } for (InstanceSave::GroupListType::iterator itr2 = save->m_groupList.begin(), next = itr2; itr2 != save->m_groupList.end(); itr2 = next) { ++next; (*itr2)->UnbindInstance(save->GetMapId(), save->GetDifficultyID(), true); } delete save; } } /* - adding instance into manager - called from InstanceMap::Add, _LoadBoundInstances, LoadGroups */ InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, uint32 entranceId, bool canReset, bool load) { if (InstanceSave* old_save = GetInstanceSave(instanceId)) return old_save; const MapEntry* entry = sMapStore.LookupEntry(mapId); if (!entry) { TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId); return NULL; } if (instanceId == 0) { TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId); return NULL; } DifficultyEntry const* difficultyEntry = sDifficultyStore.LookupEntry(difficulty); if (!difficultyEntry || difficultyEntry->InstanceType != entry->InstanceType) { TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty); return NULL; } if (entranceId && !sObjectMgr->GetWorldSafeLoc(entranceId)) { TC_LOG_WARN("misc", "InstanceSaveManager::AddInstanceSave: invalid entranceId = %d defined for instance save with mapid = %d, instanceid = %d!", entranceId, mapId, instanceId); entranceId = 0; } if (!resetTime) { // initialize reset time // for normal instances if no creatures are killed the instance will reset in two hours if (entry->IsRaid() || difficulty > 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)); } } TC_LOG_DEBUG("maps", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId); InstanceSave* save = new InstanceSave(mapId, instanceId, difficulty, entranceId, 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) { CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INSTANCE_BY_INSTANCE); stmt->setUInt32(0, instanceid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_INSTANCE); stmt->setUInt32(0, instanceid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_INSTANCE); stmt->setUInt32(0, instanceid); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_SCENARIO_INSTANCE_CRITERIA_FOR_INSTANCE); stmt->setUInt32(0, instanceid); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); // 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()) { CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_INSTANCE_RESETTIME); stmt->setUInt32(0, uint32(resettime)); stmt->setUInt32(1, InstanceId); CharacterDatabase.Execute(stmt); } itr->second->SetToDelete(true); m_instanceSaveById.erase(itr); } } void InstanceSaveManager::UnloadInstanceSave(uint32 InstanceId) { if (InstanceSave* save = GetInstanceSave(InstanceId)) save->UnloadIfEmpty(); } InstanceSave::InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, uint32 entranceId, time_t resetTime, bool canReset) : m_resetTime(resetTime), m_instanceid(InstanceId), m_mapid(MapId), m_difficulty(difficulty), m_entranceId(entranceId), m_canReset(canReset), m_toDelete(false) { } 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; uint32 completedEncounters = 0; Map* map = sMapMgr->FindMap(GetMapId(), m_instanceid); if (map) { ASSERT(map->IsDungeon()); if (InstanceScript* instanceScript = ((InstanceMap*)map)->GetInstanceScript()) { data = instanceScript->GetSaveData(); completedEncounters = instanceScript->GetCompletedEncounterMask(); m_entranceId = instanceScript->GetEntranceLocation(); } if (InstanceScenario* scenario = map->ToInstanceMap()->GetInstanceScenario()) scenario->SaveToDB(); } CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_INSTANCE_SAVE); stmt->setUInt32(0, m_instanceid); stmt->setUInt16(1, GetMapId()); stmt->setUInt32(2, uint32(GetResetTimeForDB())); stmt->setUInt8(3, uint8(GetDifficultyID())); stmt->setUInt32(4, completedEncounters); stmt->setString(5, data); stmt->setUInt32(6, m_entranceId); CharacterDatabase.Execute(stmt); } time_t InstanceSave::GetResetTimeForDB() { // only save the reset time for normal instances const MapEntry* entry = sMapStore.LookupEntry(GetMapId()); if (!entry || entry->IsRaid() || GetDifficultyID() == DIFFICULTY_HEROIC) return 0; else return GetResetTime(); } // to cache or not to cache, that is the question InstanceTemplate const* InstanceSave::GetTemplate() { return sObjectMgr->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()) { // don't remove the save if there are still players inside the map if (Map* map = sMapMgr->FindMap(GetMapId(), GetInstanceId())) if (map->HavePlayers()) return true; if (!sInstanceSaveMgr->lock_instLists) sInstanceSaveMgr->RemoveInstanceSave(GetInstanceId()); return false; } else return true; } void InstanceSaveManager::LoadInstances() { uint32 oldMSTime = getMSTime(); // Delete expired instances (Instance related spawns are removed in the following cleanup queries) CharacterDatabase.DirectExecute("DELETE i FROM instance i LEFT JOIN instance_reset ir ON mapid = map AND i.difficulty = ir.difficulty " "WHERE (i.resettime > 0 AND i.resettime < UNIX_TIMESTAMP()) OR (ir.resettime IS NOT NULL AND ir.resettime < UNIX_TIMESTAMP())"); // Delete invalid character_instance and group_instance references CharacterDatabase.DirectExecute("DELETE ci.* FROM character_instance AS ci LEFT JOIN characters AS c ON ci.guid = c.guid WHERE c.guid IS NULL"); CharacterDatabase.DirectExecute("DELETE gi.* FROM group_instance AS gi LEFT JOIN `groups` AS g ON gi.guid = g.guid WHERE g.guid IS NULL"); // Delete invalid instance references CharacterDatabase.DirectExecute("DELETE i.* FROM instance AS i LEFT JOIN character_instance AS ci ON i.id = ci.instance LEFT JOIN group_instance AS gi ON i.id = gi.instance WHERE ci.guid IS NULL AND gi.guid IS NULL"); // Delete invalid references to instance CharacterDatabase.DirectExecute("DELETE FROM creature_respawn WHERE instanceId > 0 AND instanceId NOT IN (SELECT id FROM instance)"); CharacterDatabase.DirectExecute("DELETE FROM gameobject_respawn WHERE instanceId > 0 AND instanceId NOT IN (SELECT id FROM instance)"); CharacterDatabase.DirectExecute("DELETE tmp.* FROM character_instance AS tmp LEFT JOIN instance ON tmp.instance = instance.id WHERE tmp.instance > 0 AND instance.id IS NULL"); CharacterDatabase.DirectExecute("DELETE tmp.* FROM group_instance AS tmp LEFT JOIN instance ON tmp.instance = instance.id WHERE tmp.instance > 0 AND instance.id IS NULL"); // Clean invalid references to instance CharacterDatabase.DirectExecute("UPDATE corpse SET instanceId = 0 WHERE instanceId > 0 AND instanceId NOT IN (SELECT id FROM instance)"); CharacterDatabase.DirectExecute("UPDATE characters AS tmp LEFT JOIN instance ON tmp.instance_id = instance.id SET tmp.instance_id = 0 WHERE tmp.instance_id > 0 AND instance.id IS NULL"); // Initialize instance id storage (Needs to be done after the trash has been clean out) sMapMgr->InitInstanceIds(); // Load reset times and clean expired instances sInstanceSaveMgr->LoadResetTimes(); TC_LOG_INFO("server.loading", ">> Loaded instances in %u ms", GetMSTimeDiffToNow(oldMSTime)); } 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 ResetTimeMapDiffType; typedef std::map InstResetTimeMapDiffType; InstResetTimeMapDiffType instResetTime; // index instance ids by map/difficulty pairs for fast reset warning send typedef std::multimap ResetTimeMapDiffInstances; typedef std::pair ResetTimeMapDiffInstancesBounds; ResetTimeMapDiffInstances mapDiffResetInstances; QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance ORDER BY id ASC"); if (result) { do { Field* fields = result->Fetch(); uint32 instanceId = fields[0].GetUInt32(); // Instances are pulled in ascending order from db and nextInstanceId is initialized with 1, // so if the instance id is used, increment until we find the first unused one for a potential new instance if (sMapMgr->GetNextInstanceId() == instanceId) sMapMgr->SetNextInstanceId(instanceId + 1); // Mark instance id as being used sMapMgr->RegisterInstanceId(instanceId); if (time_t resettime = time_t(fields[3].GetUInt32())) { uint32 mapid = fields[1].GetUInt16(); uint32 difficulty = fields[2].GetUInt8(); instResetTime[instanceId] = ResetTimeMapDiffType(MAKE_PAIR32(mapid, difficulty), resettime); mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid, difficulty), instanceId)); } } while (result->NextRow()); // update reset time for normal instances with the max creature respawn time + X hours if (PreparedQueryResult result2 = CharacterDatabase.Query(CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAX_CREATURE_RESPAWNS))) { do { Field* fields = result2->Fetch(); uint32 instance = fields[1].GetUInt32(); time_t resettime = time_t(fields[0].GetUInt32() + 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 (result2->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->getIntConfig(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].GetUInt16(); Difficulty difficulty = Difficulty(fields[1].GetUInt8()); uint64 oldresettime = fields[2].GetUInt32(); MapDifficultyEntry const* mapDiff = sDB2Manager.GetMapDifficultyData(mapid, difficulty); if (!mapDiff) { TC_LOG_ERROR("misc", "InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, uint32(difficulty)); CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u' AND difficulty = '%u'", mapid, uint32(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 = '%u' WHERE mapid = '%u' AND difficulty = '%u'", uint32(newresettime), mapid, uint32(difficulty)); InitializeResetTimeFor(mapid, difficulty, newresettime); } while (result->NextRow()); } // 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 (auto& mapDifficultyPair : sDB2Manager.GetMapDifficulties()) { uint32 mapid = mapDifficultyPair.first; for (auto& difficultyPair : mapDifficultyPair.second) { Difficulty difficulty = Difficulty(difficultyPair.first); MapDifficultyEntry const* mapDiff = difficultyPair.second; if (!mapDiff->GetRaidDuration()) continue; // the reset_delay must be at least one day uint32 period = uint32(((mapDiff->GetRaidDuration() * 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', '%u')", mapid, uint32(difficulty), (uint32)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, uint32(difficulty)); } InitializeResetTimeFor(mapid, difficulty, t); // schedule the global reset/warning uint8 type; for (type = 1; type < 4; ++type) if (t - ResetTimeDelay[type - 1] > now) break; ScheduleReset(true, t - ResetTimeDelay[type - 1], InstResetEvent(type, mapid, difficulty, 0)); ResetTimeMapDiffInstancesBounds range = mapDiffResetInstances.equal_range(MAKE_PAIR32(mapid, difficulty)); for (; range.first != range.second; ++range.first) ScheduleReset(true, t - ResetTimeDelay[type - 1], InstResetEvent(type, mapid, difficulty, range.first->second)); } } } time_t InstanceSaveManager::GetSubsequentResetTime(uint32 mapid, Difficulty difficulty, time_t resetTime) const { MapDifficultyEntry const* mapDiff = sDB2Manager.GetMapDifficultyData(mapid, difficulty); if (!mapDiff || !mapDiff->GetRaidDuration()) { TC_LOG_ERROR("misc", "InstanceSaveManager::GetSubsequentResetTime: not valid difficulty or no reset delay for map %u", mapid); return 0; } time_t diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR; time_t period = uint32(((mapDiff->GetRaidDuration() * sWorld->getRate(RATE_INSTANCE_RESET_TIME)) / DAY) * DAY); if (period < DAY) period = DAY; return ((resetTime + MINUTE) / DAY * DAY) + period + diff; } void InstanceSaveManager::SetResetTimeFor(uint32 mapid, Difficulty d, time_t t) { ResetTimeByMapDifficultyMap::iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR64(mapid, d)); ASSERT(itr != m_resetTimeByMapDifficulty.end()); itr->second = t; } void InstanceSaveManager::ScheduleReset(bool add, time_t time, InstResetEvent event) { if (!add) { // find the event in the queue and remove it ResetTimeQueue::iterator itr; std::pair 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()) TC_LOG_ERROR("misc", "InstanceSaveManager::ScheduleReset: cannot cancel the reset, the event(%d, %d, %d) was not found!", event.type, event.mapid, event.instanceId); } } else m_resetTimeQueue.insert(std::pair(time, event)); } void InstanceSaveManager::ForceGlobalReset(uint32 mapId, Difficulty difficulty) { if (!sDB2Manager.GetDownscaledMapDifficultyData(mapId, difficulty)) return; // remove currently scheduled reset times ScheduleReset(false, 0, InstResetEvent(1, mapId, difficulty, 0)); ScheduleReset(false, 0, InstResetEvent(4, mapId, difficulty, 0)); // force global reset on the instance _ResetOrWarnAll(mapId, difficulty, false, time(nullptr)); } void InstanceSaveManager::Update() { time_t now = time(NULL); time_t t; while (!m_resetTimeQueue.empty()) { t = m_resetTimeQueue.begin()->first; if (t >= now) break; 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); if (event.type != 4) { // schedule the next warning/reset ++event.type; ScheduleReset(true, resetTime - ResetTimeDelay[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; bool shouldDelete = true; InstanceSave::PlayerListType &pList = itr->second->m_playerList; std::vector temp; // list of expired binds that should be unbound for (Player* player : pList) { if (InstancePlayerBind* bind = player->GetBoundInstance(itr->second->GetMapId(), itr->second->GetDifficultyID())) { ASSERT(bind->save == itr->second); if (bind->perm && bind->extendState) // permanent and not already expired { // actual promotion in DB already happened in caller bind->extendState = bind->extendState == EXTEND_STATE_EXTENDED ? EXTEND_STATE_NORMAL : EXTEND_STATE_EXPIRED; shouldDelete = false; continue; } } temp.push_back(player); } for (Player* player : temp) { player->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficultyID(), true); } InstanceSave::GroupListType &gList = itr->second->m_groupList; while (!gList.empty()) { Group* group = *(gList.begin()); group->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficultyID(), true); } if (shouldDelete) { delete itr->second; itr = m_instanceSaveById.erase(itr); } else ++itr; lock_instLists = false; } void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId) { TC_LOG_DEBUG("maps", "InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId); Map const* map = sMapMgr->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)->FindInstanceMap(instanceId); if (iMap && iMap->IsDungeon()) ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY); if (iMap) { iMap->DeleteRespawnTimes(); iMap->DeleteCorpseData(); } else Map::DeleteRespawnTimesInDB(mapid, instanceId); // Free up the instance id and allow it to be reused sMapMgr->FreeInstanceId(instanceId); } void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime) { // global reset for all instances of the given map MapEntry const* mapEntry = sMapStore.LookupEntry(mapid); if (!mapEntry->Instanceable()) return; TC_LOG_DEBUG("misc", "InstanceSaveManager::ResetOrWarnAll: Processing map %s (%u) on difficulty %u (warn? %u)", mapEntry->MapName->Str[sWorld->GetDefaultDbcLocale()], mapid, uint8(difficulty), warn); time_t now = time(NULL); if (!warn) { // calculate the next reset time time_t next_reset = GetSubsequentResetTime(mapid, difficulty, resetTime); if (!next_reset) return; // delete/promote instance binds from the DB, even if not loaded CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction(); CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_CHAR_INSTANCE_BY_MAP_DIFF); stmt->setUInt16(0, uint16(mapid)); stmt->setUInt8(1, uint8(difficulty)); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_MAP_DIFF); stmt->setUInt16(0, uint16(mapid)); stmt->setUInt8(1, uint8(difficulty)); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_INSTANCE_BY_MAP_DIFF); stmt->setUInt16(0, uint16(mapid)); stmt->setUInt8(1, uint8(difficulty)); trans->Append(stmt); stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_EXPIRE_CHAR_INSTANCE_BY_MAP_DIFF); stmt->setUInt16(0, uint16(mapid)); stmt->setUInt8(1, uint8(difficulty)); trans->Append(stmt); CharacterDatabase.CommitTransaction(trans); // promote loaded 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->GetDifficultyID() == difficulty) _ResetSave(itr); else ++itr; } SetResetTimeFor(mapid, difficulty, next_reset); ScheduleReset(true, time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty, 0)); // Update it in the DB stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME); stmt->setUInt32(0, next_reset); stmt->setUInt16(1, uint16(mapid)); stmt->setUInt8(2, uint8(difficulty)); CharacterDatabase.Execute(stmt); } // note: this isn't fast but it's meant to be executed very rarely Map const* map = sMapMgr->CreateBaseMap(mapid); // _not_ include difficulty MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps(); MapInstanced::InstancedMaps::iterator mitr; uint32 timeLeft; for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr) { Map* map2 = mitr->second; if (!map2->IsDungeon()) continue; if (warn) { if (now >= resetTime) timeLeft = 0; else timeLeft = uint32(resetTime - now); ((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() const { uint32 ret = 0; for (InstanceSaveHashMap::const_iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr) ret += itr->second->GetPlayerCount(); return ret; } uint32 InstanceSaveManager::GetNumBoundGroupsTotal() const { uint32 ret = 0; for (InstanceSaveHashMap::const_iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr) ret += itr->second->GetGroupCount(); return ret; }