/*
* 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 "MapManager.h"
#include "BattlefieldMgr.h"
#include "Battleground.h"
#include "CharacterCache.h"
#include "Containers.h"
#include "DatabaseEnv.h"
#include "DB2Stores.h"
#include "GarrisonMap.h"
#include "Group.h"
#include "InstanceLockMgr.h"
#include "Log.h"
#include "Map.h"
#include "OutdoorPvPMgr.h"
#include "Player.h"
#include "ScenarioMgr.h"
#include "ScriptMgr.h"
#include "World.h"
#include "WorldStateMgr.h"
#include
#include
MapManager::MapManager()
: _freeInstanceIds(std::make_unique()), _nextInstanceId(0), _scheduledScripts(0)
{
i_gridCleanUpDelay = sWorld->getIntConfig(CONFIG_INTERVAL_GRIDCLEAN);
i_timer.SetInterval(sWorld->getIntConfig(CONFIG_INTERVAL_MAPUPDATE));
}
MapManager::~MapManager() = default;
void MapManager::Initialize()
{
Map::InitStateMachine();
int num_threads(sWorld->getIntConfig(CONFIG_NUMTHREADS));
// Start mtmaps if needed.
if (num_threads > 0)
m_updater.activate(num_threads);
}
void MapManager::InitializeVisibilityDistanceInfo()
{
for (auto iter = i_maps.begin(); iter != i_maps.end(); ++iter)
iter->second->InitVisibilityDistance();
}
MapManager* MapManager::instance()
{
static MapManager instance;
return &instance;
}
Map* MapManager::FindMap_i(uint32 mapId, uint32 instanceId) const
{
auto itr = i_maps.find({ mapId, instanceId });
return itr != i_maps.end() ? itr->second.get() : nullptr;
}
Map* MapManager::CreateWorldMap(uint32 mapId, uint32 instanceId)
{
Map* map = new Map(mapId, i_gridCleanUpDelay, instanceId, DIFFICULTY_NONE);
map->LoadRespawnTimes();
map->LoadCorpseData();
map->InitSpawnGroupState();
if (sWorld->getBoolConfig(CONFIG_BASEMAP_LOAD_GRIDS))
map->LoadAllCells();
return map;
}
InstanceMap* MapManager::CreateInstance(uint32 mapId, uint32 instanceId, InstanceLock* instanceLock, Difficulty difficulty, TeamId team, Group* group)
{
// make sure we have a valid map id
MapEntry const* entry = sMapStore.LookupEntry(mapId);
if (!entry)
{
TC_LOG_ERROR("maps", "CreateInstance: no entry for map {}", mapId);
ABORT();
}
// some instances only have one difficulty
sDB2Manager.GetDownscaledMapDifficultyData(mapId, difficulty);
TC_LOG_DEBUG("maps", "MapInstanced::CreateInstance: {}map instance {} for {} created with difficulty {}",
instanceLock && instanceLock->IsNew() ? "" : "new ", instanceId, mapId, sDifficultyStore.AssertEntry(difficulty)->Name[sWorld->GetDefaultDbcLocale()]);
InstanceMap* map = new InstanceMap(mapId, i_gridCleanUpDelay, instanceId, difficulty, team, instanceLock);
ASSERT(map->IsDungeon());
map->LoadRespawnTimes();
map->LoadCorpseData();
if (group)
map->TrySetOwningGroup(group);
map->CreateInstanceData();
map->SetInstanceScenario(sScenarioMgr->CreateInstanceScenario(map, team));
map->InitSpawnGroupState();
if (sWorld->getBoolConfig(CONFIG_INSTANCEMAP_LOAD_GRIDS))
map->LoadAllCells();
return map;
}
BattlegroundMap* MapManager::CreateBattleground(uint32 mapId, uint32 instanceId, Battleground* bg)
{
TC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg {} for {} created.", instanceId, mapId);
BattlegroundMap* map = new BattlegroundMap(mapId, i_gridCleanUpDelay, instanceId, DIFFICULTY_NONE);
ASSERT(map->IsBattlegroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
map->InitScriptData();
map->InitSpawnGroupState();
if (sWorld->getBoolConfig(CONFIG_BATTLEGROUNDMAP_LOAD_GRIDS))
map->LoadAllCells();
return map;
}
GarrisonMap* MapManager::CreateGarrison(uint32 mapId, uint32 instanceId, Player* owner)
{
GarrisonMap* map = new GarrisonMap(mapId, i_gridCleanUpDelay, instanceId, owner->GetGUID());
ASSERT(map->IsGarrison());
map->InitSpawnGroupState();
return map;
}
/*
- 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* MapManager::CreateMap(uint32 mapId, Player* player)
{
if (!player)
return nullptr;
MapEntry const* entry = sMapStore.LookupEntry(mapId);
if (!entry)
return nullptr;
std::unique_lock lock(_mapsLock);
Map* map = nullptr;
uint32 newInstanceId = 0; // instanceId of the resulting map
if (entry->IsBattlegroundOrArena())
{
// instantiate or find existing bg map for player
// the instance id is set in battlegroundid
newInstanceId = player->GetBattlegroundId();
if (!newInstanceId)
return nullptr;
map = FindMap_i(mapId, newInstanceId);
if (!map)
{
if (Battleground* bg = player->GetBattleground())
map = CreateBattleground(mapId, newInstanceId, bg);
else
{
player->TeleportToBGEntryPoint();
return nullptr;
}
}
}
else if (entry->IsDungeon())
{
Group* group = player->GetGroup();
Difficulty difficulty = group ? group->GetDifficultyID(entry) : player->GetDifficultyID(entry);
MapDb2Entries entries{ entry, sDB2Manager.GetDownscaledMapDifficultyData(mapId, difficulty) };
ObjectGuid instanceOwnerGuid = group ? group->GetRecentInstanceOwner(mapId) : player->GetGUID();
InstanceLock* instanceLock = sInstanceLockMgr.FindActiveInstanceLock(instanceOwnerGuid, entries);
if (instanceLock)
{
newInstanceId = instanceLock->GetInstanceId();
// Reset difficulty to the one used in instance lock
if (!entries.Map->IsFlexLocking())
difficulty = instanceLock->GetDifficultyId();
}
else
{
// Try finding instance id for normal dungeon
if (!entries.MapDifficulty->HasResetSchedule())
newInstanceId = group ? group->GetRecentInstanceId(mapId) : player->GetRecentInstanceId(mapId);
// If not found or instance is not a normal dungeon, generate new one
if (!newInstanceId)
newInstanceId = GenerateInstanceId();
instanceLock = sInstanceLockMgr.CreateInstanceLockForNewInstance(instanceOwnerGuid, entries, newInstanceId);
}
// it is possible that the save exists but the map doesn't
map = FindMap_i(mapId, newInstanceId);
// is is also possible that instance id is already in use by another group for boss-based locks
if (!entries.IsInstanceIdBound() && instanceLock && map && map->ToInstanceMap()->GetInstanceLock() != instanceLock)
{
newInstanceId = GenerateInstanceId();
instanceLock->SetInstanceId(newInstanceId);
map = nullptr;
}
if (!map)
{
map = CreateInstance(mapId, newInstanceId, instanceLock, difficulty, GetTeamIdForTeam(sCharacterCache->GetCharacterTeamByGuid(instanceOwnerGuid)), group);
if (group)
group->SetRecentInstance(mapId, instanceOwnerGuid, newInstanceId);
else
player->SetRecentInstance(mapId, newInstanceId);
}
}
else if (entry->IsGarrison())
{
newInstanceId = player->GetGUID().GetCounter();
map = FindMap_i(mapId, newInstanceId);
if (!map)
map = CreateGarrison(mapId, newInstanceId, player);
}
else
{
newInstanceId = 0;
if (entry->IsSplitByFaction())
newInstanceId = player->GetTeamId();
map = FindMap_i(mapId, newInstanceId);
if (!map)
map = CreateWorldMap(mapId, newInstanceId);
}
if (map)
{
Trinity::unique_trackable_ptr