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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "InstanceSaveMgr.h"
#include "Common.h"
#include "Config.h"
#include "DatabaseEnv.h"
#include "DB2Stores.h"
#include "GameTime.h"
#include "GridNotifiers.h"
#include "GridStates.h"
#include "Group.h"
#include "InstanceScenario.h"
#include "InstanceScript.h"
#include "Log.h"
#include "Map.h"
#include "MapInstanced.h"
#include "MapManager.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Timer.h"
#include "World.h"
uint16 InstanceSaveManager::ResetTimeDelay[] = {3600, 900, 300, 60};
InstanceSaveManager::~InstanceSaveManager()
{
}
InstanceSaveManager* InstanceSaveManager::instance()
{
static InstanceSaveManager instance;
return &instance;
}
void InstanceSaveManager::Unload()
{
lock_instLists = true;
for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
{
InstanceSave* save = itr->second;
for (InstanceSave::PlayerListType::iterator itr2 = save->m_playerList.begin(), next = itr2; itr2 != save->m_playerList.end(); itr2 = next)
{
++next;
(*itr2)->UnbindInstance(save->GetMapId(), save->GetDifficultyID(), true);
}
for (InstanceSave::GroupListType::iterator itr2 = save->m_groupList.begin(), next = itr2; itr2 != save->m_groupList.end(); itr2 = next)
{
++next;
(*itr2)->UnbindInstance(save->GetMapId(), save->GetDifficultyID(), true);
}
delete save;
}
}
/*
- adding instance into manager
- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
*/
InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, uint32 entranceId, bool canReset, bool load)
{
if (InstanceSave* old_save = GetInstanceSave(instanceId))
return old_save;
MapEntry const* entry = sMapStore.LookupEntry(mapId);
if (!entry)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId);
return nullptr;
}
if (instanceId == 0)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId);
return nullptr;
}
DifficultyEntry const* difficultyEntry = sDifficultyStore.LookupEntry(difficulty);
if (!difficultyEntry || difficultyEntry->InstanceType != entry->InstanceType)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty);
return nullptr;
}
if (entranceId && !sObjectMgr->GetWorldSafeLoc(entranceId))
{
TC_LOG_WARN("misc", "InstanceSaveManager::AddInstanceSave: invalid entranceId = %d defined for instance save with mapid = %d, instanceid = %d!", entranceId, mapId, instanceId);
entranceId = 0;
}
if (!resetTime)
{
// initialize reset time
// for normal instances if no creatures are killed the instance will reset in two hours
if (entry->IsRaid() || difficulty > DIFFICULTY_NORMAL)
resetTime = GetResetTimeFor(mapId, difficulty);
else
{
resetTime = GameTime::GetGameTime() + 2 * HOUR;
// normally this will be removed soon after in InstanceMap::Add, prevent error
ScheduleReset(true, resetTime, InstResetEvent(0, mapId, difficulty, instanceId));
}
}
TC_LOG_DEBUG("maps", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);
InstanceSave* save = new InstanceSave(mapId, instanceId, difficulty, entranceId, resetTime, canReset);
if (!load)
save->SaveToDB();
m_instanceSaveById[instanceId] = save;
return save;
}
InstanceSave* InstanceSaveManager::GetInstanceSave(uint32 InstanceId)
{
InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(InstanceId);
return itr != m_instanceSaveById.end() ? itr->second : nullptr;
}
void InstanceSaveManager::DeleteInstanceFromDB(uint32 instanceid)
{
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INSTANCE_BY_INSTANCE);
stmt->setUInt32(0, instanceid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_INSTANCE);
stmt->setUInt32(0, instanceid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_INSTANCE);
stmt->setUInt32(0, instanceid);
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_SCENARIO_INSTANCE_CRITERIA_FOR_INSTANCE);
stmt->setUInt32(0, instanceid);
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
// Respawn times should be deleted only when the map gets unloaded
}
void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId)
{
InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(InstanceId);
if (itr != m_instanceSaveById.end())
{
// save the resettime for normal instances only when they get unloaded
if (time_t resettime = itr->second->GetResetTimeForDB())
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_INSTANCE_RESETTIME);
stmt->setInt64(0, resettime);
stmt->setUInt32(1, InstanceId);
CharacterDatabase.Execute(stmt);
}
itr->second->SetToDelete(true);
m_instanceSaveById.erase(itr);
}
}
void InstanceSaveManager::UnloadInstanceSave(uint32 InstanceId)
{
if (InstanceSave* save = GetInstanceSave(InstanceId))
save->UnloadIfEmpty();
}
InstanceSave::InstanceSave(uint16 MapId, uint32 InstanceId, Difficulty difficulty, uint32 entranceId, time_t resetTime, bool canReset)
: m_resetTime(resetTime), m_instanceid(InstanceId), m_mapid(MapId),
m_difficulty(difficulty), m_entranceId(entranceId), m_canReset(canReset), m_toDelete(false) { }
InstanceSave::~InstanceSave()
{
// the players and groups must be unbound before deleting the save
ASSERT(m_playerList.empty() && m_groupList.empty());
}
/*
Called from AddInstanceSave
*/
void InstanceSave::SaveToDB()
{
// save instance data too
std::string data;
uint32 completedEncounters = 0;
Map* map = sMapMgr->FindMap(GetMapId(), m_instanceid);
if (map)
{
ASSERT(map->IsDungeon());
if (InstanceScript* instanceScript = ((InstanceMap*)map)->GetInstanceScript())
{
data = instanceScript->GetSaveData();
completedEncounters = instanceScript->GetCompletedEncounterMask();
m_entranceId = instanceScript->GetEntranceLocation();
}
if (InstanceScenario* scenario = map->ToInstanceMap()->GetInstanceScenario())
scenario->SaveToDB();
}
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_INSTANCE_SAVE);
stmt->setUInt32(0, m_instanceid);
stmt->setUInt16(1, GetMapId());
stmt->setUInt64(2, uint64(GetResetTimeForDB()));
stmt->setUInt8(3, uint8(GetDifficultyID()));
stmt->setUInt32(4, completedEncounters);
stmt->setString(5, data);
stmt->setUInt32(6, m_entranceId);
CharacterDatabase.Execute(stmt);
}
time_t InstanceSave::GetResetTimeForDB()
{
// only save the reset time for normal instances
MapEntry const* entry = sMapStore.LookupEntry(GetMapId());
if (!entry || entry->IsRaid() || GetDifficultyID() == DIFFICULTY_HEROIC)
return 0;
else
return GetResetTime();
}
// to cache or not to cache, that is the question
InstanceTemplate const* InstanceSave::GetTemplate()
{
return sObjectMgr->GetInstanceTemplate(m_mapid);
}
MapEntry const* InstanceSave::GetMapEntry()
{
return sMapStore.LookupEntry(m_mapid);
}
void InstanceSave::DeleteFromDB()
{
InstanceSaveManager::DeleteInstanceFromDB(GetInstanceId());
}
/* true if the instance save is still valid */
bool InstanceSave::UnloadIfEmpty()
{
if (m_playerList.empty() && m_groupList.empty())
{
// don't remove the save if there are still players inside the map
if (Map* map = sMapMgr->FindMap(GetMapId(), GetInstanceId()))
if (map->HavePlayers())
return true;
if (!sInstanceSaveMgr->lock_instLists)
sInstanceSaveMgr->RemoveInstanceSave(GetInstanceId());
return false;
}
else
return true;
}
void InstanceSaveManager::LoadInstances()
{
uint32 oldMSTime = getMSTime();
// Delete expired instances (Instance related spawns are removed in the following cleanup queries)
CharacterDatabase.DirectExecute("DELETE i FROM instance i LEFT JOIN instance_reset ir ON mapid = map AND i.difficulty = ir.difficulty "
"WHERE (i.resettime > 0 AND i.resettime < UNIX_TIMESTAMP()) OR (ir.resettime IS NOT NULL AND ir.resettime < UNIX_TIMESTAMP())");
// Delete invalid character_instance and group_instance references
CharacterDatabase.DirectExecute("DELETE ci.* FROM character_instance AS ci LEFT JOIN characters AS c ON ci.guid = c.guid WHERE c.guid IS NULL");
CharacterDatabase.DirectExecute("DELETE gi.* FROM group_instance AS gi LEFT JOIN `groups` AS g ON gi.guid = g.guid WHERE g.guid IS NULL");
// Delete invalid instance references
CharacterDatabase.DirectExecute("DELETE i.* FROM instance AS i LEFT JOIN character_instance AS ci ON i.id = ci.instance LEFT JOIN group_instance AS gi ON i.id = gi.instance WHERE ci.guid IS NULL AND gi.guid IS NULL");
// Delete invalid references to instance
CharacterDatabase.DirectExecute("DELETE FROM creature_respawn WHERE instanceId > 0 AND instanceId NOT IN (SELECT id FROM instance)");
CharacterDatabase.DirectExecute("DELETE FROM gameobject_respawn WHERE instanceId > 0 AND instanceId NOT IN (SELECT id FROM instance)");
CharacterDatabase.DirectExecute("DELETE tmp.* FROM character_instance AS tmp LEFT JOIN instance ON tmp.instance = instance.id WHERE tmp.instance > 0 AND instance.id IS NULL");
CharacterDatabase.DirectExecute("DELETE tmp.* FROM group_instance AS tmp LEFT JOIN instance ON tmp.instance = instance.id WHERE tmp.instance > 0 AND instance.id IS NULL");
// Clean invalid references to instance
CharacterDatabase.DirectExecute("UPDATE corpse SET instanceId = 0 WHERE instanceId > 0 AND instanceId NOT IN (SELECT id FROM instance)");
CharacterDatabase.DirectExecute("UPDATE characters AS tmp LEFT JOIN instance ON tmp.instance_id = instance.id SET tmp.instance_id = 0 WHERE tmp.instance_id > 0 AND instance.id IS NULL");
// Initialize instance id storage (Needs to be done after the trash has been clean out)
sMapMgr->InitInstanceIds();
// Load reset times and clean expired instances
sInstanceSaveMgr->LoadResetTimes();
TC_LOG_INFO("server.loading", ">> Loaded instances in %u ms", GetMSTimeDiffToNow(oldMSTime));
}
void InstanceSaveManager::LoadResetTimes()
{
time_t now = GameTime::GetGameTime();
time_t today = (now / DAY) * DAY;
// NOTE: Use DirectPExecute for tables that will be queried later
// get the current reset times for normal instances (these may need to be updated)
// these are only kept in memory for InstanceSaves that are loaded later
// resettime = 0 in the DB for raid/heroic instances so those are skipped
typedef std::pair<uint32 /*PAIR32(map, difficulty)*/, time_t> ResetTimeMapDiffType;
typedef std::map<uint32, ResetTimeMapDiffType> InstResetTimeMapDiffType;
InstResetTimeMapDiffType instResetTime;
// index instance ids by map/difficulty pairs for fast reset warning send
typedef std::multimap<uint32 /*PAIR32(map, difficulty)*/, uint32 /*instanceid*/ > ResetTimeMapDiffInstances;
typedef std::pair<ResetTimeMapDiffInstances::const_iterator, ResetTimeMapDiffInstances::const_iterator> ResetTimeMapDiffInstancesBounds;
ResetTimeMapDiffInstances mapDiffResetInstances;
if (QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance ORDER BY id ASC"))
{
do
{
Field* fields = result->Fetch();
uint32 instanceId = fields[0].GetUInt32();
// Mark instance id as being used
sMapMgr->RegisterInstanceId(instanceId);
if (time_t resettime = time_t(fields[3].GetUInt64()))
{
uint32 mapid = fields[1].GetUInt16();
uint32 difficulty = fields[2].GetUInt8();
instResetTime[instanceId] = ResetTimeMapDiffType(MAKE_PAIR32(mapid, difficulty), resettime);
mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid, difficulty), instanceId));
}
}
while (result->NextRow());
// schedule the reset times
for (InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
if (itr->second.second > now)
ScheduleReset(true, itr->second.second, InstResetEvent(0, PAIR32_LOPART(itr->second.first), Difficulty(PAIR32_HIPART(itr->second.first)), itr->first));
}
// load the global respawn times for raid/heroic instances
uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
if (QueryResult result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset"))
{
do
{
Field* fields = result->Fetch();
uint32 mapid = fields[0].GetUInt16();
Difficulty difficulty = Difficulty(fields[1].GetUInt8());
uint64 oldresettime = fields[2].GetUInt64();
MapDifficultyEntry const* mapDiff = sDB2Manager.GetMapDifficultyData(mapid, difficulty);
if (!mapDiff)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, uint32(difficulty));
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
CharacterDatabase.DirectExecute(stmt);
continue;
}
// update the reset time if the hour in the configs changes
uint64 newresettime = (oldresettime / DAY) * DAY + diff;
if (oldresettime != newresettime)
{
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt64(0, uint64(newresettime));
stmt->setUInt16(1, uint16(mapid));
stmt->setUInt8(2, uint8(difficulty));
CharacterDatabase.DirectExecute(stmt);
}
InitializeResetTimeFor(mapid, difficulty, newresettime);
} while (result->NextRow());
}
// calculate new global reset times for expired instances and those that have never been reset yet
// add the global reset times to the priority queue
for (auto& mapDifficultyPair : sDB2Manager.GetMapDifficulties())
{
uint32 mapid = mapDifficultyPair.first;
for (auto& difficultyPair : mapDifficultyPair.second)
{
Difficulty difficulty = Difficulty(difficultyPair.first);
MapDifficultyEntry const* mapDiff = difficultyPair.second;
if (!mapDiff->GetRaidDuration())
continue;
// the reset_delay must be at least one day
uint32 period = uint32(((mapDiff->GetRaidDuration() * sWorld->getRate(RATE_INSTANCE_RESET_TIME)) / DAY) * DAY);
if (period < DAY)
period = DAY;
time_t t = GetResetTimeFor(mapid, difficulty);
if (!t)
{
// initialize the reset time
t = today + period + diff;
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
stmt->setInt64(2, t);
CharacterDatabase.DirectExecute(stmt);
}
if (t < now)
{
// assume that expired instances have already been cleaned
// calculate the next reset time
t = (t / DAY) * DAY;
t += ((today - t) / period + 1) * period + diff;
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
stmt->setInt64(0, t);
stmt->setUInt16(1, uint16(mapid));
stmt->setUInt8(2, uint8(difficulty));
CharacterDatabase.DirectExecute(stmt);
}
InitializeResetTimeFor(mapid, difficulty, t);
// schedule the global reset/warning
uint8 type;
for (type = 1; type < 4; ++type)
if (t - ResetTimeDelay[type - 1] > now)
break;
ScheduleReset(true, t - ResetTimeDelay[type - 1], InstResetEvent(type, mapid, difficulty, 0));
ResetTimeMapDiffInstancesBounds range = mapDiffResetInstances.equal_range(MAKE_PAIR32(mapid, difficulty));
for (; range.first != range.second; ++range.first)
ScheduleReset(true, t - ResetTimeDelay[type - 1], InstResetEvent(type, mapid, difficulty, range.first->second));
}
}
}
time_t InstanceSaveManager::GetSubsequentResetTime(uint32 mapid, Difficulty difficulty, time_t resetTime) const
{
MapDifficultyEntry const* mapDiff = sDB2Manager.GetMapDifficultyData(mapid, difficulty);
if (!mapDiff || !mapDiff->GetRaidDuration())
{
TC_LOG_ERROR("misc", "InstanceSaveManager::GetSubsequentResetTime: not valid difficulty or no reset delay for map %u", mapid);
return 0;
}
time_t diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
time_t period = uint32(((mapDiff->GetRaidDuration() * sWorld->getRate(RATE_INSTANCE_RESET_TIME)) / DAY) * DAY);
if (period < DAY)
period = DAY;
return ((resetTime + MINUTE) / DAY * DAY) + period + diff;
}
void InstanceSaveManager::SetResetTimeFor(uint32 mapid, Difficulty d, time_t t)
{
ResetTimeByMapDifficultyMap::iterator itr = m_resetTimeByMapDifficulty.find(MAKE_PAIR64(mapid, d));
ASSERT(itr != m_resetTimeByMapDifficulty.end());
itr->second = t;
}
void InstanceSaveManager::ScheduleReset(bool add, time_t time, InstResetEvent event)
{
if (!add)
{
// find the event in the queue and remove it
ResetTimeQueue::iterator itr;
std::pair<ResetTimeQueue::iterator, ResetTimeQueue::iterator> range;
range = m_resetTimeQueue.equal_range(time);
for (itr = range.first; itr != range.second; ++itr)
{
if (itr->second == event)
{
m_resetTimeQueue.erase(itr);
return;
}
}
// in case the reset time changed (should happen very rarely), we search the whole queue
if (itr == range.second)
{
for (itr = m_resetTimeQueue.begin(); itr != m_resetTimeQueue.end(); ++itr)
{
if (itr->second == event)
{
m_resetTimeQueue.erase(itr);
return;
}
}
if (itr == m_resetTimeQueue.end())
TC_LOG_ERROR("misc", "InstanceSaveManager::ScheduleReset: cannot cancel the reset, the event(%d, %d, %d) was not found!", event.type, event.mapid, event.instanceId);
}
}
else
m_resetTimeQueue.insert(std::pair<time_t, InstResetEvent>(time, event));
}
void InstanceSaveManager::ForceGlobalReset(uint32 mapId, Difficulty difficulty)
{
if (!sDB2Manager.GetDownscaledMapDifficultyData(mapId, difficulty))
return;
// remove currently scheduled reset times
ScheduleReset(false, 0, InstResetEvent(1, mapId, difficulty, 0));
ScheduleReset(false, 0, InstResetEvent(4, mapId, difficulty, 0));
// force global reset on the instance
_ResetOrWarnAll(mapId, difficulty, false, GameTime::GetGameTime());
}
void InstanceSaveManager::Update()
{
time_t now = GameTime::GetGameTime();
time_t t;
while (!m_resetTimeQueue.empty())
{
t = m_resetTimeQueue.begin()->first;
if (t >= now)
break;
InstResetEvent &event = m_resetTimeQueue.begin()->second;
if (event.type == 0)
{
// for individual normal instances, max creature respawn + X hours
_ResetInstance(event.mapid, event.instanceId);
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
}
else
{
// global reset/warning for a certain map
time_t resetTime = GetResetTimeFor(event.mapid, event.difficulty);
_ResetOrWarnAll(event.mapid, event.difficulty, event.type != 4, resetTime);
if (event.type != 4)
{
// schedule the next warning/reset
++event.type;
ScheduleReset(true, resetTime - ResetTimeDelay[event.type-1], event);
}
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
}
}
}
void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
{
// unbind all players bound to the instance
// do not allow UnbindInstance to automatically unload the InstanceSaves
lock_instLists = true;
bool shouldDelete = true;
InstanceSave::PlayerListType &pList = itr->second->m_playerList;
std::vector<Player*> temp; // list of expired binds that should be unbound
for (Player* player : pList)
{
if (InstancePlayerBind* bind = player->GetBoundInstance(itr->second->GetMapId(), itr->second->GetDifficultyID()))
{
ASSERT(bind->save == itr->second);
if (bind->perm && bind->extendState) // permanent and not already expired
{
// actual promotion in DB already happened in caller
bind->extendState = bind->extendState == EXTEND_STATE_EXTENDED ? EXTEND_STATE_NORMAL : EXTEND_STATE_EXPIRED;
shouldDelete = false;
continue;
}
}
temp.push_back(player);
}
for (Player* player : temp)
{
player->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficultyID(), true);
}
InstanceSave::GroupListType &gList = itr->second->m_groupList;
while (!gList.empty())
{
Group* group = *(gList.begin());
group->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficultyID(), true);
}
if (shouldDelete)
{
delete itr->second;
itr = m_instanceSaveById.erase(itr);
}
else
++itr;
lock_instLists = false;
}
void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
{
TC_LOG_DEBUG("maps", "InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
Map const* map = sMapMgr->CreateBaseMap(mapid);
if (!map->Instanceable())
return;
InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(instanceId);
if (itr != m_instanceSaveById.end())
_ResetSave(itr);
DeleteInstanceFromDB(instanceId); // even if save not loaded
Map* iMap = ((MapInstanced*)map)->FindInstanceMap(instanceId);
if (iMap && iMap->IsDungeon())
((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
if (iMap)
{
iMap->DeleteRespawnTimes();
iMap->DeleteCorpseData();
}
else
Map::DeleteRespawnTimesInDB(mapid, instanceId);
// Free up the instance id and allow it to be reused
sMapMgr->FreeInstanceId(instanceId);
}
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime)
{
// global reset for all instances of the given map
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry->Instanceable())
return;
TC_LOG_DEBUG("misc", "InstanceSaveManager::ResetOrWarnAll: Processing map %s (%u) on difficulty %u (warn? %u)", mapEntry->MapName[sWorld->GetDefaultDbcLocale()], mapid, uint8(difficulty), warn);
time_t now = GameTime::GetGameTime();
if (!warn)
{
// calculate the next reset time
time_t next_reset = GetSubsequentResetTime(mapid, difficulty, resetTime);
if (!next_reset)
return;
// delete/promote instance binds from the DB, even if not loaded
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_CHAR_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_EXPIRE_CHAR_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
// promote loaded binds to instances of the given map
for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();)
{
if (itr->second->GetMapId() == mapid && itr->second->GetDifficultyID() == difficulty)
_ResetSave(itr);
else
++itr;
}
SetResetTimeFor(mapid, difficulty, next_reset);
ScheduleReset(true, time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty, 0));
// Update it in the DB
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt64(0, uint64(next_reset));
stmt->setUInt16(1, uint16(mapid));
stmt->setUInt8(2, uint8(difficulty));
CharacterDatabase.Execute(stmt);
}
// note: this isn't fast but it's meant to be executed very rarely
Map const* map = sMapMgr->CreateBaseMap(mapid); // _not_ include difficulty
MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
MapInstanced::InstancedMaps::iterator mitr;
uint32 timeLeft;
for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
{
Map* map2 = mitr->second;
if (!map2->IsDungeon())
continue;
if (warn)
{
if (now >= resetTime)
timeLeft = 0;
else
timeLeft = uint32(resetTime - now);
((InstanceMap*)map2)->SendResetWarnings(timeLeft);
}
else
((InstanceMap*)map2)->Reset(INSTANCE_RESET_GLOBAL);
}
/// @todo delete creature/gameobject respawn times even if the maps are not loaded
}
uint32 InstanceSaveManager::GetNumBoundPlayersTotal() const
{
uint32 ret = 0;
for (InstanceSaveHashMap::const_iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
ret += itr->second->GetPlayerCount();
return ret;
}
uint32 InstanceSaveManager::GetNumBoundGroupsTotal() const
{
uint32 ret = 0;
for (InstanceSaveHashMap::const_iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
ret += itr->second->GetGroupCount();
return ret;
}
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