/* * 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 "Battleground.h" #include "Containers.h" #include "DatabaseEnv.h" #include "DB2Stores.h" #include "GarrisonMap.h" #include "Group.h" #include "InstanceSaveMgr.h" #include "Log.h" #include "Map.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 { return Trinity::Containers::MapGetValuePtr(i_maps, { mapId, instanceId }); } Map* MapManager::CreateWorldMap(uint32 mapId, uint32 instanceId) { Map* map = new Map(mapId, i_gridCleanUpDelay, instanceId, DIFFICULTY_NONE); map->LoadRespawnTimes(); map->LoadCorpseData(); if (sWorld->getBoolConfig(CONFIG_BASEMAP_LOAD_GRIDS)) map->LoadAllCells(); return map; } InstanceMap* MapManager::CreateInstance(uint32 mapId, uint32 instanceId, InstanceSave* save, Difficulty difficulty, TeamId team) { // 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 %d", mapId); ABORT(); } // some instances only have one difficulty sDB2Manager.GetDownscaledMapDifficultyData(mapId, difficulty); TC_LOG_DEBUG("maps", "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %u", save ? "" : "new ", instanceId, mapId, static_cast(difficulty)); InstanceMap* map = new InstanceMap(mapId, i_gridCleanUpDelay, instanceId, difficulty, 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(); return map; } BattlegroundMap* MapManager::CreateBattleground(uint32 mapId, uint32 instanceId, Battleground* bg) { TC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg %d for %d created.", instanceId, mapId); BattlegroundMap* map = new BattlegroundMap(mapId, i_gridCleanUpDelay, instanceId, DIFFICULTY_NONE); ASSERT(map->IsBattlegroundOrArena()); map->SetBG(bg); bg->SetBgMap(map); return map; } GarrisonMap* MapManager::CreateGarrison(uint32 mapId, uint32 instanceId, Player* owner) { GarrisonMap* map = new GarrisonMap(mapId, i_gridCleanUpDelay, instanceId, owner->GetGUID()); ASSERT(map->IsGarrison()); 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, uint32 loginInstanceId /*= 0*/) { 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()) { InstancePlayerBind* pBind = player->GetBoundInstance(mapId, player->GetDifficultyID(entry)); 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 = FindMap_i(mapId, loginInstanceId); if (!map && pSave && pSave->GetInstanceId() == loginInstanceId) { map = CreateInstance(mapId, loginInstanceId, pSave, pSave->GetDifficultyID(), player->GetTeamId()); i_maps[{ map->GetId(), map->GetInstanceId() }] = map; } 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(entry); if (groupBind) { // solo saves should be reset when entering a group's instance player->UnbindInstance(mapId, player->GetDifficultyID(entry)); pSave = groupBind->save; } } } if (pSave) { // solo/perm/group newInstanceId = pSave->GetInstanceId(); map = FindMap_i(mapId, newInstanceId); // it is possible that the save exists but the map doesn't if (!map) map = CreateInstance(mapId, newInstanceId, pSave, pSave->GetDifficultyID(), player->GetTeamId()); } else { Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficultyID(entry) : player->GetDifficultyID(entry); // if no instanceId via group members or instance saves is found // the instance will be created for the first time newInstanceId = GenerateInstanceId(); //Seems it is now possible, but I do not know if it should be allowed //ASSERT(!FindInstanceMap(NewInstanceId)); map = FindMap_i(mapId, newInstanceId); if (!map) map = CreateInstance(mapId, newInstanceId, nullptr, diff, player->GetTeamId()); } } 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) i_maps[{ map->GetId(), map->GetInstanceId() }] = map; return map; } Map* MapManager::FindMap(uint32 mapId, uint32 instanceId) const { std::shared_lock lock(_mapsLock); return FindMap_i(mapId, instanceId); } void MapManager::Update(uint32 diff) { i_timer.Update(diff); if (!i_timer.Passed()) return; MapMapType::iterator iter = i_maps.begin(); while (iter != i_maps.end()) { if (iter->second->CanUnload(diff)) { if (DestroyMap(iter->second)) iter = i_maps.erase(iter); else ++iter; continue; } if (m_updater.activated()) m_updater.schedule_update(*iter->second, uint32(i_timer.GetCurrent())); else iter->second->Update(uint32(i_timer.GetCurrent())); ++iter; } if (m_updater.activated()) m_updater.wait(); for (iter = i_maps.begin(); iter != i_maps.end(); ++iter) iter->second->DelayedUpdate(uint32(i_timer.GetCurrent())); i_timer.SetCurrent(0); } bool MapManager::DestroyMap(Map* map) { map->RemoveAllPlayers(); if (map->HavePlayers()) return false; 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 (map->IsBattlegroundOrArena()) sMapMgr->FreeInstanceId(map->GetInstanceId()); // erase map delete map; return true; } bool MapManager::IsValidMAP(uint32 mapId) { return sMapStore.LookupEntry(mapId) != nullptr; } void MapManager::UnloadAll() { // first unload maps for (auto iter = i_maps.begin(); iter != i_maps.end(); ++iter) iter->second->UnloadAll(); // then delete them for (auto iter = i_maps.begin(); iter != i_maps.end(); ++iter) delete iter->second; i_maps.clear(); if (m_updater.activated()) m_updater.deactivate(); Map::DeleteStateMachine(); } uint32 MapManager::GetNumInstances() const { std::shared_lock lock(_mapsLock); return std::count_if(i_maps.begin(), i_maps.end(), [](MapMapType::value_type const& value) { return value.second->IsDungeon(); }); } uint32 MapManager::GetNumPlayersInInstances() const { std::shared_lock lock(_mapsLock); return std::accumulate(i_maps.begin(), i_maps.end(), 0u, [](uint32 total, MapMapType::value_type const& value) { return total + (value.second->IsDungeon() ? value.second->GetPlayers().getSize() : 0); }); } void MapManager::InitInstanceIds() { _nextInstanceId = 1; if (QueryResult result = CharacterDatabase.Query("SELECT IFNULL(MAX(id), 0) FROM instance")) _freeInstanceIds->resize((*result)[0].GetUInt64() + 2, true); // make space for one extra to be able to access [_nextInstanceId] index in case all slots are taken else _freeInstanceIds->resize(_nextInstanceId + 1, true); // never allow 0 id _freeInstanceIds->set(0, false); } void MapManager::RegisterInstanceId(uint32 instanceId) { // Allocation and sizing was done in InitInstanceIds() _freeInstanceIds->set(instanceId, false); // 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 (_nextInstanceId == instanceId) ++_nextInstanceId; } uint32 MapManager::GenerateInstanceId() { if (_nextInstanceId == 0xFFFFFFFF) { TC_LOG_ERROR("maps", "Instance ID overflow!! Can't continue, shutting down server. "); World::StopNow(ERROR_EXIT_CODE); return _nextInstanceId; } uint32 newInstanceId = _nextInstanceId; ASSERT(newInstanceId < _freeInstanceIds->size()); _freeInstanceIds->set(newInstanceId, false); // Find the lowest available id starting from the current NextInstanceId (which should be the lowest according to the logic in FreeInstanceId()) size_t nextFreedId = _freeInstanceIds->find_next(_nextInstanceId++); if (nextFreedId == InstanceIds::npos) { _nextInstanceId = uint32(_freeInstanceIds->size()); _freeInstanceIds->push_back(true); } else _nextInstanceId = uint32(nextFreedId); return newInstanceId; } void MapManager::FreeInstanceId(uint32 instanceId) { // If freed instance id is lower than the next id available for new instances, use the freed one instead _nextInstanceId = std::min(instanceId, _nextInstanceId); _freeInstanceIds->set(instanceId, true); } // hack to allow conditions to access what faction owns the map (these worldstates should not be set on these maps) class SplitByFactionMapScript : public WorldMapScript { public: SplitByFactionMapScript(char const* name, uint32 mapId) : WorldMapScript(name, mapId) { } void OnCreate(Map* map) override { sWorldStateMgr->SetValue(WS_TEAM_IN_INSTANCE_ALLIANCE, map->GetInstanceId() == TEAM_ALLIANCE, false, map); sWorldStateMgr->SetValue(WS_TEAM_IN_INSTANCE_HORDE, map->GetInstanceId() == TEAM_HORDE, false, map); } }; void MapManager::AddSC_BuiltInScripts() { for (MapEntry const* mapEntry : sMapStore) if (mapEntry->IsWorldMap() && mapEntry->IsSplitByFaction()) new SplitByFactionMapScript(Trinity::StringFormat("world_map_set_faction_worldstates_%u", mapEntry->ID).c_str(), mapEntry->ID); }