mangos/src/game/WorldHandlers/MapManager.cpp
2016-03-20 22:09:21 +00:00

393 lines
11 KiB
C++

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