mangos/src/game/WorldHandlers/MapPersistentStateMgr.cpp

1077 lines
39 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 "MapPersistentStateMgr.h"
#include "SQLStorages.h"
#include "Player.h"
#include "GridNotifiers.h"
#include "Log.h"
#include "GridStates.h"
#include "CellImpl.h"
#include "Map.h"
#include "MapManager.h"
#include "Timer.h"
#include "GridNotifiersImpl.h"
#include "Transports.h"
#include "ObjectMgr.h"
#include "GameEventMgr.h"
#include "World.h"
#include "Group.h"
#include "InstanceData.h"
#include "ProgressBar.h"
#include <vector>
INSTANTIATE_SINGLETON_1(MapPersistentStateManager);
static uint32 resetEventTypeDelay[MAX_RESET_EVENT_TYPE] = { 0, // not used
3600, 900, 300, 60, // (seconds) normal and official timer delay to inform player about instance reset
60, 30, 10, 5 }; // (seconds) fast reset by gm command inform timer
//== MapPersistentState functions ==========================
MapPersistentState::MapPersistentState(uint16 MapId, uint32 InstanceId)
: m_instanceid(InstanceId), m_mapid(MapId),
m_usedByMap(NULL)
{
}
MapPersistentState::~MapPersistentState()
{
}
MapEntry const* MapPersistentState::GetMapEntry() const
{
return sMapStore.LookupEntry(m_mapid);
}
/* true if the instance state is still valid */
bool MapPersistentState::UnloadIfEmpty()
{
if (CanBeUnload())
{
sMapPersistentStateMgr.RemovePersistentState(GetMapId(), GetInstanceId());
return false;
}
else
{ return true; }
}
void MapPersistentState::SaveCreatureRespawnTime(uint32 loguid, time_t t)
{
SetCreatureRespawnTime(loguid, t);
// BGs/Arenas always reset at server restart/unload, so no reason store in DB
if (GetMapEntry()->IsBattleGround())
{ return; }
CharacterDatabase.BeginTransaction();
static SqlStatementID delSpawnTime ;
static SqlStatementID insSpawnTime ;
SqlStatement stmt = CharacterDatabase.CreateStatement(delSpawnTime, "DELETE FROM creature_respawn WHERE guid = ? AND instance = ?");
stmt.PExecute(loguid, m_instanceid);
if (t > sWorld.GetGameTime())
{
stmt = CharacterDatabase.CreateStatement(insSpawnTime, "INSERT INTO creature_respawn VALUES ( ?, ?, ? )");
stmt.PExecute(loguid, uint64(t), m_instanceid);
}
CharacterDatabase.CommitTransaction();
}
void MapPersistentState::SaveGORespawnTime(uint32 loguid, time_t t)
{
SetGORespawnTime(loguid, t);
// BGs/Arenas always reset at server restart/unload, so no reason store in DB
if (GetMapEntry()->IsBattleGround())
{ return; }
CharacterDatabase.BeginTransaction();
static SqlStatementID delSpawnTime ;
static SqlStatementID insSpawnTime ;
SqlStatement stmt = CharacterDatabase.CreateStatement(delSpawnTime, "DELETE FROM gameobject_respawn WHERE guid = ? AND instance = ?");
stmt.PExecute(loguid, m_instanceid);
if (t > sWorld.GetGameTime())
{
stmt = CharacterDatabase.CreateStatement(insSpawnTime, "INSERT INTO gameobject_respawn VALUES ( ?, ?, ? )");
stmt.PExecute(loguid, uint64(t), m_instanceid);
}
CharacterDatabase.CommitTransaction();
}
void MapPersistentState::SetCreatureRespawnTime(uint32 loguid, time_t t)
{
if (t > sWorld.GetGameTime())
{ m_creatureRespawnTimes[loguid] = t; }
else
{
m_creatureRespawnTimes.erase(loguid);
UnloadIfEmpty();
}
}
void MapPersistentState::SetGORespawnTime(uint32 loguid, time_t t)
{
if (t > sWorld.GetGameTime())
{ m_goRespawnTimes[loguid] = t; }
else
{
m_goRespawnTimes.erase(loguid);
UnloadIfEmpty();
}
}
void MapPersistentState::ClearRespawnTimes()
{
m_goRespawnTimes.clear();
m_creatureRespawnTimes.clear();
UnloadIfEmpty();
}
void MapPersistentState::AddCreatureToGrid(uint32 guid, CreatureData const* data)
{
CellPair cell_pair = MaNGOS::ComputeCellPair(data->posX, data->posY);
uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
m_gridObjectGuids[cell_id].creatures.insert(guid);
}
void MapPersistentState::RemoveCreatureFromGrid(uint32 guid, CreatureData const* data)
{
CellPair cell_pair = MaNGOS::ComputeCellPair(data->posX, data->posY);
uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
m_gridObjectGuids[cell_id].creatures.erase(guid);
}
void MapPersistentState::AddGameobjectToGrid(uint32 guid, GameObjectData const* data)
{
CellPair cell_pair = MaNGOS::ComputeCellPair(data->posX, data->posY);
uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
m_gridObjectGuids[cell_id].gameobjects.insert(guid);
}
void MapPersistentState::RemoveGameobjectFromGrid(uint32 guid, GameObjectData const* data)
{
CellPair cell_pair = MaNGOS::ComputeCellPair(data->posX, data->posY);
uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
m_gridObjectGuids[cell_id].gameobjects.erase(guid);
}
void MapPersistentState::InitPools()
{
// pool system initialized already for persistent state (can be shared by map states)
if (!GetSpawnedPoolData().IsInitialized())
{
GetSpawnedPoolData().SetInitialized();
sPoolMgr.Initialize(this); // init pool system data for map persistent state
sGameEventMgr.Initialize(this); // init pool system data for map persistent state
}
}
//== WorldPersistentState functions ========================
SpawnedPoolData WorldPersistentState::m_sharedSpawnedPoolData;
bool WorldPersistentState::CanBeUnload() const
{
// prevent unload if used for loaded map
// prevent unload if respawn data still exist (will not prevent reset by scheduler)
// Note: non instanceable Map never unload until server shutdown and in result for loaded non-instanceable maps map persistent states also not unloaded
// but for proper work pool systems with shared pools state for non-instanceable maps need
// load persistent map states for any non-instanceable maps before Map loading and make sure that it never unloaded
return /*MapPersistentState::CanBeUnload() && !HasRespawnTimes()*/ false;
}
//== DungeonPersistentState functions =====================
DungeonPersistentState::DungeonPersistentState(uint16 MapId, uint32 InstanceId, time_t resetTime, bool canReset)
: MapPersistentState(MapId, InstanceId), m_resetTime(resetTime), m_canReset(canReset)
{
}
DungeonPersistentState::~DungeonPersistentState()
{
DEBUG_LOG("Unloading DungeonPersistantState of map %u instance %u", GetMapId(), GetInstanceId());
UnbindThisState();
}
void DungeonPersistentState::UnbindThisState()
{
while (!m_playerList.empty())
{
Player* player = *(m_playerList.begin());
player->UnbindInstance(GetMapId(), true);
}
while (!m_groupList.empty())
{
Group* group = *(m_groupList.begin());
group->UnbindInstance(GetMapId(), true);
}
}
bool DungeonPersistentState::CanBeUnload() const
{
// prevent unload if any bounded groups or online bounded player still exists
return MapPersistentState::CanBeUnload() && !HasBounds() && !HasRespawnTimes();
}
/*
Called from AddPersistentState
*/
void DungeonPersistentState::SaveToDB()
{
// state instance data too
std::string data;
if (Map* map = GetMap())
{
InstanceData* iData = map->GetInstanceData();
if (iData && iData->Save())
{
data = iData->Save();
CharacterDatabase.escape_string(data);
}
}
CharacterDatabase.PExecute("INSERT INTO instance VALUES ('%u', '%u', '" UI64FMTD "', '%s')", GetInstanceId(), GetMapId(), (uint64)GetResetTimeForDB(), data.c_str());
}
void DungeonPersistentState::DeleteRespawnTimes()
{
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM creature_respawn WHERE instance = '%u'", GetInstanceId());
CharacterDatabase.PExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", GetInstanceId());
CharacterDatabase.CommitTransaction();
ClearRespawnTimes(); // state can be deleted at call if only respawn data prevent unload
}
void DungeonPersistentState::DeleteFromDB()
{
MapPersistentStateManager::DeleteInstanceFromDB(GetInstanceId());
}
// to cache or not to cache, that is the question
InstanceTemplate const* DungeonPersistentState::GetTemplate() const
{
return ObjectMgr::GetInstanceTemplate(GetMapId());
}
time_t DungeonPersistentState::GetResetTimeForDB() const
{
// only state the reset time for normal instances
const MapEntry* entry = sMapStore.LookupEntry(GetMapId());
if (!entry || entry->map_type == MAP_RAID)
{ return 0; }
else
{ return GetResetTime(); }
}
//== BattleGroundPersistentState functions =================
bool BattleGroundPersistentState::CanBeUnload() const
{
// prevent unload if used for loaded map
// BGs/Arenas not locked by respawn data/etc
return MapPersistentState::CanBeUnload();
}
//== DungeonResetScheduler functions ======================
uint32 DungeonResetScheduler::GetMaxResetTimeFor(InstanceTemplate const* temp)
{
if (!temp)
{ return 0; }
return temp->reset_delay * DAY;
}
time_t DungeonResetScheduler::CalculateNextResetTime(InstanceTemplate const* temp, time_t prevResetTime)
{
uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
uint32 period = GetMaxResetTimeFor(temp);
return ((prevResetTime + MINUTE) / DAY * DAY) + period + diff;
}
void DungeonResetScheduler::LoadResetTimes()
{
time_t now = time(NULL);
time_t today = (now / DAY) * DAY;
time_t nextWeek = today + (7 * 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 instances so those are skipped
typedef std::map<uint32, std::pair<uint32, time_t> > ResetTimeMapType;
ResetTimeMapType InstResetTime;
QueryResult* result = CharacterDatabase.Query("SELECT id, map, resettime FROM instance WHERE resettime > 0");
if (result)
{
do
{
if (time_t resettime = time_t((*result)[2].GetUInt64()))
{
uint32 id = (*result)[0].GetUInt32();
uint32 mapid = (*result)[1].GetUInt32();
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry || !mapEntry->IsDungeon())
{
sMapPersistentStateMgr.DeleteInstanceFromDB(id);
continue;
}
InstResetTime[id] = std::pair<uint32, uint64>(mapid, resettime);
}
}
while (result->NextRow());
delete result;
// update reset time for normal instances with the max creature respawn time + X hours
result = CharacterDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance");
if (result)
{
do
{
Field* fields = result->Fetch();
time_t resettime = time_t(fields[0].GetUInt64() + 2 * HOUR);
uint32 instance = fields[1].GetUInt32();
ResetTimeMapType::iterator itr = InstResetTime.find(instance);
if (itr != InstResetTime.end() && itr->second.second != resettime)
{
CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '" UI64FMTD "' WHERE id = '%u'", uint64(resettime), instance);
itr->second.second = resettime;
}
}
while (result->NextRow());
delete result;
}
// schedule the reset times
for (ResetTimeMapType::iterator itr = InstResetTime.begin(); itr != InstResetTime.end(); ++itr)
if (itr->second.second > now)
{ ScheduleReset(true, itr->second.second, DungeonResetEvent(RESET_EVENT_NORMAL_DUNGEON, itr->second.first, itr->first)); }
}
// load the global respawn times for raid instances
uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
m_resetTimeByMapId.resize(sMapStore.GetNumRows() + 1);
result = CharacterDatabase.Query("SELECT mapid, resettime FROM instance_reset");
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 mapid = fields[0].GetUInt32();
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry || !mapEntry->IsDungeon() || !ObjectMgr::GetInstanceTemplate(mapid))
{
sLog.outError("MapPersistentStateManager::LoadResetTimes: invalid mapid %u in instance_reset!", mapid);
CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u'", mapid);
continue;
}
// update the reset time if the hour in the configs changes
uint64 oldresettime = fields[1].GetUInt64();
uint64 newresettime = (oldresettime / DAY) * DAY + diff;
if (oldresettime != newresettime)
{ CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u'", newresettime, mapid); }
SetResetTimeFor(mapid, newresettime);
}
while (result->NextRow());
delete result;
}
// clean expired instances, references to them will be deleted in CleanupInstances
// must be done before calculating new reset times
m_InstanceSaves._CleanupExpiredInstancesAtTime(now);
// 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 (uint32 i = 0; i < sInstanceTemplate.GetMaxEntry(); i++)
{
// only raid maps have a global reset time
InstanceTemplate const* temp = ObjectMgr::GetInstanceTemplate(i);
if (!temp || !temp->reset_delay)
{ continue; }
MapEntry const* mapEntry = sMapStore.LookupEntry(temp->map);
if (!mapEntry || !mapEntry->IsDungeon())
{ continue; }
uint32 period = GetMaxResetTimeFor(temp);
time_t t = GetResetTimeFor(temp->map);
if (!t)
{
// initialize the reset time
t = today + period + diff;
CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','" UI64FMTD "')", temp->map, (uint64)t);
}
if (t < now || t > nextWeek)
{
// assume that expired instances have already been cleaned
// calculate the next reset time
t = (t / DAY) * DAY;
t += ((today - t) / period + 1) * period + diff;
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u'", (uint64)t, temp->map);
}
SetResetTimeFor(temp->map, t);
// schedule the global reset/warning
ResetEventType type = RESET_EVENT_INFORM_1;
for (; type < RESET_EVENT_INFORM_LAST; type = ResetEventType(type + 1))
if (t > time_t(now + resetEventTypeDelay[type]))
{ break; }
ScheduleReset(true, t - resetEventTypeDelay[type], DungeonResetEvent(type, temp->map, 0));
}
}
void DungeonResetScheduler::ScheduleReset(bool add, time_t time, DungeonResetEvent event)
{
if (add)
{ m_resetTimeQueue.insert(std::pair<time_t, DungeonResetEvent>(time, event)); }
else
{
// 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())
{ sLog.outError("DungeonResetScheduler::ScheduleReset: can not cancel the reset, the event(%d,%d,%d) was not found!", event.type, event.mapid, event.instanceId); }
}
}
}
void DungeonResetScheduler::Update()
{
time_t now = time(NULL), t;
while (!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now)
{
DungeonResetEvent& event = m_resetTimeQueue.begin()->second;
if (event.type == RESET_EVENT_NORMAL_DUNGEON)
{
// for individual normal instances, max creature respawn + X hours
m_InstanceSaves._ResetInstance(event.mapid, event.instanceId);
}
else
{
// global reset/warning for a certain map
time_t resetTime = GetResetTimeFor(event.mapid);
uint32 timeLeft = uint32(std::max(int32(resetTime - now), 0));
bool warn = event.type != RESET_EVENT_INFORM_LAST && event.type != RESET_EVENT_FORCED_INFORM_LAST;
m_InstanceSaves._ResetOrWarnAll(event.mapid, warn, timeLeft);
if (event.type != RESET_EVENT_INFORM_LAST && event.type != RESET_EVENT_FORCED_INFORM_LAST)
{
// schedule the next warning/reset
event.type = ResetEventType(event.type + 1);
ScheduleReset(true, resetTime - resetEventTypeDelay[event.type], event);
}
else
{
// re-schedule the next/new global reset/warning
// calculate the next reset time
InstanceTemplate const* instanceTemplate = ObjectMgr::GetInstanceTemplate(event.mapid);
MANGOS_ASSERT(instanceTemplate);
time_t next_reset = DungeonResetScheduler::CalculateNextResetTime(instanceTemplate, resetTime);
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u'", uint64(next_reset), uint32(event.mapid));
SetResetTimeFor(event.mapid, next_reset);
ResetEventType type = RESET_EVENT_INFORM_1;
for (; type < RESET_EVENT_INFORM_LAST; type = ResetEventType(type + 1))
if (next_reset > time_t(now + resetEventTypeDelay[type]))
{ break; }
// add new scheduler event to the queue
event.type = type;
ScheduleReset(true, next_reset - resetEventTypeDelay[event.type], event);
}
}
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
}
}
void DungeonResetScheduler::ResetAllRaid()
{
time_t now = time(NULL);
ResetTimeQueue rTQ;
rTQ.clear();
time_t timeleft = resetEventTypeDelay[RESET_EVENT_FORCED_INFORM_1];
for (ResetTimeQueue::iterator itr = m_resetTimeQueue.begin(); itr != m_resetTimeQueue.end(); ++itr)
{
DungeonResetEvent& event = itr->second;
// we only reset raid dungeon
if (event.type == RESET_EVENT_NORMAL_DUNGEON)
{
rTQ.insert(std::pair<time_t, DungeonResetEvent>(itr->first, event));
continue;
}
event.type = RESET_EVENT_FORCED_INFORM_1;
time_t next_reset = now + timeleft;
SetResetTimeFor(event.mapid, next_reset);
rTQ.insert(std::pair<time_t, DungeonResetEvent>(now, event));
}
m_resetTimeQueue = rTQ;
}
//== MapPersistentStateManager functions =========================
MapPersistentStateManager::MapPersistentStateManager() : lock_instLists(false), m_Scheduler(*this)
{
}
MapPersistentStateManager::~MapPersistentStateManager()
{
// it is undefined whether this or objectmgr will be unloaded first
// so we must be prepared for both cases
lock_instLists = true;
for (PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.begin(); itr != m_instanceSaveByInstanceId.end(); ++itr)
{ delete itr->second; }
for (PersistentStateMap::iterator itr = m_instanceSaveByMapId.begin(); itr != m_instanceSaveByMapId.end(); ++itr)
{ delete itr->second; }
}
/*
- adding instance into manager
- called from DungeonMap::Add, _LoadBoundInstances, LoadGroups
*/
MapPersistentState* MapPersistentStateManager::AddPersistentState(MapEntry const* mapEntry, uint32 instanceId, time_t resetTime, bool canReset, bool load /*=false*/, bool initPools /*= true*/)
{
if (MapPersistentState* old_save = GetPersistentState(mapEntry->MapID, instanceId))
{ return old_save; }
if (mapEntry->IsDungeon())
{
if (!resetTime)
{
// initialize reset time
// for normal instances if no creatures are killed the instance will reset in two hours
if (mapEntry->map_type == MAP_RAID)
{ resetTime = m_Scheduler.GetResetTimeFor(mapEntry->MapID); }
else
{
resetTime = time(NULL) + 2 * HOUR;
// normally this will be removed soon after in DungeonMap::Add, prevent error
m_Scheduler.ScheduleReset(true, resetTime, DungeonResetEvent(RESET_EVENT_NORMAL_DUNGEON, mapEntry->MapID, instanceId));
}
}
}
DEBUG_LOG("MapPersistentStateManager::AddPersistentState: mapid = %d, instanceid = %d, reset time = '" UI64FMTD "', canRset = %u", mapEntry->MapID, instanceId, uint64(resetTime), canReset ? 1 : 0);
MapPersistentState* state;
if (mapEntry->IsDungeon())
{
DungeonPersistentState* dungeonState = new DungeonPersistentState(mapEntry->MapID, instanceId, resetTime, canReset);
if (!load)
{ dungeonState->SaveToDB(); }
state = dungeonState;
}
else if (mapEntry->IsBattleGround())
{ state = new BattleGroundPersistentState(mapEntry->MapID, instanceId); }
else
{ state = new WorldPersistentState(mapEntry->MapID); }
if (instanceId)
{ m_instanceSaveByInstanceId[instanceId] = state; }
else
{ m_instanceSaveByMapId[mapEntry->MapID] = state; }
if (initPools)
{ state->InitPools(); }
return state;
}
MapPersistentState* MapPersistentStateManager::GetPersistentState(uint32 mapId, uint32 instanceId)
{
if (instanceId)
{
PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.find(instanceId);
return itr != m_instanceSaveByInstanceId.end() ? itr->second : NULL;
}
else
{
PersistentStateMap::iterator itr = m_instanceSaveByMapId.find(mapId);
return itr != m_instanceSaveByMapId.end() ? itr->second : NULL;
}
}
void MapPersistentStateManager::DeleteInstanceFromDB(uint32 instanceid)
{
if (instanceid)
{
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'", instanceid);
CharacterDatabase.PExecute("DELETE FROM character_instance WHERE instance = '%u'", instanceid);
CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", instanceid);
CharacterDatabase.PExecute("DELETE FROM creature_respawn WHERE instance = '%u'", instanceid);
CharacterDatabase.PExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", instanceid);
CharacterDatabase.CommitTransaction();
}
}
void MapPersistentStateManager::RemovePersistentState(uint32 mapId, uint32 instanceId)
{
if (lock_instLists)
{ return; }
if (instanceId)
{
PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.find(instanceId);
if (itr != m_instanceSaveByInstanceId.end())
{
// state the resettime for normal instances only when they get unloaded
if (itr->second->GetMapEntry()->IsDungeon())
if (time_t resettime = ((DungeonPersistentState*)itr->second)->GetResetTimeForDB())
{ CharacterDatabase.PExecute("UPDATE instance SET resettime = '" UI64FMTD "' WHERE id = '%u'", (uint64)resettime, instanceId); }
_ResetSave(m_instanceSaveByInstanceId, itr);
}
}
else
{
PersistentStateMap::iterator itr = m_instanceSaveByMapId.find(mapId);
if (itr != m_instanceSaveByMapId.end())
{ _ResetSave(m_instanceSaveByMapId, itr); }
}
}
void MapPersistentStateManager::_DelHelper(DatabaseType& db, const char* fields, const char* table, const char* queryTail, ...)
{
Tokens fieldTokens = StrSplit(fields, ", ");
MANGOS_ASSERT(fieldTokens.size() != 0);
va_list ap;
char szQueryTail [MAX_QUERY_LEN];
va_start(ap, queryTail);
vsnprintf(szQueryTail, MAX_QUERY_LEN, queryTail, ap);
va_end(ap);
QueryResult* result = db.PQuery("SELECT %s FROM %s %s", fields, table, szQueryTail);
if (result)
{
do
{
Field* fields = result->Fetch();
std::ostringstream ss;
for (size_t i = 0; i < fieldTokens.size(); ++i)
{
std::string fieldValue = fields[i].GetCppString();
db.escape_string(fieldValue);
ss << (i != 0 ? " AND " : "") << fieldTokens[i] << " = '" << fieldValue << "'";
}
db.PExecute("DELETE FROM %s WHERE %s", table, ss.str().c_str());
}
while (result->NextRow());
delete result;
}
}
void MapPersistentStateManager::CleanupInstances()
{
BarGoLink bar(2);
bar.step();
// load reset times and clean expired instances
m_Scheduler.LoadResetTimes();
CharacterDatabase.BeginTransaction();
// clean character/group - instance binds with invalid group/characters
_DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN characters ON character_instance.guid = characters.guid WHERE characters.guid IS NULL");
_DelHelper(CharacterDatabase, "group_instance.leaderGuid, instance", "group_instance", "LEFT JOIN characters ON group_instance.leaderGuid = characters.guid LEFT JOIN groups ON group_instance.leaderGuid = groups.leaderGuid WHERE characters.guid IS NULL OR groups.leaderGuid IS NULL");
// clean instances that do not have any players or groups bound to them
_DelHelper(CharacterDatabase, "id, map", "instance", "LEFT JOIN character_instance ON character_instance.instance = id LEFT JOIN group_instance ON group_instance.instance = id WHERE character_instance.instance IS NULL AND group_instance.instance IS NULL");
// clean invalid instance references in other tables
_DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN instance ON character_instance.instance = instance.id WHERE instance.id IS NULL");
_DelHelper(CharacterDatabase, "group_instance.leaderGuid, instance", "group_instance", "LEFT JOIN instance ON group_instance.instance = instance.id WHERE instance.id IS NULL");
// clean unused respawn data
CharacterDatabase.Execute("DELETE FROM creature_respawn WHERE instance <> 0 AND instance NOT IN (SELECT id FROM instance)");
CharacterDatabase.Execute("DELETE FROM gameobject_respawn WHERE instance <> 0 AND instance NOT IN (SELECT id FROM instance)");
// execute transaction directly
CharacterDatabase.CommitTransaction();
bar.step();
sLog.outString(">> Instances cleaned up");
sLog.outString();
}
void MapPersistentStateManager::PackInstances()
{
// this routine renumbers player instance associations in such a way so they start from 1 and go up
// TODO: this can be done a LOT more efficiently
// obtain set of all associations
std::set<uint32> InstanceSet;
// all valid ids are in the instance table
// any associations to ids not in this table are assumed to be
// cleaned already in CleanupInstances
QueryResult* result = CharacterDatabase.Query("SELECT id FROM instance");
if (result)
{
do
{
Field* fields = result->Fetch();
InstanceSet.insert(fields[0].GetUInt32());
}
while (result->NextRow());
delete result;
}
BarGoLink bar(InstanceSet.size() + 1);
bar.step();
uint32 InstanceNumber = 1;
// we do assume std::set is sorted properly on integer value
for (std::set<uint32>::iterator i = InstanceSet.begin(); i != InstanceSet.end(); ++i)
{
if (*i != InstanceNumber)
{
CharacterDatabase.BeginTransaction();
// remap instance id
CharacterDatabase.PExecute("UPDATE creature_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
CharacterDatabase.PExecute("UPDATE gameobject_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
CharacterDatabase.PExecute("UPDATE corpse SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
CharacterDatabase.PExecute("UPDATE instance SET id = '%u' WHERE id = '%u'", InstanceNumber, *i);
CharacterDatabase.PExecute("UPDATE group_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
// execute transaction synchronously
CharacterDatabase.CommitTransaction();
}
++InstanceNumber;
bar.step();
}
sLog.outString(">> Instance numbers remapped, next instance id is %u", InstanceNumber);
sLog.outString();
}
void MapPersistentStateManager::_ResetSave(PersistentStateMap& holder, PersistentStateMap::iterator& itr)
{
// unbind all players bound to the instance
// do not allow UnbindInstance to automatically unload the InstanceSaves
lock_instLists = true;
delete itr->second;
holder.erase(itr++);
lock_instLists = false;
}
void MapPersistentStateManager::_ResetInstance(uint32 mapid, uint32 instanceId)
{
DEBUG_LOG("MapPersistentStateManager::_ResetInstance %u, %u", mapid, instanceId);
PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.find(instanceId);
if (itr != m_instanceSaveByInstanceId.end())
{
// delay reset until map unload for loaded map
if (Map* iMap = itr->second->GetMap())
{
MANGOS_ASSERT(iMap->IsDungeon());
((DungeonMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
return;
}
_ResetSave(m_instanceSaveByInstanceId, itr);
}
DeleteInstanceFromDB(instanceId); // even if state not loaded
}
struct MapPersistantStateResetWorker
{
MapPersistantStateResetWorker() {};
void operator()(Map* map)
{
((DungeonMap*)map)->TeleportAllPlayersTo(TELEPORT_LOCATION_HOMEBIND);
((DungeonMap*)map)->Reset(INSTANCE_RESET_GLOBAL);
}
};
struct MapPersistantStateWarnWorker
{
MapPersistantStateWarnWorker(time_t _timeLeft) : timeLeft(_timeLeft)
{};
void operator()(Map* map)
{
((DungeonMap*)map)->SendResetWarnings(timeLeft);
}
time_t timeLeft;
};
void MapPersistentStateManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLeft)
{
// global reset for all instances of the given map
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry->IsDungeon())
{ return; }
time_t now = time(NULL);
if (!warn)
{
// this is called one minute before the reset time
InstanceTemplate const* temp = ObjectMgr::GetInstanceTemplate(mapid);
if (!temp || !temp->reset_delay)
{
sLog.outError("MapPersistentStateManager::ResetOrWarnAll: no instance template or reset delay for map %d", mapid);
return;
}
// remove all binds for online player
std::vector<DungeonPersistentState*> unbindList;
for (PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.begin(); itr != m_instanceSaveByInstanceId.end(); ++itr)
if (itr->second->GetMapId() == mapid)
unbindList.push_back((DungeonPersistentState*)itr->second);
for (std::vector<DungeonPersistentState*>::const_iterator it = unbindList.begin(); it != unbindList.end(); ++it)
(*it)->UnbindThisState();
// reset maps, teleport player automaticaly to their homebinds and unload maps
MapPersistantStateResetWorker worker;
sMapMgr.DoForAllMapsWithMapId(mapid, worker);
// delete them from the DB, even if not loaded
CharacterDatabase.BeginTransaction();
CharacterDatabase.PExecute("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u'", mapid);
CharacterDatabase.PExecute("DELETE FROM group_instance USING group_instance LEFT JOIN instance ON group_instance.instance = id WHERE map = '%u'", mapid);
CharacterDatabase.PExecute("DELETE FROM instance WHERE map = '%u'", mapid);
CharacterDatabase.CommitTransaction();
// calculate the next reset time
time_t next_reset = DungeonResetScheduler::CalculateNextResetTime(temp, now + timeLeft);
// update it in the DB
CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u'", (uint64)next_reset, mapid);
return;
}
// note: this isn't fast but it's meant to be executed very rarely
MapPersistantStateWarnWorker worker(timeLeft);
sMapMgr.DoForAllMapsWithMapId(mapid, worker);
}
void MapPersistentStateManager::GetStatistics(uint32& numStates, uint32& numBoundPlayers, uint32& numBoundGroups)
{
numStates = 0;
numBoundPlayers = 0;
numBoundGroups = 0;
// only instanceable maps have bounds
for (PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.begin(); itr != m_instanceSaveByInstanceId.end(); ++itr)
{
if (!itr->second->GetMapEntry()->IsDungeon())
{ continue; }
++numStates;
numBoundPlayers += ((DungeonPersistentState*)itr->second)->GetPlayerCount();
numBoundGroups += ((DungeonPersistentState*)itr->second)->GetGroupCount();
}
}
void MapPersistentStateManager::_CleanupExpiredInstancesAtTime(time_t t)
{
_DelHelper(CharacterDatabase, "id, map", "instance", "LEFT JOIN instance_reset ON mapid = map WHERE (instance.resettime < '" UI64FMTD "' AND instance.resettime > '0') OR (NOT instance_reset.resettime IS NULL AND instance_reset.resettime < '" UI64FMTD "')", (uint64)t, (uint64)t);
}
void MapPersistentStateManager::InitWorldMaps()
{
MapPersistentState* state = NULL; // need any from created for shared pool state
for (uint32 mapid = 0; mapid < sMapStore.GetNumRows(); ++mapid)
if (MapEntry const* entry = sMapStore.LookupEntry(mapid))
if (!entry->Instanceable())
{ state = AddPersistentState(entry, 0, 0, false, true, false); }
if (state)
{ state->InitPools(); }
}
void MapPersistentStateManager::LoadCreatureRespawnTimes()
{
// remove outdated data
CharacterDatabase.DirectExecute("DELETE FROM creature_respawn WHERE respawntime <= UNIX_TIMESTAMP(NOW())");
uint32 count = 0;
//
QueryResult* result = CharacterDatabase.Query("SELECT guid, respawntime, map, instance, resettime FROM creature_respawn LEFT JOIN instance ON instance = id");
if (!result)
{
BarGoLink bar(1);
bar.step();
sLog.outString(">> Loaded 0 creature respawn time.");
sLog.outString();
return;
}
BarGoLink bar(result->GetRowCount());
do
{
Field* fields = result->Fetch();
bar.step();
uint32 loguid = fields[0].GetUInt32();
uint64 respawn_time = fields[1].GetUInt64();
uint32 mapId = fields[2].GetUInt32();
uint32 instanceId = fields[3].GetUInt32();
time_t resetTime = (time_t)fields[4].GetUInt64();
CreatureData const* data = sObjectMgr.GetCreatureData(loguid);
if (!data)
{ continue; }
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
if (!mapEntry || (instanceId && (mapId != data->mapid || !mapEntry->Instanceable())))
{ continue; }
MapPersistentState* state = AddPersistentState(mapEntry, instanceId, resetTime, mapEntry->IsDungeon(), true);
if (!state)
{ continue; }
state->SetCreatureRespawnTime(loguid, time_t(respawn_time));
++count;
}
while (result->NextRow());
delete result;
sLog.outString(">> Loaded %u creature respawn times", count);
sLog.outString();
}
void MapPersistentStateManager::LoadGameobjectRespawnTimes()
{
// remove outdated data
CharacterDatabase.DirectExecute("DELETE FROM gameobject_respawn WHERE respawntime <= UNIX_TIMESTAMP(NOW())");
uint32 count = 0;
//
QueryResult* result = CharacterDatabase.Query("SELECT guid, respawntime, map, instance, resettime FROM gameobject_respawn LEFT JOIN instance ON instance = id");
if (!result)
{
BarGoLink bar(1);
bar.step();
sLog.outString(">> Loaded 0 gameobject respawn time.");
sLog.outString();
return;
}
BarGoLink bar(result->GetRowCount());
do
{
Field* fields = result->Fetch();
bar.step();
uint32 loguid = fields[0].GetUInt32();
uint64 respawn_time = fields[1].GetUInt64();
uint32 mapId = fields[2].GetUInt32();
uint32 instanceId = fields[3].GetUInt32();
time_t resetTime = (time_t)fields[4].GetUInt64();
GameObjectData const* data = sObjectMgr.GetGOData(loguid);
if (!data)
{ continue; }
MapEntry const* mapEntry = sMapStore.LookupEntry(data->mapid);
if (!mapEntry || (instanceId && (mapId != data->mapid || mapEntry->Instanceable())))
{ continue; }
MapPersistentState* state = AddPersistentState(mapEntry, instanceId, resetTime, mapEntry->IsDungeon(), true);
if (!state)
{ continue; }
state->SetGORespawnTime(loguid, time_t(respawn_time));
++count;
}
while (result->NextRow());
delete result;
sLog.outString(">> Loaded %u gameobject respawn times", count);
sLog.outString();
}