1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
|
/*
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* Copyright (C) 2008-2009 Trinity <http://www.trinitycore.org/>
*
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef __InstanceSaveMgr_H
#define __InstanceSaveMgr_H
#include "Platform/Define.h"
#include "Policies/Singleton.h"
#include "ace/Thread_Mutex.h"
#include <list>
#include <map>
#include "Utilities/UnorderedMap.h"
#include "Database/DatabaseEnv.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 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, time_t resetTime, bool canReset);
/* Unloaded when m_playerList and m_groupList become empty
or when the instance is reset */
~InstanceSave();
uint8 GetPlayerCount() { return m_playerList.size(); }
uint8 GetGroupCount() { return 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() { return m_instanceid; }
uint32 GetMapId() { 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() { return m_resetTime; }
void SetResetTime(time_t resetTime) { m_resetTime = resetTime; }
time_t GetResetTimeForDB();
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) { m_playerList.push_back(player); }
bool RemovePlayer(Player *player) { m_playerList.remove(player); return UnloadIfEmpty(); }
/* all groups bound to the instance */
void AddGroup(Group *group) { m_groupList.push_back(group); }
bool RemoveGroup(Group *group) { m_groupList.remove(group); return UnloadIfEmpty(); }
/* 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() { 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 GetDifficulty() { return m_difficulty; }
typedef std::list<Player*> PlayerListType;
typedef std::list<Group*> 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: 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;
bool m_canReset;
};
typedef UNORDERED_MAP<uint32 /*PAIR32(map,difficulty)*/,time_t /*resetTime*/> ResetTimeByMapDifficultyMap;
class TRINITY_DLL_DECL InstanceSaveManager : public Trinity::Singleton<InstanceSaveManager, Trinity::ClassLevelLockable<InstanceSaveManager, ACE_Thread_Mutex> >
{
friend class InstanceSave;
public:
InstanceSaveManager();
~InstanceSaveManager();
typedef UNORDERED_MAP<uint32 /*InstanceId*/, InstanceSave*> InstanceSaveHashMap;
typedef UNORDERED_MAP<uint32 /*mapId*/, InstanceSaveHashMap> InstanceSaveMapMap;
/* 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;
uint16 mapid;
uint16 instanceId;
InstResetEvent() : type(0), difficulty(DUNGEON_DIFFICULTY_NORMAL), mapid(0), instanceId(0) {}
InstResetEvent(uint8 t, uint32 _mapid, Difficulty d, uint16 _instanceid)
: type(t), difficulty(d), mapid(_mapid), instanceId(_instanceid) {}
bool operator == (const InstResetEvent& e) { return e.instanceId == instanceId; }
};
typedef std::multimap<time_t /*resetTime*/, InstResetEvent> ResetTimeQueue;
void CleanupInstances();
void PackInstances();
void LoadResetTimes();
time_t GetResetTimeFor(uint32 mapid, Difficulty d) const
{
ResetTimeByMapDifficultyMap::const_iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR32(mapid,d));
return itr != m_resetTimeByMapDifficulty.end() ? itr->second : 0;
}
void SetResetTimeFor(uint32 mapid, Difficulty d, time_t t)
{
m_resetTimeByMapDifficulty[MAKE_PAIR32(mapid,d)] = t;
}
ResetTimeByMapDifficultyMap const& GetResetTimeMap() const
{
return m_resetTimeByMapDifficulty;
}
void ScheduleReset(bool add, time_t time, InstResetEvent event);
void Update();
InstanceSave* AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load = false);
void RemoveInstanceSave(uint32 InstanceId);
static void DeleteInstanceFromDB(uint32 instanceid);
InstanceSave *GetInstanceSave(uint32 InstanceId);
/* statistics */
uint32 GetNumInstanceSaves() { return m_instanceSaveById.size(); }
uint32 GetNumBoundPlayersTotal();
uint32 GetNumBoundGroupsTotal();
private:
void _ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, uint32 timeleft);
void _ResetInstance(uint32 mapid, uint32 instanceId);
void _ResetSave(InstanceSaveHashMap::iterator &itr);
void _DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...);
// 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 sInstanceSaveManager Trinity::Singleton<InstanceSaveManager>::Instance()
#endif
|