/*
* 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 "InstanceLockMgr.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, 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 %d", mapId);
ABORT();
}
// some instances only have one difficulty
sDB2Manager.GetDownscaledMapDifficultyData(mapId, difficulty);
TC_LOG_DEBUG("maps", "MapInstanced::CreateInstance: %smap instance %d for %d created with difficulty %s",
instanceLock && instanceLock->GetInstanceId() ? "" : "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));
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)
{
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, player->GetTeamId(), 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)
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);
}
uint32 MapManager::FindInstanceIdForPlayer(uint32 mapId, Player const* player) const
{
MapEntry const* entry = sMapStore.LookupEntry(mapId);
if (!entry)
return 0;
if (entry->IsBattlegroundOrArena())
return player->GetBattlegroundId();
else if (entry->IsDungeon())
{
Group const* 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);
uint32 newInstanceId = 0;
if (instanceLock)
newInstanceId = instanceLock->GetInstanceId();
else if (!entries.MapDifficulty->HasResetSchedule()) // Try finding instance id for normal dungeon
newInstanceId = group ? group->GetRecentInstanceId(mapId) : player->GetRecentInstanceId(mapId);
if (!newInstanceId)
return 0;
Map* map = FindMap(mapId, newInstanceId);
// is is possible that instance id is already in use by another group for boss-based locks
if (!entries.IsInstanceIdBound() && instanceLock && map && map->ToInstanceMap()->GetInstanceLock() != instanceLock)
return 0;
return newInstanceId;
}
else if (entry->IsGarrison())
return uint32(player->GetGUID().GetCounter());
else
{
if (entry->IsSplitByFaction())
return player->GetTeamId();
return 0;
}
}
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;
uint64 maxExistingInstanceId = 0;
if (QueryResult result = CharacterDatabase.Query("SELECT IFNULL(MAX(instanceId), 0) FROM instance"))
maxExistingInstanceId = std::max(maxExistingInstanceId, (*result)[0].GetUInt64());
if (QueryResult result = CharacterDatabase.Query("SELECT IFNULL(MAX(instanceId), 0) FROM character_instance_lock"))
maxExistingInstanceId = std::max(maxExistingInstanceId, (*result)[0].GetUInt64());
_freeInstanceIds->resize(maxExistingInstanceId + 2, true); // make space for one extra to be able to access [_nextInstanceId] index in case all slots are taken
// 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);
}