/* * Copyright (C) 2008-2014 TrinityCore * Copyright (C) 2005-2009 MaNGOS * * 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 . */ #ifndef _INSTANCESAVEMGR_H #define _INSTANCESAVEMGR_H #include "Define.h" #include #include #include #include #include #include "DatabaseEnv.h" #include "DBCEnums.h" #include "ObjectDefines.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, Difficulty difficulty, time_t resetTime, bool canReset); /* Unloaded when m_playerList and m_groupList become empty or when the instance is reset */ ~InstanceSave(); uint8 GetPlayerCount() const { return m_playerList.size(); } uint8 GetGroupCount() const { 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() const { return m_instanceid; } uint32 GetMapId() const { 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() const { 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) { TRINITY_GUARD(ACE_Thread_Mutex, _lock); m_playerList.push_back(player); } bool RemovePlayer(Player* player) { _lock.acquire(); m_playerList.remove(player); bool isStillValid = UnloadIfEmpty(); _lock.release(); //delete here if needed, after releasing the lock if (m_toDelete) delete this; return isStillValid; } /* all groups bound to the instance */ void AddGroup(Group* group) { m_groupList.push_back(group); } bool RemoveGroup(Group* group) { m_groupList.remove(group); bool isStillValid = UnloadIfEmpty(); if (m_toDelete) delete this; return isStillValid; } /* 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() const { 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 */ Difficulty GetDifficulty() const { return m_difficulty; } typedef std::list PlayerListType; typedef std::list GroupListType; private: bool UnloadIfEmpty(); /* used to flag the InstanceSave as to be deleted, so the caller can delete it */ void SetToDelete(bool toDelete) { m_toDelete = toDelete; } /* the only reason the instSave-object links are kept is because the object-instSave links need to be broken at reset time */ /// @todo: Check if 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; uint32 m_mapid; Difficulty m_difficulty; bool m_canReset; bool m_toDelete; ACE_Thread_Mutex _lock; }; typedef std::unordered_map ResetTimeByMapDifficultyMap; class InstanceSaveManager { friend class ACE_Singleton; friend class InstanceSave; private: InstanceSaveManager() : lock_instLists(false) { }; ~InstanceSaveManager(); public: typedef std::unordered_map InstanceSaveHashMap; /* resetTime is a global propery of each (raid/heroic) map all instances of that map reset at the same time */ struct InstResetEvent { uint8 type; Difficulty difficulty:8; uint16 mapid; uint16 instanceId; InstResetEvent() : type(0), difficulty(DUNGEON_DIFFICULTY_NORMAL), mapid(0), instanceId(0) { } InstResetEvent(uint8 t, uint32 _mapid, Difficulty d, uint16 _instanceid) : type(t), difficulty(d), mapid(_mapid), instanceId(_instanceid) { } bool operator == (const InstResetEvent& e) const { return e.instanceId == instanceId; } }; typedef std::multimap ResetTimeQueue; void LoadInstances(); void LoadResetTimes(); time_t GetResetTimeFor(uint32 mapid, Difficulty d) const { ResetTimeByMapDifficultyMap::const_iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR32(mapid, d)); return itr != m_resetTimeByMapDifficulty.end() ? itr->second : 0; } void SetResetTimeFor(uint32 mapid, Difficulty d, time_t t) { m_resetTimeByMapDifficulty[MAKE_PAIR32(mapid, d)] = t; } ResetTimeByMapDifficultyMap const& GetResetTimeMap() const { return m_resetTimeByMapDifficulty; } void ScheduleReset(bool add, time_t time, InstResetEvent event); void Update(); InstanceSave* AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load = false); void RemoveInstanceSave(uint32 InstanceId); void UnloadInstanceSave(uint32 InstanceId); static void DeleteInstanceFromDB(uint32 instanceid); InstanceSave* GetInstanceSave(uint32 InstanceId); /* statistics */ uint32 GetNumInstanceSaves() { return m_instanceSaveById.size(); } uint32 GetNumBoundPlayersTotal(); uint32 GetNumBoundGroupsTotal(); protected: static uint16 ResetTimeDelay[]; private: void _ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime); void _ResetInstance(uint32 mapid, uint32 instanceId); void _ResetSave(InstanceSaveHashMap::iterator &itr); // used during global instance resets bool lock_instLists; // fast lookup by instance id InstanceSaveHashMap m_instanceSaveById; // fast lookup for reset times (always use existed functions for access/set) ResetTimeByMapDifficultyMap m_resetTimeByMapDifficulty; ResetTimeQueue m_resetTimeQueue; }; #define sInstanceSaveMgr ACE_Singleton::instance() #endif