393 lines
11 KiB
C++
393 lines
11 KiB
C++
/**
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* MaNGOS is a full featured server for World of Warcraft, supporting
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* the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8
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*
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* Copyright (C) 2005-2016 MaNGOS project <https://getmangos.eu>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* World of Warcraft, and all World of Warcraft or Warcraft art, images,
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* and lore are copyrighted by Blizzard Entertainment, Inc.
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*/
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#include "MapManager.h"
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#include "MapPersistentStateMgr.h"
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#include "Policies/Singleton.h"
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#include "Database/DatabaseEnv.h"
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#include "Log.h"
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#include "Transports.h"
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#include "GridDefines.h"
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#include "World.h"
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#include "CellImpl.h"
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#include "Corpse.h"
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#include "ObjectMgr.h"
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#define CLASS_LOCK MaNGOS::ClassLevelLockable<MapManager, ACE_Recursive_Thread_Mutex>
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INSTANTIATE_SINGLETON_2(MapManager, CLASS_LOCK);
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INSTANTIATE_CLASS_MUTEX(MapManager, ACE_Recursive_Thread_Mutex);
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MapManager::MapManager()
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: i_gridCleanUpDelay(sWorld.getConfig(CONFIG_UINT32_INTERVAL_GRIDCLEAN)), m_lock()
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{
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i_timer.SetInterval(sWorld.getConfig(CONFIG_UINT32_INTERVAL_MAPUPDATE));
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}
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MapManager::~MapManager()
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{
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for (MapMapType::iterator iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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{ delete iter->second; }
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for (TransportSet::iterator i = m_Transports.begin(); i != m_Transports.end(); ++i)
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{ delete *i; }
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DeleteStateMachine();
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}
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void
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MapManager::Initialize()
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{
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int num_threads(sWorld.getConfig(CONFIG_UINT32_NUMTHREADS));
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// Start mtmaps if needed.
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if (num_threads > 0 && m_updater.activate(num_threads) == -1)
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abort();
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InitStateMachine();
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InitMaxInstanceId();
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}
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void MapManager::InitStateMachine()
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{
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si_GridStates[GRID_STATE_INVALID] = new InvalidState;
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si_GridStates[GRID_STATE_ACTIVE] = new ActiveState;
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si_GridStates[GRID_STATE_IDLE] = new IdleState;
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si_GridStates[GRID_STATE_REMOVAL] = new RemovalState;
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}
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void MapManager::DeleteStateMachine()
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{
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delete si_GridStates[GRID_STATE_INVALID];
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delete si_GridStates[GRID_STATE_ACTIVE];
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delete si_GridStates[GRID_STATE_IDLE];
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delete si_GridStates[GRID_STATE_REMOVAL];
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}
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void MapManager::UpdateGridState(grid_state_t state, Map& map, NGridType& ngrid, GridInfo& ginfo, const uint32& x, const uint32& y, const uint32& t_diff)
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{
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// TODO: The grid state array itself is static and therefore 100% safe, however, the data
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// the state classes in it accesses is not, since grids are shared across maps (for example
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// in instances), so some sort of locking will be necessary later.
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si_GridStates[state]->Update(map, ngrid, ginfo, x, y, t_diff);
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}
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void MapManager::InitializeVisibilityDistanceInfo()
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{
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for (MapMapType::iterator iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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{ (*iter).second->InitVisibilityDistance(); }
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}
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/// @param id - MapId of the to be created map. @param obj WorldObject for which the map is to be created. Must be player for Instancable maps.
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Map* MapManager::CreateMap(uint32 id, const WorldObject* obj)
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{
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ACE_GUARD_RETURN(LOCK_TYPE, _guard, m_lock, NULL)
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Map* m = NULL;
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const MapEntry* entry = sMapStore.LookupEntry(id);
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if (!entry)
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{ return NULL; }
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if (entry->Instanceable())
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{
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MANGOS_ASSERT(obj && obj->GetTypeId() == TYPEID_PLAYER);
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// create DungeonMap object
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m = CreateInstance(id, (Player*)obj);
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// Load active objects for this map
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sObjectMgr.LoadActiveEntities(m);
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}
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else
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{
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// create regular non-instanceable map
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m = FindMap(id);
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if (m == NULL)
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{
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m = new WorldMap(id, i_gridCleanUpDelay);
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// add map into container
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i_maps[MapID(id)] = m;
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// non-instanceable maps always expected have saved state
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m->CreateInstanceData(true);
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}
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}
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return m;
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}
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Map* MapManager::CreateBgMap(uint32 mapid, BattleGround* bg)
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{
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sTerrainMgr.LoadTerrain(mapid);
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ACE_GUARD_RETURN(LOCK_TYPE, _guard, m_lock, NULL)
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return CreateBattleGroundMap(mapid, sMapMgr.GenerateInstanceId(), bg);
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}
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Map* MapManager::FindMap(uint32 mapid, uint32 instanceId) const
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{
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ACE_GUARD_RETURN(LOCK_TYPE, _guard, m_lock, NULL)
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MapMapType::const_iterator iter = i_maps.find(MapID(mapid, instanceId));
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if (iter == i_maps.end())
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{ return NULL; }
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// this is a small workaround for transports
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if (instanceId == 0 && iter->second->Instanceable())
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{
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assert(false);
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return NULL;
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}
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return iter->second;
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}
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void MapManager::DeleteInstance(uint32 mapid, uint32 instanceId)
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{
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ACE_GUARD(LOCK_TYPE, _guard, m_lock)
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MapMapType::iterator iter = i_maps.find(MapID(mapid, instanceId));
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if (iter != i_maps.end())
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{
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Map* pMap = iter->second;
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if (pMap->Instanceable())
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{
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i_maps.erase(iter);
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pMap->UnloadAll(true);
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delete pMap;
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}
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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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for (MapMapType::iterator iter=i_maps.begin(); iter != i_maps.end(); ++iter)
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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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}
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if (m_updater.activated())
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m_updater.wait();
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for (TransportSet::iterator iter = m_Transports.begin(); iter != m_Transports.end(); ++iter)
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{
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WorldObject::UpdateHelper helper((*iter));
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helper.Update((uint32)i_timer.GetCurrent());
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}
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// remove all maps which can be unloaded
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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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Map* pMap = iter->second;
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// check if map can be unloaded
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if (pMap->CanUnload((uint32)i_timer.GetCurrent()))
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{
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pMap->UnloadAll(true);
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delete pMap;
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i_maps.erase(iter++);
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}
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else
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{ ++iter; }
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}
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i_timer.SetCurrent(0);
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}
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void MapManager::RemoveAllObjectsInRemoveList()
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{
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for (MapMapType::iterator iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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{ iter->second->RemoveAllObjectsInRemoveList(); }
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}
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bool MapManager::ExistMapAndVMap(uint32 mapid, float x, float y)
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{
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GridPair p = MaNGOS::ComputeGridPair(x, y);
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int gx = 63 - p.x_coord;
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int gy = 63 - p.y_coord;
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return GridMap::ExistMap(mapid, gx, gy) && GridMap::ExistVMap(mapid, gx, gy);
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}
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bool MapManager::IsValidMAP(uint32 mapid)
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{
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MapEntry const* mEntry = sMapStore.LookupEntry(mapid);
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return mEntry && (!mEntry->IsDungeon() || ObjectMgr::GetInstanceTemplate(mapid));
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// TODO: add check for battleground template
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}
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void MapManager::UnloadAll()
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{
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for (MapMapType::iterator iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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{ iter->second->UnloadAll(true); }
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while (!i_maps.empty())
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{
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delete i_maps.begin()->second;
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i_maps.erase(i_maps.begin());
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}
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TerrainManager::Instance().UnloadAll();
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if (m_updater.activated())
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m_updater.deactivate();
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}
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void MapManager::InitMaxInstanceId()
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{
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i_MaxInstanceId = 0;
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QueryResult* result = CharacterDatabase.Query("SELECT MAX(id) FROM instance");
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if (result)
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{
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i_MaxInstanceId = result->Fetch()[0].GetUInt32();
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delete result;
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}
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}
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uint32 MapManager::GetNumInstances()
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{
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uint32 ret = 0;
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ACE_GUARD_RETURN(LOCK_TYPE, _guard, m_lock, ret)
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for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
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{
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Map* map = itr->second;
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if (!map->IsDungeon()) { continue; }
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ret += 1;
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}
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return ret;
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}
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uint32 MapManager::GetNumPlayersInInstances()
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{
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uint32 ret = 0;
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ACE_GUARD_RETURN(LOCK_TYPE, _guard, m_lock, ret)
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for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
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{
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Map* map = itr->second;
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if (!map->IsDungeon()) { continue; }
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ret += map->GetPlayers().getSize();
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}
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return ret;
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}
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///// returns a new or existing Instance
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///// in case of battlegrounds it will only return an existing map, those maps are created by bg-system
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Map* MapManager::CreateInstance(uint32 id, Player* player)
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{
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Map* map = NULL;
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Map* pNewMap = NULL;
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uint32 NewInstanceId = 0; // instanceId of the resulting map
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const MapEntry* entry = sMapStore.LookupEntry(id);
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if (entry->IsBattleGround())
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{
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// find existing bg map for player
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NewInstanceId = player->GetBattleGroundId();
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MANGOS_ASSERT(NewInstanceId);
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map = FindMap(id, NewInstanceId);
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MANGOS_ASSERT(map);
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}
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else if (DungeonPersistentState* pSave = player->GetBoundInstanceSaveForSelfOrGroup(id))
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{
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// solo/perm/group
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NewInstanceId = pSave->GetInstanceId();
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map = FindMap(id, NewInstanceId);
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// it is possible that the save exists but the map doesn't
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if (!map)
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{ pNewMap = CreateDungeonMap(id, NewInstanceId, pSave); }
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}
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else
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{
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// if no instanceId via group members or instance saves is found
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// the instance will be created for the first time
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NewInstanceId = GenerateInstanceId();
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pNewMap = CreateDungeonMap(id, NewInstanceId);
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}
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// add a new map object into the registry
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if (pNewMap)
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{
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i_maps[MapID(id, NewInstanceId)] = pNewMap;
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map = pNewMap;
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}
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return map;
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}
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DungeonMap* MapManager::CreateDungeonMap(uint32 id, uint32 InstanceId, DungeonPersistentState* save)
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{
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// make sure we have a valid map id
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const MapEntry* entry = sMapStore.LookupEntry(id);
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if (!entry)
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{
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sLog.outError("CreateDungeonMap: no entry for map %d", id);
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MANGOS_ASSERT(false);
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}
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if (!ObjectMgr::GetInstanceTemplate(id))
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{
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sLog.outError("CreateDungeonMap: no instance template for map %d", id);
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MANGOS_ASSERT(false);
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}
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DEBUG_LOG("MapInstanced::CreateInstanceMap: %s map instance %d for %d created", save ? "" : "new ", InstanceId, id);
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DungeonMap* map = new DungeonMap(id, i_gridCleanUpDelay, InstanceId);
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// Dungeons can have saved instance data
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bool load_data = save != NULL;
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map->CreateInstanceData(load_data);
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return map;
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}
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BattleGroundMap* MapManager::CreateBattleGroundMap(uint32 id, uint32 InstanceId, BattleGround* bg)
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{
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DEBUG_LOG("MapInstanced::CreateBattleGroundMap: instance:%d for map:%d and bgType:%d created.", InstanceId, id, bg->GetTypeID());
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BattleGroundMap* map = new BattleGroundMap(id, i_gridCleanUpDelay, InstanceId);
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MANGOS_ASSERT(map->IsBattleGround());
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map->SetBG(bg);
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bg->SetBgMap(map);
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// add map into map container
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i_maps[MapID(id, InstanceId)] = map;
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// BGs/Arenas not have saved instance data
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map->CreateInstanceData(false);
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return map;
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}
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