/* * 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 . */ #ifndef _INSTANCESAVEMGR_H #define _INSTANCESAVEMGR_H #include #include #include #include #include "Define.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 TC_GAME_API 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, uint32 entranceId, time_t resetTime, bool canReset); /* Unloaded when m_playerList and m_groupList become empty or when the instance is reset */ ~InstanceSave(); InstanceSave(InstanceSave const& right) = delete; InstanceSave(InstanceSave&& right) = delete; InstanceSave& operator=(InstanceSave const& right) = delete; InstanceSave& operator=(InstanceSave&& right) = delete; uint32 GetPlayerCount() const { return uint32(m_playerList.size()); } uint32 GetGroupCount() const { return uint32(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(); uint32 GetEntranceLocation() const { return m_entranceId; } void SetEntranceLocation(uint32 entranceId) { m_entranceId = entranceId; } 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) { std::lock_guard lock(_playerListLock); m_playerList.push_back(player); } bool RemovePlayer(Player* player) { _playerListLock.lock(); m_playerList.remove(player); bool isStillValid = UnloadIfEmpty(); _playerListLock.unlock(); //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 GetDifficultyID() const { return m_difficulty; } /* used to flag the InstanceSave as to be deleted, so the caller can delete it */ void SetToDelete(bool toDelete) { m_toDelete = toDelete; } typedef std::list PlayerListType; typedef std::list GroupListType; private: bool UnloadIfEmpty(); /* 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; uint32 m_entranceId; bool m_canReset; bool m_toDelete; std::mutex _playerListLock; }; typedef std::unordered_map ResetTimeByMapDifficultyMap; class TC_GAME_API InstanceSaveManager { friend class InstanceSave; private: InstanceSaveManager() : lock_instLists(false) { }; ~InstanceSaveManager(); public: typedef std::unordered_map InstanceSaveHashMap; static InstanceSaveManager* instance(); void Unload(); /* 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; uint32 mapid; uint32 instanceId; InstResetEvent() : type(0), difficulty(DIFFICULTY_NORMAL), mapid(0), instanceId(0) { } InstResetEvent(uint8 t, uint32 _mapid, Difficulty d, uint32 _instanceid) : type(t), difficulty(d), mapid(_mapid), instanceId(_instanceid) { } bool operator==(InstResetEvent const& 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_PAIR64(mapid, d)); return itr != m_resetTimeByMapDifficulty.end() ? itr->second : 0; } time_t GetSubsequentResetTime(uint32 mapid, Difficulty difficulty, time_t resetTime) const; // Use this on startup when initializing reset times void InitializeResetTimeFor(uint32 mapid, Difficulty d, time_t t) { m_resetTimeByMapDifficulty[MAKE_PAIR64(mapid, d)] = t; } // Use this only when updating existing reset times void SetResetTimeFor(uint32 mapid, Difficulty d, time_t t); ResetTimeByMapDifficultyMap const& GetResetTimeMap() const { return m_resetTimeByMapDifficulty; } void ScheduleReset(bool add, time_t time, InstResetEvent event); void ForceGlobalReset(uint32 mapId, Difficulty difficulty); void Update(); InstanceSave* AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, uint32 entranceId, 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() const { return uint32(m_instanceSaveById.size()); } uint32 GetNumBoundPlayersTotal() const; uint32 GetNumBoundGroupsTotal() const; 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 InstanceSaveManager::instance() #endif