/* * Copyright (C) * Copyright (C) * * 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 "InstanceSaveMgr.h" #include "DatabaseEnv.h" #include "Log.h" #include "ObjectAccessor.h" #include "Transport.h" #include "GridDefines.h" #include "MapInstanced.h" #include "InstanceScript.h" #include "Config.h" #include "World.h" #include "CellImpl.h" #include "Corpse.h" #include "ObjectMgr.h" #include "Language.h" #include "WorldPacket.h" #include "Group.h" #include "Player.h" #include "WorldSession.h" #include "Opcodes.h" #include "LFGMgr.h" #include "Chat.h" #include "AvgDiffTracker.h" MapManager::MapManager() { i_timer[3].SetInterval(sWorld->getIntConfig(CONFIG_INTERVAL_MAPUPDATE)); mapUpdateStep = 0; _nextInstanceId = 0; } MapManager::~MapManager() { } void MapManager::Initialize() { int num_threads(sWorld->getIntConfig(CONFIG_NUMTHREADS)); // Start mtmaps if needed. if (num_threads > 0 && m_updater.activate(num_threads) == -1) abort(); } void MapManager::InitializeVisibilityDistanceInfo() { for (MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter) (*iter).second->InitVisibilityDistance(); } Map* MapManager::CreateBaseMap(uint32 id) { Map* map = FindBaseMap(id); if (map == NULL) { TRINITY_GUARD(ACE_Thread_Mutex, Lock); map = FindBaseMap(id); if (map == NULL) // pussywizard: check again after acquiring mutex { MapEntry const* entry = sMapStore.LookupEntry(id); ASSERT(entry); if (entry->Instanceable()) map = new MapInstanced(id); else { map = new Map(id, 0, REGULAR_DIFFICULTY); map->LoadRespawnTimes(); } i_maps[id] = map; } } ASSERT(map); return map; } Map* MapManager::FindBaseNonInstanceMap(uint32 mapId) const { Map* map = FindBaseMap(mapId); if (map && map->Instanceable()) return NULL; return map; } Map* MapManager::CreateMap(uint32 id, Player* player) { Map* m = CreateBaseMap(id); if (m && m->Instanceable()) m = ((MapInstanced*)m)->CreateInstanceForPlayer(id, player); return m; } Map* MapManager::FindMap(uint32 mapid, uint32 instanceId) const { Map* map = FindBaseMap(mapid); if (!map) return NULL; if (!map->Instanceable()) return instanceId == 0 ? map : NULL; return ((MapInstanced*)map)->FindInstanceMap(instanceId); } bool MapManager::CanPlayerEnter(uint32 mapid, Player* player, bool loginCheck) { MapEntry const* entry = sMapStore.LookupEntry(mapid); if (!entry) return false; if (!entry->IsDungeon()) return true; InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapid); if (!instance) return false; Difficulty targetDifficulty, requestedDifficulty; targetDifficulty = requestedDifficulty = player->GetDifficulty(entry->IsRaid()); // Get the highest available difficulty if current setting is higher than the instance allows MapDifficulty const* mapDiff = GetDownscaledMapDifficultyData(entry->MapID, targetDifficulty); if (!mapDiff) { player->SendTransferAborted(mapid, TRANSFER_ABORT_DIFFICULTY, requestedDifficulty); return false; } //Bypass checks for GMs if (player->IsGameMaster()) return true; char const* mapName = entry->name[player->GetSession()->GetSessionDbcLocale()]; Group* group = player->GetGroup(); if (entry->IsRaid()) { // can only enter in a raid group if ((!group || !group->isRaidGroup()) && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID)) { // probably there must be special opcode, because client has this string constant in GlobalStrings.lua // TODO: this is not a good place to send the message player->GetSession()->SendAreaTriggerMessage(player->GetSession()->GetTrinityString(LANG_INSTANCE_RAID_GROUP_ONLY), mapName); ;//sLog->outDebug(LOG_FILTER_MAPS, "MAP: Player '%s' must be in a raid group to enter instance '%s'", player->GetName().c_str(), mapName); return false; } } // xinef: dont allow LFG Group to enter other instance that is selected if (group) if (group->isLFGGroup()) if (!sLFGMgr->inLfgDungeonMap(group->GetGUID(), mapid, targetDifficulty)) { player->SendTransferAborted(mapid, TRANSFER_ABORT_MAP_NOT_ALLOWED); return false; } if (!player->IsAlive()) { if (Corpse* corpse = player->GetCorpse()) { // let enter in ghost mode in instance that connected to inner instance with corpse uint32 corpseMap = corpse->GetMapId(); do { if (corpseMap == mapid) break; InstanceTemplate const* corpseInstance = sObjectMgr->GetInstanceTemplate(corpseMap); corpseMap = corpseInstance ? corpseInstance->Parent : 0; } while (corpseMap); if (!corpseMap) { WorldPacket data(SMSG_CORPSE_NOT_IN_INSTANCE, 0); player->GetSession()->SendPacket(&data); ;//sLog->outDebug(LOG_FILTER_MAPS, "MAP: Player '%s' does not have a corpse in instance '%s' and cannot enter.", player->GetName().c_str(), mapName); return false; } ;//sLog->outDebug(LOG_FILTER_MAPS, "MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName().c_str(), mapName); player->ResurrectPlayer(0.5f, false); player->SpawnCorpseBones(); } else ;//sLog->outDebug(LOG_FILTER_MAPS, "Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName().c_str()); } // if map exists - check for being full, etc. if (!loginCheck) // for login this is done by the calling function { uint32 destInstId = sInstanceSaveMgr->PlayerGetDestinationInstanceId(player, mapid, targetDifficulty); if (destInstId) if (Map* boundMap = sMapMgr->FindMap(mapid, destInstId)) if (!boundMap->CanEnter(player, loginCheck)) return false; } // players are only allowed to enter 5 instances per hour if (entry->IsDungeon() && (!group || !group->isLFGGroup() || !group->IsLfgRandomInstance())) { uint32 instaceIdToCheck = 0; if (InstanceSave* save = sInstanceSaveMgr->PlayerGetInstanceSave(player->GetGUIDLow(), mapid, player->GetDifficulty(entry->IsRaid()))) instaceIdToCheck = save->GetInstanceId(); // instaceIdToCheck can be 0 if save not found - means no bind so the instance is new if (!player->CheckInstanceCount(instaceIdToCheck) && !player->isDead()) { player->SendTransferAborted(mapid, TRANSFER_ABORT_TOO_MANY_INSTANCES); return false; } } //Other requirements return player->Satisfy(sObjectMgr->GetAccessRequirement(mapid, targetDifficulty), mapid, true); } void MapManager::Update(uint32 diff) { for (uint8 i=0; i<4; ++i) i_timer[i].Update(diff); // pussywizard: lfg compatibles update, schedule before maps so it is processed from the very beginning //if (mapUpdateStep == 0) { if (m_updater.activated()) m_updater.schedule_lfg_update(diff); else { uint32 startTime = getMSTime(); sLFGMgr->Update(diff, 1); uint32 totalTime = getMSTimeDiff(startTime, getMSTime()); lfgDiffTracker.Update(10000+totalTime); // +10k to mark it was NOT multithreaded } } MapMapType::iterator iter = i_maps.begin(); for (; iter != i_maps.end(); ++iter) { bool full = mapUpdateStep<3 && ((mapUpdateStep==0 && !iter->second->IsBattlegroundOrArena() && !iter->second->IsDungeon()) || (mapUpdateStep==1 && iter->second->IsBattlegroundOrArena()) || (mapUpdateStep==2 && iter->second->IsDungeon())); if (m_updater.activated()) m_updater.schedule_update(*iter->second, uint32(full ? i_timer[mapUpdateStep].GetCurrent() : 0), diff); else iter->second->Update(uint32(full ? i_timer[mapUpdateStep].GetCurrent() : 0), diff); } if (m_updater.activated()) m_updater.wait(); sObjectAccessor->ProcessDelayedCorpseActions(); if (mapUpdateStep<3) { for (iter = i_maps.begin(); iter != i_maps.end(); ++iter) { bool full = ((mapUpdateStep==0 && !iter->second->IsBattlegroundOrArena() && !iter->second->IsDungeon()) || (mapUpdateStep==1 && iter->second->IsBattlegroundOrArena()) || (mapUpdateStep==2 && iter->second->IsDungeon())); if (full) iter->second->DelayedUpdate(uint32(i_timer[mapUpdateStep].GetCurrent())); } i_timer[mapUpdateStep].SetCurrent(0); ++mapUpdateStep; } sObjectAccessor->Update(0); if (mapUpdateStep == 3 && i_timer[3].Passed()) { mapUpdateStep = 0; i_timer[3].SetCurrent(0); } } void MapManager::DoDelayedMovesAndRemoves() { } bool MapManager::ExistMapAndVMap(uint32 mapid, float x, float y) { GridCoord p = Trinity::ComputeGridCoord(x, y); int gx=63-p.x_coord; int gy=63-p.y_coord; return Map::ExistMap(mapid, gx, gy) && Map::ExistVMap(mapid, gx, gy); } bool MapManager::IsValidMAP(uint32 mapid, bool startUp) { MapEntry const* mEntry = sMapStore.LookupEntry(mapid); if (startUp) return mEntry ? true : false; else return mEntry && (!mEntry->IsDungeon() || sObjectMgr->GetInstanceTemplate(mapid)); // TODO: add check for battleground template } void MapManager::UnloadAll() { for (MapMapType::iterator iter = i_maps.begin(); iter != i_maps.end();) { iter->second->UnloadAll(); delete iter->second; i_maps.erase(iter++); } if (m_updater.activated()) m_updater.deactivate(); } void MapManager::GetNumInstances(uint32& dungeons, uint32& battlegrounds, uint32& arenas) { for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr) { Map* map = itr->second; if (!map->Instanceable()) continue; MapInstanced::InstancedMaps &maps = ((MapInstanced*)map)->GetInstancedMaps(); for (MapInstanced::InstancedMaps::iterator mitr = maps.begin(); mitr != maps.end(); ++mitr) { if (mitr->second->IsDungeon()) dungeons++; else if (mitr->second->IsBattleground()) battlegrounds++; else if (mitr->second->IsBattleArena()) arenas++; } } } void MapManager::GetNumPlayersInInstances(uint32& dungeons, uint32& battlegrounds, uint32& arenas, uint32& spectators) { for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr) { Map* map = itr->second; if (!map->Instanceable()) continue; MapInstanced::InstancedMaps &maps = ((MapInstanced*)map)->GetInstancedMaps(); for (MapInstanced::InstancedMaps::iterator mitr = maps.begin(); mitr != maps.end(); ++mitr) { if (mitr->second->IsDungeon()) dungeons += ((InstanceMap*)mitr->second)->GetPlayers().getSize(); else if (mitr->second->IsBattleground()) battlegrounds += ((InstanceMap*)mitr->second)->GetPlayers().getSize(); else if (mitr->second->IsBattleArena()) { uint32 spect = 0; if (BattlegroundMap* bgmap = mitr->second->ToBattlegroundMap()) if (Battleground* bg = bgmap->GetBG()) spect = bg->GetSpectators().size(); arenas += ((InstanceMap*)mitr->second)->GetPlayers().getSize() - spect; spectators += spect; } } } } void MapManager::InitInstanceIds() { _nextInstanceId = 1; QueryResult result = CharacterDatabase.Query("SELECT MAX(id) FROM instance"); if (result) { uint32 maxId = (*result)[0].GetUInt32(); _instanceIds.resize(maxId+1); } } void MapManager::RegisterInstanceId(uint32 instanceId) { // Allocation was done in InitInstanceIds() _instanceIds[instanceId] = true; // Instances are pulled in ascending order from db and _nextInstanceId is initialized with 1, // so if the instance id is used, increment if (_nextInstanceId == instanceId) ++_nextInstanceId; } uint32 MapManager::GenerateInstanceId() { uint32 newInstanceId = _nextInstanceId; // find the lowest available id starting from the current _nextInstanceId while (_nextInstanceId < 0xFFFFFFFF && ++_nextInstanceId < _instanceIds.size() && _instanceIds[_nextInstanceId]); if (_nextInstanceId == 0xFFFFFFFF) { sLog->outError("Instance ID overflow!! Can't continue, shutting down server. "); World::StopNow(ERROR_EXIT_CODE); } return newInstanceId; }