/*
/* Copyright (C) 2008 Trinity
*
* Thanks to the original authors: ScriptDev2
*
*
* 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
*/
#include "InstanceSaveMgr.h"
#include "Common.h"
#include "Database/SQLStorage.h"
#include "Player.h"
#include "GridNotifiers.h"
#include "WorldSession.h"
#include "Log.h"
#include "GridStates.h"
#include "CellImpl.h"
#include "Map.h"
#include "MapManager.h"
#include "MapInstanced.h"
#include "InstanceSaveMgr.h"
#include "Timer.h"
#include "GridNotifiersImpl.h"
#include "Config/ConfigEnv.h"
#include "Transports.h"
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "World.h"
#include "Group.h"
#include "InstanceData.h"
#include "ProgressBar.h"
INSTANTIATE_SINGLETON_1( InstanceSaveManager );
InstanceSaveManager::InstanceSaveManager() : lock_instLists(false)
{
}
InstanceSaveManager::~InstanceSaveManager()
{
// it is undefined whether this or objectmgr will be unloaded first
// so we must be prepared for both cases
lock_instLists = true;
for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
{
InstanceSave *save = itr->second;
for(InstanceSave::PlayerListType::iterator itr = save->m_playerList.begin(), next = itr; itr != save->m_playerList.end(); itr = next)
{
++next;
(*itr)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true);
}
save->m_playerList.clear();
for(InstanceSave::GroupListType::iterator itr = save->m_groupList.begin(), next = itr; itr != save->m_groupList.end(); itr = next)
{
++next;
(*itr)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true);
}
save->m_groupList.clear();
delete save;
}
}
/*
- adding instance into manager
- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
*/
InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, uint8 difficulty, time_t resetTime, bool canReset, bool load)
{
InstanceSave *save = GetInstanceSave(instanceId);
if(save) return save;
const MapEntry* entry = sMapStore.LookupEntry(mapId);
if(!entry || instanceId == 0)
{
sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d!", mapId, instanceId);
return NULL;
}
if(!resetTime)
{
// initialize reset time
// for normal instances if no creatures are killed the instance will reset in two hours
if(entry->map_type == MAP_RAID || difficulty == DIFFICULTY_HEROIC)
resetTime = GetResetTimeFor(mapId);
else
{
resetTime = time(NULL) + 2 * HOUR;
// normally this will be removed soon after in InstanceMap::Add, prevent error
ScheduleReset(true, resetTime, InstResetEvent(0, mapId, instanceId));
}
}
sLog.outDebug("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);
save = new InstanceSave(mapId, instanceId, difficulty, resetTime, canReset);
if(!load) save->SaveToDB();
m_instanceSaveById[instanceId] = save;
return save;
}
InstanceSave *InstanceSaveManager::GetInstanceSave(uint32 InstanceId)
{
InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(InstanceId);
return itr != m_instanceSaveById.end() ? itr->second : NULL;
}
void InstanceSaveManager::DeleteInstanceFromDB(uint32 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.CommitTransaction();
// respawn times should be deleted only when the map gets unloaded
}
void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId)
{
InstanceSaveHashMap::iterator itr = m_instanceSaveById.find( InstanceId );
if(itr != m_instanceSaveById.end())
{
// save the resettime for normal instances only when they get unloaded
if(time_t resettime = itr->second->GetResetTimeForDB())
CharacterDatabase.PExecute("UPDATE instance SET resettime = '"I64FMTD"' WHERE id = '%u'", (uint64)resettime, InstanceId);
delete itr->second;
m_instanceSaveById.erase(itr);
}
}
InstanceSave::InstanceSave(uint16 MapId, uint32 InstanceId, uint8 difficulty,
time_t resetTime, bool canReset)
: m_mapid(MapId), m_instanceid(InstanceId), m_resetTime(resetTime),
m_difficulty(difficulty), m_canReset(canReset)
{
}
InstanceSave::~InstanceSave()
{
// the players and groups must be unbound before deleting the save
assert(m_playerList.empty() && m_groupList.empty());
}
/*
Called from AddInstanceSave
*/
void InstanceSave::SaveToDB()
{
// save instance data too
std::string data;
Map *map = MapManager::Instance().FindMap(m_instanceid, GetMapId());
if(map)
{
assert(map->IsDungeon());
InstanceData *iData = ((InstanceMap *)map)->GetInstanceData();
if(iData && iData->Save())
{
data = iData->Save();
CharacterDatabase.escape_string(data);
}
}
CharacterDatabase.PExecute("INSERT INTO instance VALUES ('%u', '%u', '"I64FMTD"', '%u', '%s')", m_instanceid, GetMapId(), (uint64)GetResetTimeForDB(), GetDifficulty(), data.c_str());
}
time_t InstanceSave::GetResetTimeForDB()
{
// only save the reset time for normal instances
const MapEntry *entry = sMapStore.LookupEntry(GetMapId());
if(!entry || entry->map_type == MAP_RAID || GetDifficulty() == DIFFICULTY_HEROIC)
return 0;
else
return GetResetTime();
}
// to cache or not to cache, that is the question
InstanceTemplate const* InstanceSave::GetTemplate()
{
return objmgr.GetInstanceTemplate(m_mapid);
}
MapEntry const* InstanceSave::GetMapEntry()
{
return sMapStore.LookupEntry(m_mapid);
}
void InstanceSave::DeleteFromDB()
{
InstanceSaveManager::DeleteInstanceFromDB(GetInstanceId());
}
/* true if the instance save is still valid */
bool InstanceSave::UnloadIfEmpty()
{
if(m_playerList.empty() && m_groupList.empty())
{
if(!sInstanceSaveManager.lock_instLists)
sInstanceSaveManager.RemoveInstanceSave(GetInstanceId());
return false;
}
else
return true;
}
void InstanceSaveManager::_DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...)
{
Tokens fieldTokens = StrSplit(fields, ", ");
assert(fieldTokens.size() != 0);
va_list ap;
char szQueryTail [MAX_QUERY_LEN];
va_start(ap, queryTail);
int res = 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.DirectPExecute("DELETE FROM %s WHERE %s", table, ss.str().c_str());
} while (result->NextRow());
delete result;
}
}
void InstanceSaveManager::CleanupInstances()
{
uint64 now = (uint64)time(NULL);
barGoLink bar(2);
bar.step();
// load reset times and clean expired instances
sInstanceSaveManager.LoadResetTimes();
// 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, difficulty", "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");
// creature_respawn and gameobject_respawn are in another database
// first, obtain total instance set
std::set< uint32 > InstanceSet;
QueryResult *result = CharacterDatabase.PQuery("SELECT id FROM instance");
if( result )
{
do
{
Field *fields = result->Fetch();
InstanceSet.insert(fields[0].GetUInt32());
}
while (result->NextRow());
delete result;
}
// creature_respawn
result = WorldDatabase.PQuery("SELECT DISTINCT(instance) FROM creature_respawn WHERE instance <> 0");
if( result )
{
do
{
Field *fields = result->Fetch();
if(InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
WorldDatabase.DirectPExecute("DELETE FROM creature_respawn WHERE instance = '%u'", fields[0].GetUInt32());
}
while (result->NextRow());
delete result;
}
// gameobject_respawn
result = WorldDatabase.PQuery("SELECT DISTINCT(instance) FROM gameobject_respawn WHERE instance <> 0");
if( result )
{
do
{
Field *fields = result->Fetch();
if(InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
WorldDatabase.DirectPExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", fields[0].GetUInt32());
}
while (result->NextRow());
delete result;
}
bar.step();
sLog.outString();
sLog.outString( ">> Initialized %u instances", (uint32)InstanceSet.size());
}
void InstanceSaveManager::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.PQuery("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)
{
// remap instance id
WorldDatabase.PExecute("UPDATE creature_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
WorldDatabase.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);
}
++InstanceNumber;
bar.step();
}
sLog.outString();
sLog.outString( ">> Instance numbers remapped, next instance id is %u", InstanceNumber );
}
void InstanceSaveManager::LoadResetTimes()
{
time_t now = time(NULL);
time_t today = (now / DAY) * 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/heroic instances so those are skipped
typedef std::map > ResetTimeMapType;
ResetTimeMapType InstResetTime;
QueryResult *result = CharacterDatabase.PQuery("SELECT id, map, resettime FROM instance WHERE resettime > 0");
if( result )
{
do
{
if(uint64 resettime = (*result)[2].GetUInt64())
{
uint32 id = (*result)[0].GetUInt32();
uint32 mapid = (*result)[1].GetUInt32();
InstResetTime[id] = std::pair(mapid, resettime);
}
}
while (result->NextRow());
delete result;
// update reset time for normal instances with the max creature respawn time + X hours
result = WorldDatabase.PQuery("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance");
if( result )
{
do
{
Field *fields = result->Fetch();
uint32 instance = fields[1].GetUInt32();
uint64 resettime = fields[0].GetUInt64() + 2 * HOUR;
ResetTimeMapType::iterator itr = InstResetTime.find(instance);
if(itr != InstResetTime.end() && itr->second.second != resettime)
{
CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '"I64FMTD"' WHERE id = '%u'", 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, InstResetEvent(0, itr->second.first, itr->first));
}
// load the global respawn times for raid/heroic instances
uint32 diff = sWorld.getConfig(CONFIG_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();
if(!objmgr.GetInstanceTemplate(mapid))
{
sLog.outError("InstanceSaveManager::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 = '"I64FMTD"' WHERE mapid = '%u'", newresettime, mapid);
m_resetTimeByMapId[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
_DelHelper(CharacterDatabase, "id, map, difficulty", "instance", "LEFT JOIN instance_reset ON mapid = map WHERE (instance.resettime < '"I64FMTD"' AND instance.resettime > '0') OR (NOT instance_reset.resettime IS NULL AND instance_reset.resettime < '"I64FMTD"')", (uint64)now, (uint64)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.MaxEntry; i++)
{
InstanceTemplate* temp = (InstanceTemplate*)objmgr.GetInstanceTemplate(i);
if(!temp) continue;
// only raid/heroic maps have a global reset time
const MapEntry* entry = sMapStore.LookupEntry(temp->map);
if(!entry || !entry->HasResetTime())
continue;
uint32 period = temp->reset_delay * DAY;
assert(period != 0);
time_t t = m_resetTimeByMapId[temp->map];
if(!t)
{
// initialize the reset time
t = today + period + diff;
CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','"I64FMTD"')", i, (uint64)t);
}
if(t < now)
{
// 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 = '"I64FMTD"' WHERE mapid = '%u'", (uint64)t, i);
}
m_resetTimeByMapId[temp->map] = t;
// schedule the global reset/warning
uint8 type = 1;
static int tim[4] = {3600, 900, 300, 60};
for(; type < 4; type++)
if(t - tim[type-1] > now) break;
ScheduleReset(true, t - tim[type-1], InstResetEvent(type, i));
}
}
void InstanceSaveManager::ScheduleReset(bool add, time_t time, InstResetEvent event)
{
if(add) m_resetTimeQueue.insert(std::pair(time, event));
else
{
// find the event in the queue and remove it
ResetTimeQueue::iterator itr;
std::pair 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("InstanceSaveManager::ScheduleReset: cannot cancel the reset, the event(%d,%d,%d) was not found!", event.type, event.mapid, event.instanceId);
}
}
}
void InstanceSaveManager::Update()
{
time_t now = time(NULL), t;
while(!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now)
{
InstResetEvent &event = m_resetTimeQueue.begin()->second;
if(event.type == 0)
{
// for individual normal instances, max creature respawn + X hours
_ResetInstance(event.mapid, event.instanceId);
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
}
else
{
// global reset/warning for a certain map
time_t resetTime = GetResetTimeFor(event.mapid);
_ResetOrWarnAll(event.mapid, event.type != 4, resetTime - now);
if(event.type != 4)
{
// schedule the next warning/reset
event.type++;
static int tim[4] = {3600, 900, 300, 60};
ScheduleReset(true, resetTime - tim[event.type-1], event);
}
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
}
}
}
void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
{
// unbind all players bound to the instance
// do not allow UnbindInstance to automatically unload the InstanceSaves
lock_instLists = true;
InstanceSave::PlayerListType &pList = itr->second->m_playerList;
while(!pList.empty())
{
Player *player = *(pList.begin());
player->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
}
InstanceSave::GroupListType &gList = itr->second->m_groupList;
while(!gList.empty())
{
Group *group = *(gList.begin());
group->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
}
m_instanceSaveById.erase(itr++);
lock_instLists = false;
}
void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
{
sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
Map *map = (MapInstanced*)MapManager::Instance().GetBaseMap(mapid);
if(!map->Instanceable())
return;
InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(instanceId);
if(itr != m_instanceSaveById.end()) _ResetSave(itr);
DeleteInstanceFromDB(instanceId); // even if save not loaded
Map* iMap = ((MapInstanced*)map)->FindMap(instanceId);
if(iMap && iMap->IsDungeon()) ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
else objmgr.DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
}
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLeft)
{
// global reset for all instances of the given map
// note: this isn't fast but it's meant to be executed very rarely
Map *map = (MapInstanced*)MapManager::Instance().GetBaseMap(mapid);
if(!map->Instanceable())
return;
uint64 now = (uint64)time(NULL);
if(!warn)
{
// this is called one minute before the reset time
InstanceTemplate* temp = (InstanceTemplate*)objmgr.GetInstanceTemplate(mapid);
if(!temp || !temp->reset_delay)
{
sLog.outError("InstanceSaveManager::ResetOrWarnAll: no instance template or reset delay for map %d", mapid);
return;
}
// remove all binds to instances of the given map
for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();)
{
if(itr->second->GetMapId() == mapid)
_ResetSave(itr);
else
++itr;
}
// 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
uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
uint32 period = temp->reset_delay * DAY;
uint64 next_reset = ((now + timeLeft + MINUTE) / DAY * DAY) + period + diff;
// update it in the DB
CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"I64FMTD"' WHERE mapid = '%d'", next_reset, mapid);
}
MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
MapInstanced::InstancedMaps::iterator mitr;
for(mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
{
Map *map = mitr->second;
if(!map->IsDungeon()) continue;
if(warn) ((InstanceMap*)map)->SendResetWarnings(timeLeft);
else ((InstanceMap*)map)->Reset(INSTANCE_RESET_GLOBAL);
}
// TODO: delete creature/gameobject respawn times even if the maps are not loaded
}
uint32 InstanceSaveManager::GetNumBoundPlayersTotal()
{
uint32 ret = 0;
for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
ret += itr->second->GetPlayerCount();
return ret;
}
uint32 InstanceSaveManager::GetNumBoundGroupsTotal()
{
uint32 ret = 0;
for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
ret += itr->second->GetGroupCount();
return ret;
}