mirror of
https://github.com/TrinityCore/TrinityCore.git
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499 lines
16 KiB
C++
499 lines
16 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "MapManager.h"
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#include "BattlefieldMgr.h"
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#include "Battleground.h"
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#include "BattlegroundScript.h"
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#include "CharacterCache.h"
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#include "Containers.h"
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#include "DatabaseEnv.h"
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#include "DB2Stores.h"
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#include "GarrisonMap.h"
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#include "Group.h"
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#include "InstanceLockMgr.h"
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#include "Log.h"
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#include "Map.h"
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#include "OutdoorPvPMgr.h"
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#include "Player.h"
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#include "ScenarioMgr.h"
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#include "ScriptMgr.h"
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#include "World.h"
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#include "WorldStateMgr.h"
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#include <boost/dynamic_bitset.hpp>
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#include <numeric>
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MapManager::MapManager()
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: _freeInstanceIds(std::make_unique<InstanceIds>()), _nextInstanceId(0), _scheduledScripts(0)
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{
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i_gridCleanUpDelay = sWorld->getIntConfig(CONFIG_INTERVAL_GRIDCLEAN);
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i_timer.SetInterval(sWorld->getIntConfig(CONFIG_INTERVAL_MAPUPDATE));
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}
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MapManager::~MapManager() = default;
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void MapManager::Initialize()
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{
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Map::InitStateMachine();
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int num_threads(sWorld->getIntConfig(CONFIG_NUMTHREADS));
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// Start mtmaps if needed.
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if (num_threads > 0)
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m_updater.activate(num_threads);
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}
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void MapManager::InitializeVisibilityDistanceInfo()
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{
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for (auto iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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iter->second->InitVisibilityDistance();
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}
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MapManager* MapManager::instance()
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{
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static MapManager instance;
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return &instance;
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}
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Map* MapManager::FindMap_i(uint32 mapId, uint32 instanceId) const
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{
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auto itr = i_maps.find({ mapId, instanceId });
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return itr != i_maps.end() ? itr->second.get() : nullptr;
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}
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Map* MapManager::CreateWorldMap(uint32 mapId, uint32 instanceId)
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{
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Map* map = new Map(mapId, i_gridCleanUpDelay, instanceId, DIFFICULTY_NONE);
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map->LoadRespawnTimes();
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map->LoadCorpseData();
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map->InitSpawnGroupState();
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if (sWorld->getBoolConfig(CONFIG_BASEMAP_LOAD_GRIDS))
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map->LoadAllCells();
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return map;
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}
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InstanceMap* MapManager::CreateInstance(uint32 mapId, uint32 instanceId, InstanceLock* instanceLock, Difficulty difficulty, TeamId team, Group* group,
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Optional<uint32> lfgDungeonsId)
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{
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// make sure we have a valid map id
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MapEntry const* entry = sMapStore.LookupEntry(mapId);
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if (!entry)
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{
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TC_LOG_ERROR("maps", "CreateInstance: no entry for map {}", mapId);
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ABORT();
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}
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// some instances only have one difficulty
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sDB2Manager.GetDownscaledMapDifficultyData(mapId, difficulty);
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TC_LOG_DEBUG("maps", "MapInstanced::CreateInstance: {}map instance {} for {} created with difficulty {}",
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instanceLock && instanceLock->IsNew() ? "" : "new ", instanceId, mapId, sDifficultyStore.AssertEntry(difficulty)->Name[sWorld->GetDefaultDbcLocale()]);
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InstanceMap* map = new InstanceMap(mapId, i_gridCleanUpDelay, instanceId, difficulty, team, instanceLock, lfgDungeonsId);
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ASSERT(map->IsDungeon());
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map->LoadRespawnTimes();
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map->LoadCorpseData();
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if (group)
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map->TrySetOwningGroup(group);
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map->CreateInstanceData();
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map->SetInstanceScenario(sScenarioMgr->CreateInstanceScenarioForTeam(map, team));
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map->InitSpawnGroupState();
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if (sWorld->getBoolConfig(CONFIG_INSTANCEMAP_LOAD_GRIDS))
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map->LoadAllCells();
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return map;
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}
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BattlegroundMap* MapManager::CreateBattleground(uint32 mapId, uint32 instanceId, Battleground* bg)
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{
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TC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg {} for {} created.", instanceId, mapId);
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BattlegroundMap* map = new BattlegroundMap(mapId, i_gridCleanUpDelay, instanceId, DIFFICULTY_NONE);
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ASSERT(map->IsBattlegroundOrArena());
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map->SetBG(bg);
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bg->SetBgMap(map);
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map->InitScriptData();
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map->InitSpawnGroupState();
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map->GetBattlegroundScript()->OnInit();
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if (sWorld->getBoolConfig(CONFIG_BATTLEGROUNDMAP_LOAD_GRIDS))
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map->LoadAllCells();
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return map;
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}
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GarrisonMap* MapManager::CreateGarrison(uint32 mapId, uint32 instanceId, Player* owner)
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{
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GarrisonMap* map = new GarrisonMap(mapId, i_gridCleanUpDelay, instanceId, owner->GetGUID());
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ASSERT(map->IsGarrison());
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map->InitSpawnGroupState();
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return map;
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}
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/*
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- return the right instance for the object, based on its InstanceId
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- create the instance if it's not created already
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- the player is not actually added to the instance (only in InstanceMap::Add)
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*/
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Map* MapManager::CreateMap(uint32 mapId, Player* player, Optional<uint32> lfgDungeonsId /*= {}*/)
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{
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if (!player)
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return nullptr;
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MapEntry const* entry = sMapStore.LookupEntry(mapId);
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if (!entry)
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return nullptr;
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std::scoped_lock lock(_mapsLock);
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Map* map = nullptr;
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uint32 newInstanceId = 0; // instanceId of the resulting map
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if (entry->IsBattlegroundOrArena())
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{
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// instantiate or find existing bg map for player
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// the instance id is set in battlegroundid
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newInstanceId = player->GetBattlegroundId();
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if (!newInstanceId)
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return nullptr;
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map = FindMap_i(mapId, newInstanceId);
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if (!map)
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{
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if (Battleground* bg = player->GetBattleground())
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map = CreateBattleground(mapId, newInstanceId, bg);
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else
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{
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player->TeleportToBGEntryPoint();
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return nullptr;
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}
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}
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}
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else if (entry->IsDungeon())
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{
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Group* group = player->GetGroup();
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Difficulty difficulty = group ? group->GetDifficultyID(entry) : player->GetDifficultyID(entry);
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MapDb2Entries entries{ entry, sDB2Manager.GetDownscaledMapDifficultyData(mapId, difficulty) };
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ObjectGuid instanceOwnerGuid = group ? group->GetRecentInstanceOwner(mapId) : player->GetGUID();
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InstanceLock* instanceLock = sInstanceLockMgr.FindActiveInstanceLock(instanceOwnerGuid, entries);
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if (instanceLock)
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{
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newInstanceId = instanceLock->GetInstanceId();
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// Reset difficulty to the one used in instance lock
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if (!entries.Map->IsFlexLocking())
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difficulty = instanceLock->GetDifficultyId();
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}
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else
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{
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// Try finding instance id for normal dungeon
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if (!entries.MapDifficulty->HasResetSchedule())
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newInstanceId = group ? group->GetRecentInstanceId(mapId) : player->GetRecentInstanceId(mapId);
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// If not found or instance is not a normal dungeon, generate new one
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if (!newInstanceId)
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newInstanceId = GenerateInstanceId();
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instanceLock = sInstanceLockMgr.CreateInstanceLockForNewInstance(instanceOwnerGuid, entries, newInstanceId);
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}
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// it is possible that the save exists but the map doesn't
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map = FindMap_i(mapId, newInstanceId);
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// is is also possible that instance id is already in use by another group for boss-based locks
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if (!entries.IsInstanceIdBound() && instanceLock && map && map->ToInstanceMap()->GetInstanceLock() != instanceLock)
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{
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newInstanceId = GenerateInstanceId();
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instanceLock->SetInstanceId(newInstanceId);
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map = nullptr;
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}
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if (!map)
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{
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map = CreateInstance(mapId, newInstanceId, instanceLock, difficulty, GetTeamIdForTeam(sCharacterCache->GetCharacterTeamByGuid(instanceOwnerGuid)), group,
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lfgDungeonsId);
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if (group)
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group->SetRecentInstance(mapId, instanceOwnerGuid, newInstanceId);
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else
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player->SetRecentInstance(mapId, newInstanceId);
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}
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}
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else if (entry->IsGarrison())
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{
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newInstanceId = player->GetGUID().GetCounter();
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map = FindMap_i(mapId, newInstanceId);
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if (!map)
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map = CreateGarrison(mapId, newInstanceId, player);
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}
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else
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{
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newInstanceId = 0;
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if (entry->IsSplitByFaction())
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newInstanceId = player->GetTeamId();
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map = FindMap_i(mapId, newInstanceId);
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if (!map)
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map = CreateWorldMap(mapId, newInstanceId);
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}
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if (map)
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{
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Trinity::unique_trackable_ptr<Map>& ptr = i_maps[{ map->GetId(), map->GetInstanceId() }];
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if (ptr.get() != map)
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{
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ptr.reset(map);
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map->SetWeakPtr(ptr);
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sScriptMgr->OnCreateMap(map);
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sOutdoorPvPMgr->CreateOutdoorPvPForMap(map);
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sBattlefieldMgr->CreateBattlefieldsForMap(map);
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}
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}
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return map;
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}
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Map* MapManager::FindMap(uint32 mapId, uint32 instanceId) const
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{
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std::shared_lock<std::shared_mutex> lock(_mapsLock);
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return FindMap_i(mapId, instanceId);
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}
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uint32 MapManager::FindInstanceIdForPlayer(uint32 mapId, Player const* player) const
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{
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MapEntry const* entry = sMapStore.LookupEntry(mapId);
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if (!entry)
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return 0;
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if (entry->IsBattlegroundOrArena())
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return player->GetBattlegroundId();
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else if (entry->IsDungeon())
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{
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Group const* group = player->GetGroup();
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Difficulty difficulty = group ? group->GetDifficultyID(entry) : player->GetDifficultyID(entry);
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MapDb2Entries entries{ entry, sDB2Manager.GetDownscaledMapDifficultyData(mapId, difficulty) };
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ObjectGuid instanceOwnerGuid = group ? group->GetRecentInstanceOwner(mapId) : player->GetGUID();
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InstanceLock* instanceLock = sInstanceLockMgr.FindActiveInstanceLock(instanceOwnerGuid, entries);
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uint32 newInstanceId = 0;
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if (instanceLock)
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newInstanceId = instanceLock->GetInstanceId();
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else if (!entries.MapDifficulty->HasResetSchedule()) // Try finding instance id for normal dungeon
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newInstanceId = group ? group->GetRecentInstanceId(mapId) : player->GetRecentInstanceId(mapId);
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if (!newInstanceId)
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return 0;
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Map* map = FindMap(mapId, newInstanceId);
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// is is possible that instance id is already in use by another group for boss-based locks
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if (!entries.IsInstanceIdBound() && instanceLock && map && map->ToInstanceMap()->GetInstanceLock() != instanceLock)
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return 0;
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return newInstanceId;
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}
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else if (entry->IsGarrison())
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return uint32(player->GetGUID().GetCounter());
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else
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{
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if (entry->IsSplitByFaction())
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return player->GetTeamId();
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return 0;
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}
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}
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void MapManager::Update(uint32 diff)
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{
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i_timer.Update(diff);
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if (!i_timer.Passed())
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return;
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MapMapType::iterator iter = i_maps.begin();
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while (iter != i_maps.end())
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{
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if (iter->second->CanUnload(uint32(i_timer.GetCurrent())))
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{
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if (DestroyMap(iter->second.get()))
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iter = i_maps.erase(iter);
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else
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++iter;
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continue;
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}
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if (m_updater.activated())
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m_updater.schedule_update(*iter->second, uint32(i_timer.GetCurrent()));
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else
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iter->second->Update(uint32(i_timer.GetCurrent()));
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++iter;
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}
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if (m_updater.activated())
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m_updater.wait();
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for (iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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iter->second->DelayedUpdate(uint32(i_timer.GetCurrent()));
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i_timer.SetCurrent(0);
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}
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bool MapManager::DestroyMap(Map* map)
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{
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map->RemoveAllPlayers();
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if (map->HavePlayers())
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return false;
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sOutdoorPvPMgr->DestroyOutdoorPvPForMap(map);
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sBattlefieldMgr->DestroyBattlefieldsForMap(map);
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sScriptMgr->OnDestroyMap(map);
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map->UnloadAll();
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// Free up the instance id and allow it to be reused for normal dungeons, bgs and arenas
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if (map->IsBattlegroundOrArena() || (map->IsDungeon() && !map->GetMapDifficulty()->HasResetSchedule()))
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sMapMgr->FreeInstanceId(map->GetInstanceId());
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// erase map
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return true;
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}
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bool MapManager::IsValidMAP(uint32 mapId)
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{
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return sMapStore.LookupEntry(mapId) != nullptr;
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}
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void MapManager::UnloadAll()
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{
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// first unload maps
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for (auto iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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{
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iter->second->UnloadAll();
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sOutdoorPvPMgr->DestroyOutdoorPvPForMap(iter->second.get());
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sBattlefieldMgr->DestroyBattlefieldsForMap(iter->second.get());
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sScriptMgr->OnDestroyMap(iter->second.get());
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}
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// then delete them
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i_maps.clear();
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if (m_updater.activated())
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m_updater.deactivate();
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Map::DeleteStateMachine();
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}
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uint32 MapManager::GetNumInstances() const
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{
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std::shared_lock<std::shared_mutex> lock(_mapsLock);
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return std::count_if(i_maps.begin(), i_maps.end(), [](MapMapType::value_type const& value) { return value.second->IsDungeon(); });
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}
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uint32 MapManager::GetNumPlayersInInstances() const
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{
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std::shared_lock<std::shared_mutex> lock(_mapsLock);
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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().size() : 0); });
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}
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void MapManager::InitInstanceIds()
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{
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_nextInstanceId = 1;
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uint64 maxExistingInstanceId = 0;
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if (QueryResult result = CharacterDatabase.Query("SELECT IFNULL(MAX(instanceId), 0) FROM instance"))
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maxExistingInstanceId = std::max(maxExistingInstanceId, (*result)[0].GetUInt64());
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if (QueryResult result = CharacterDatabase.Query("SELECT IFNULL(MAX(instanceId), 0) FROM character_instance_lock"))
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maxExistingInstanceId = std::max(maxExistingInstanceId, (*result)[0].GetUInt64());
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_freeInstanceIds->resize(maxExistingInstanceId + 2, true); // make space for one extra to be able to access [_nextInstanceId] index in case all slots are taken
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// never allow 0 id
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_freeInstanceIds->set(0, false);
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}
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void MapManager::RegisterInstanceId(uint32 instanceId)
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{
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// Allocation and sizing was done in InitInstanceIds()
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_freeInstanceIds->set(instanceId, false);
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// Instances are pulled in ascending order from db and nextInstanceId is initialized with 1,
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// so if the instance id is used, increment until we find the first unused one for a potential new instance
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if (_nextInstanceId == instanceId)
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++_nextInstanceId;
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}
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uint32 MapManager::GenerateInstanceId()
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{
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if (_nextInstanceId == 0xFFFFFFFF)
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{
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TC_LOG_ERROR("maps", "Instance ID overflow!! Can't continue, shutting down server. ");
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World::StopNow(ERROR_EXIT_CODE);
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return _nextInstanceId;
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}
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uint32 newInstanceId = _nextInstanceId;
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ASSERT(newInstanceId < _freeInstanceIds->size());
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_freeInstanceIds->set(newInstanceId, false);
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// Find the lowest available id starting from the current NextInstanceId (which should be the lowest according to the logic in FreeInstanceId())
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size_t nextFreedId = _freeInstanceIds->find_next(_nextInstanceId++);
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if (nextFreedId == InstanceIds::npos)
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{
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_nextInstanceId = uint32(_freeInstanceIds->size());
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_freeInstanceIds->push_back(true);
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}
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else
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_nextInstanceId = uint32(nextFreedId);
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return newInstanceId;
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}
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void MapManager::FreeInstanceId(uint32 instanceId)
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{
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// If freed instance id is lower than the next id available for new instances, use the freed one instead
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_nextInstanceId = std::min(instanceId, _nextInstanceId);
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_freeInstanceIds->set(instanceId, true);
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}
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// hack to allow conditions to access what faction owns the map (these worldstates should not be set on these maps)
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class SplitByFactionMapScript : public WorldMapScript
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{
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public:
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SplitByFactionMapScript(char const* name, uint32 mapId) : WorldMapScript(name, mapId)
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{
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}
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void OnCreate(Map* map) override
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{
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sWorldStateMgr->SetValue(WS_TEAM_IN_INSTANCE_ALLIANCE, map->GetInstanceId() == TEAM_ALLIANCE, false, map);
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sWorldStateMgr->SetValue(WS_TEAM_IN_INSTANCE_HORDE, map->GetInstanceId() == TEAM_HORDE, false, map);
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}
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};
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void MapManager::AddSC_BuiltInScripts()
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{
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for (MapEntry const* mapEntry : sMapStore)
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if (mapEntry->IsWorldMap() && mapEntry->IsSplitByFaction())
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new SplitByFactionMapScript(Trinity::StringFormat("world_map_set_faction_worldstates_{}", mapEntry->ID).c_str(), mapEntry->ID);
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}
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