/* * 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, Optional lfgDungeonsId) { // 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, lfgDungeonsId); 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, Optional lfgDungeonsId /*= {}*/) { 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, lfgDungeonsId); 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& ptr = i_maps[{ map->GetId(), map->GetInstanceId() }]; if (ptr.get() != map) { ptr.reset(map); map->SetWeakPtr(ptr); sScriptMgr->OnCreateMap(map); sOutdoorPvPMgr->CreateOutdoorPvPForMap(map); sBattlefieldMgr->CreateBattlefieldsForMap(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(uint32(i_timer.GetCurrent()))) { if (DestroyMap(iter->second.get())) 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; sOutdoorPvPMgr->DestroyOutdoorPvPForMap(map); sBattlefieldMgr->DestroyBattlefieldsForMap(map); sScriptMgr->OnDestroyMap(map); map->UnloadAll(); // Free up the instance id and allow it to be reused for normal dungeons, bgs and arenas if (map->IsBattlegroundOrArena() || (map->IsDungeon() && !map->GetMapDifficulty()->HasResetSchedule())) sMapMgr->FreeInstanceId(map->GetInstanceId()); // erase 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(); sOutdoorPvPMgr->DestroyOutdoorPvPForMap(iter->second.get()); sBattlefieldMgr->DestroyBattlefieldsForMap(iter->second.get()); sScriptMgr->OnDestroyMap(iter->second.get()); } // then delete them 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_{}", mapEntry->ID).c_str(), mapEntry->ID); }