/* * Copyright (C) 2005-2008 MaNGOS * * Copyright (C) 2008 Trinity * * * 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.Query("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.Query("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.Query("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.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) { // 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.Query("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.Query("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; }