root/trunk/src/game/InstanceSaveMgr.cpp @ 28

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[svn] * Proper SVN structure

Original author: Neo2003
Date: 2008-10-02 16:23:55-05:00

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1/*
2 * Copyright (C) 2005,2006,2007 MaNGOS <http://www.mangosproject.org/>
3 *
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
8 *
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12 * GNU General Public License for more details.
13 *
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
17 */
18
19#include "InstanceSaveMgr.h"
20#include "Common.h"
21#include "Database/SQLStorage.h"
22
23#include "Player.h"
24#include "GridNotifiers.h"
25#include "WorldSession.h"
26#include "Log.h"
27#include "GridStates.h"
28#include "CellImpl.h"
29#include "Map.h"
30#include "MapManager.h"
31#include "MapInstanced.h"
32#include "InstanceSaveMgr.h"
33#include "Timer.h"
34#include "GridNotifiersImpl.h"
35#include "Config/ConfigEnv.h"
36#include "Transports.h"
37#include "ObjectAccessor.h"
38#include "ObjectMgr.h"
39#include "World.h"
40#include "Group.h"
41#include "InstanceData.h"
42#include "ProgressBar.h"
43
44INSTANTIATE_SINGLETON_1( InstanceSaveManager );
45
46InstanceSaveManager::InstanceSaveManager() : lock_instLists(false)
47{
48}
49
50InstanceSaveManager::~InstanceSaveManager()
51{
52    // it is undefined whether this or objectmgr will be unloaded first
53    // so we must be prepared for both cases
54    lock_instLists = true;
55    for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
56    {
57        InstanceSave *save = itr->second;
58        for(InstanceSave::PlayerListType::iterator itr = save->m_playerList.begin(), next = itr; itr != save->m_playerList.end(); itr = next)
59        {
60            ++next;
61            (*itr)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true);
62        }
63        save->m_playerList.clear();
64        for(InstanceSave::GroupListType::iterator itr = save->m_groupList.begin(), next = itr; itr != save->m_groupList.end(); itr = next)
65        {
66            ++next;
67            (*itr)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true);
68        }
69        save->m_groupList.clear();
70        delete save;
71    }
72}
73
74/*
75- adding instance into manager
76- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
77*/
78InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, uint8 difficulty, time_t resetTime, bool canReset, bool load)
79{
80    InstanceSave *save = GetInstanceSave(instanceId);
81    if(save) return save;
82
83    const MapEntry* entry = sMapStore.LookupEntry(mapId);
84    if(!entry || instanceId == 0)
85    {
86        sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d!", mapId, instanceId);
87        return NULL;
88    }
89
90    if(!resetTime)
91    {
92        // initialize reset time
93        // for normal instances if no creatures are killed the instance will reset in two hours
94        if(entry->map_type == MAP_RAID || difficulty == DIFFICULTY_HEROIC)
95            resetTime = GetResetTimeFor(mapId);
96        else
97        {
98            resetTime = time(NULL) + 2 * HOUR;
99            // normally this will be removed soon after in InstanceMap::Add, prevent error
100            ScheduleReset(true, resetTime, InstResetEvent(0, mapId, instanceId));
101        }
102    }
103
104    sLog.outDebug("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);
105
106    save = new InstanceSave(mapId, instanceId, difficulty, resetTime, canReset);
107    if(!load) save->SaveToDB();
108
109    m_instanceSaveById[instanceId] = save;
110    return save;
111}
112
113InstanceSave *InstanceSaveManager::GetInstanceSave(uint32 InstanceId)
114{
115    InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(InstanceId);
116    return itr != m_instanceSaveById.end() ? itr->second : NULL;
117}
118
119void InstanceSaveManager::DeleteInstanceFromDB(uint32 instanceid)
120{
121    CharacterDatabase.BeginTransaction();
122    CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'", instanceid);
123    CharacterDatabase.PExecute("DELETE FROM character_instance WHERE instance = '%u'", instanceid);
124    CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", instanceid);
125    CharacterDatabase.CommitTransaction();
126    // respawn times should be deleted only when the map gets unloaded
127}
128
129void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId)
130{
131    InstanceSaveHashMap::iterator itr = m_instanceSaveById.find( InstanceId );
132    if(itr != m_instanceSaveById.end())
133    {
134        // save the resettime for normal instances only when they get unloaded
135        if(time_t resettime = itr->second->GetResetTimeForDB())
136            CharacterDatabase.PExecute("UPDATE instance SET resettime = '"I64FMTD"' WHERE id = '%u'", (uint64)resettime, InstanceId);
137        delete itr->second;
138        m_instanceSaveById.erase(itr);
139    }
140}
141
142InstanceSave::InstanceSave(uint16 MapId, uint32 InstanceId, uint8 difficulty,
143                           time_t resetTime, bool canReset)
144: m_mapid(MapId), m_instanceid(InstanceId), m_resetTime(resetTime),
145  m_difficulty(difficulty), m_canReset(canReset)
146{
147}
148
149InstanceSave::~InstanceSave()
150{
151    // the players and groups must be unbound before deleting the save
152    assert(m_playerList.empty() && m_groupList.empty());
153}
154
155/*
156    Called from AddInstanceSave
157*/
158void InstanceSave::SaveToDB()
159{
160    // save instance data too
161    std::string data;
162
163    Map *map = MapManager::Instance().FindMap(m_instanceid, GetMapId());
164    if(map)
165    {
166        assert(map->IsDungeon());
167        InstanceData *iData = ((InstanceMap *)map)->GetInstanceData();
168        if(iData && iData->Save())
169        {
170            data = iData->Save();
171            CharacterDatabase.escape_string(data);
172        }
173    }
174
175    CharacterDatabase.PExecute("INSERT INTO instance VALUES ('%u', '%u', '"I64FMTD"', '%u', '%s')", m_instanceid, GetMapId(), (uint64)GetResetTimeForDB(), GetDifficulty(), data.c_str());
176}
177
178time_t InstanceSave::GetResetTimeForDB()
179{
180    // only save the reset time for normal instances
181    const MapEntry *entry = sMapStore.LookupEntry(GetMapId());
182    if(!entry || entry->map_type == MAP_RAID || GetDifficulty() == DIFFICULTY_HEROIC)
183        return 0;
184    else
185        return GetResetTime();
186}
187
188// to cache or not to cache, that is the question
189InstanceTemplate const* InstanceSave::GetTemplate()
190{
191    return objmgr.GetInstanceTemplate(m_mapid);
192}
193
194MapEntry const* InstanceSave::GetMapEntry()
195{
196    return sMapStore.LookupEntry(m_mapid);
197}
198
199void InstanceSave::DeleteFromDB()
200{
201    InstanceSaveManager::DeleteInstanceFromDB(GetInstanceId());
202}
203
204/* true if the instance save is still valid */
205bool InstanceSave::UnloadIfEmpty()
206{
207    if(m_playerList.empty() && m_groupList.empty())
208    {
209        if(!sInstanceSaveManager.lock_instLists)
210            sInstanceSaveManager.RemoveInstanceSave(GetInstanceId());
211        return false;
212    }
213    else
214        return true;
215}
216
217void InstanceSaveManager::_DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...)
218{
219    Tokens fieldTokens = StrSplit(fields, ", ");
220    assert(fieldTokens.size() != 0);
221
222    va_list ap;
223    char szQueryTail [MAX_QUERY_LEN];
224    va_start(ap, queryTail);
225    int res = vsnprintf( szQueryTail, MAX_QUERY_LEN, queryTail, ap );
226    va_end(ap);
227
228    QueryResult *result = db.PQuery("SELECT %s FROM %s %s", fields, table, szQueryTail);
229    if(result)
230    {
231        do
232        {
233            Field *fields = result->Fetch();
234            std::ostringstream ss;
235            for(size_t i = 0; i < fieldTokens.size(); i++)
236            {
237                std::string fieldValue = fields[i].GetCppString();
238                db.escape_string(fieldValue);
239                ss << (i != 0 ? " AND " : "") << fieldTokens[i] << " = '" << fieldValue << "'";
240            }
241            db.DirectPExecute("DELETE FROM %s WHERE %s", table, ss.str().c_str());
242        } while (result->NextRow());
243        delete result;
244    }
245}
246
247void InstanceSaveManager::CleanupInstances()
248{
249    uint64 now = (uint64)time(NULL);
250
251    barGoLink bar(2);
252    bar.step();
253
254    // load reset times and clean expired instances
255    sInstanceSaveManager.LoadResetTimes();
256
257    // clean character/group - instance binds with invalid group/characters
258    _DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN characters ON character_instance.guid = characters.guid WHERE characters.guid IS NULL");
259    _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");
260
261    // clean instances that do not have any players or groups bound to them
262    _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");
263
264    // clean invalid instance references in other tables
265    _DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN instance ON character_instance.instance = instance.id WHERE instance.id IS NULL");
266    _DelHelper(CharacterDatabase, "group_instance.leaderGuid, instance", "group_instance", "LEFT JOIN instance ON group_instance.instance = instance.id WHERE instance.id IS NULL");
267
268    // creature_respawn and gameobject_respawn are in another database
269    // first, obtain total instance set
270    std::set< uint32 > InstanceSet;
271    QueryResult *result = CharacterDatabase.PQuery("SELECT id FROM instance");
272    if( result )
273    {
274        do
275        {
276            Field *fields = result->Fetch();
277            InstanceSet.insert(fields[0].GetUInt32());
278        }
279        while (result->NextRow());
280        delete result;
281    }
282
283    // creature_respawn
284    result = WorldDatabase.PQuery("SELECT DISTINCT(instance) FROM creature_respawn WHERE instance <> 0");
285    if( result )
286    {
287        do
288        {
289            Field *fields = result->Fetch();
290            if(InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
291                WorldDatabase.DirectPExecute("DELETE FROM creature_respawn WHERE instance = '%u'", fields[0].GetUInt32());
292        }
293        while (result->NextRow());
294        delete result;
295    }
296
297    // gameobject_respawn
298    result = WorldDatabase.PQuery("SELECT DISTINCT(instance) FROM gameobject_respawn WHERE instance <> 0");
299    if( result )
300    {
301        do
302        {
303            Field *fields = result->Fetch();
304            if(InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
305                WorldDatabase.DirectPExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", fields[0].GetUInt32());
306        }
307        while (result->NextRow());
308        delete result;
309    }
310
311    bar.step();
312    sLog.outString();
313    sLog.outString( ">> Initialized %u instances", (uint32)InstanceSet.size());
314}
315
316void InstanceSaveManager::PackInstances()
317{
318    // this routine renumbers player instance associations in such a way so they start from 1 and go up
319    // TODO: this can be done a LOT more efficiently
320
321    // obtain set of all associations
322    std::set< uint32 > InstanceSet;
323
324    // all valid ids are in the instance table
325    // any associations to ids not in this table are assumed to be
326    // cleaned already in CleanupInstances
327    QueryResult *result = CharacterDatabase.PQuery("SELECT id FROM instance");
328    if( result )
329    {
330        do
331        {
332            Field *fields = result->Fetch();
333            InstanceSet.insert(fields[0].GetUInt32());
334        }
335        while (result->NextRow());
336        delete result;
337    }
338
339    barGoLink bar( InstanceSet.size() + 1);
340    bar.step();
341
342    uint32 InstanceNumber = 1;
343    // we do assume std::set is sorted properly on integer value
344    for (std::set< uint32 >::iterator i = InstanceSet.begin(); i != InstanceSet.end(); i++)
345    {
346        if (*i != InstanceNumber)
347        {
348            // remap instance id
349            WorldDatabase.PExecute("UPDATE creature_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
350            WorldDatabase.PExecute("UPDATE gameobject_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
351            CharacterDatabase.PExecute("UPDATE corpse SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
352            CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
353            CharacterDatabase.PExecute("UPDATE instance SET id = '%u' WHERE id = '%u'", InstanceNumber, *i);
354            CharacterDatabase.PExecute("UPDATE group_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
355        }
356
357        ++InstanceNumber;
358        bar.step();
359    }
360
361    sLog.outString();
362    sLog.outString( ">> Instance numbers remapped, next instance id is %u", InstanceNumber );
363}
364
365void InstanceSaveManager::LoadResetTimes()
366{
367    time_t now = time(NULL);
368    time_t today = (now / DAY) * DAY;
369
370    // NOTE: Use DirectPExecute for tables that will be queried later
371
372    // get the current reset times for normal instances (these may need to be updated)
373    // these are only kept in memory for InstanceSaves that are loaded later
374    // resettime = 0 in the DB for raid/heroic instances so those are skipped
375    typedef std::map<uint32, std::pair<uint32, uint64> > ResetTimeMapType;
376    ResetTimeMapType InstResetTime;
377    QueryResult *result = CharacterDatabase.PQuery("SELECT id, map, resettime FROM instance WHERE resettime > 0");
378    if( result )
379    {
380        do
381        {
382            if(uint64 resettime = (*result)[2].GetUInt64())
383            {
384                uint32 id = (*result)[0].GetUInt32();
385                uint32 mapid = (*result)[1].GetUInt32();
386                InstResetTime[id] = std::pair<uint32, uint64>(mapid, resettime);
387            }
388        }
389        while (result->NextRow());
390        delete result;
391
392        // update reset time for normal instances with the max creature respawn time + X hours
393        result = WorldDatabase.PQuery("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance");
394        if( result )
395        {
396            do
397            {
398                Field *fields = result->Fetch();
399                uint32 instance = fields[1].GetUInt32();
400                uint64 resettime = fields[0].GetUInt64() + 2 * HOUR;
401                ResetTimeMapType::iterator itr = InstResetTime.find(instance);
402                if(itr != InstResetTime.end() && itr->second.second != resettime)
403                {
404                    CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '"I64FMTD"' WHERE id = '%u'", resettime, instance);
405                    itr->second.second = resettime;
406                }
407            }
408            while (result->NextRow());
409            delete result;
410        }
411
412        // schedule the reset times
413        for(ResetTimeMapType::iterator itr = InstResetTime.begin(); itr != InstResetTime.end(); ++itr)
414            if(itr->second.second > now)
415                ScheduleReset(true, itr->second.second, InstResetEvent(0, itr->second.first, itr->first));
416    }
417
418    // load the global respawn times for raid/heroic instances
419    uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
420    m_resetTimeByMapId.resize(sMapStore.GetNumRows()+1);
421    result = CharacterDatabase.Query("SELECT mapid, resettime FROM instance_reset");
422    if(result)
423    {
424        do
425        {
426            Field *fields = result->Fetch();
427            uint32 mapid = fields[0].GetUInt32();
428            if(!objmgr.GetInstanceTemplate(mapid))
429            {
430                sLog.outError("InstanceSaveManager::LoadResetTimes: invalid mapid %u in instance_reset!", mapid);
431                CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u'", mapid);
432                continue;
433            }
434
435            // update the reset time if the hour in the configs changes
436            uint64 oldresettime = fields[1].GetUInt64();
437            uint64 newresettime = (oldresettime / DAY) * DAY + diff;
438            if(oldresettime != newresettime)
439                CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"I64FMTD"' WHERE mapid = '%u'", newresettime, mapid);
440
441            m_resetTimeByMapId[mapid] = newresettime;
442        } while(result->NextRow());
443        delete result;
444    }
445
446    // clean expired instances, references to them will be deleted in CleanupInstances
447    // must be done before calculating new reset times
448    _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);
449
450    // calculate new global reset times for expired instances and those that have never been reset yet
451    // add the global reset times to the priority queue
452    for(uint32 i = 0; i < sInstanceTemplate.MaxEntry; i++)
453    {
454        InstanceTemplate* temp = (InstanceTemplate*)objmgr.GetInstanceTemplate(i);
455        if(!temp) continue;
456        // only raid/heroic maps have a global reset time
457        const MapEntry* entry = sMapStore.LookupEntry(temp->map);
458        if(!entry || !entry->HasResetTime())
459            continue;
460
461        uint32 period = temp->reset_delay * DAY;
462        assert(period != 0);
463        time_t t = m_resetTimeByMapId[temp->map];
464        if(!t)
465        {
466            // initialize the reset time
467            t = today + period + diff;
468            CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','"I64FMTD"')", i, (uint64)t);
469        }
470
471        if(t < now)
472        {
473            // assume that expired instances have already been cleaned
474            // calculate the next reset time
475            t = (t / DAY) * DAY;
476            t += ((today - t) / period + 1) * period + diff;
477            CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"I64FMTD"' WHERE mapid = '%u'", (uint64)t, i);
478        }
479
480        m_resetTimeByMapId[temp->map] = t;
481
482        // schedule the global reset/warning
483        uint8 type = 1;
484        static int tim[4] = {3600, 900, 300, 60};
485        for(; type < 4; type++)
486            if(t - tim[type-1] > now) break;
487        ScheduleReset(true, t - tim[type-1], InstResetEvent(type, i));
488    }
489}
490
491void InstanceSaveManager::ScheduleReset(bool add, time_t time, InstResetEvent event)
492{
493    if(add) m_resetTimeQueue.insert(std::pair<time_t, InstResetEvent>(time, event));
494    else
495    {
496        // find the event in the queue and remove it
497        ResetTimeQueue::iterator itr;
498        std::pair<ResetTimeQueue::iterator, ResetTimeQueue::iterator> range;
499        range = m_resetTimeQueue.equal_range(time);
500        for(itr = range.first; itr != range.second; ++itr)
501            if(itr->second == event) { m_resetTimeQueue.erase(itr); return; }
502        // in case the reset time changed (should happen very rarely), we search the whole queue
503        if(itr == range.second)
504        {
505            for(itr = m_resetTimeQueue.begin(); itr != m_resetTimeQueue.end(); ++itr)
506                if(itr->second == event) { m_resetTimeQueue.erase(itr); return; }
507            if(itr == m_resetTimeQueue.end())
508                sLog.outError("InstanceSaveManager::ScheduleReset: cannot cancel the reset, the event(%d,%d,%d) was not found!", event.type, event.mapid, event.instanceId);
509        }
510    }
511}
512
513void InstanceSaveManager::Update()
514{
515    time_t now = time(NULL), t;
516    while(!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now)
517    {
518        InstResetEvent &event = m_resetTimeQueue.begin()->second;
519        if(event.type == 0)
520        {
521            // for individual normal instances, max creature respawn + X hours
522            _ResetInstance(event.mapid, event.instanceId);
523            m_resetTimeQueue.erase(m_resetTimeQueue.begin());
524        }
525        else
526        {
527            // global reset/warning for a certain map
528            time_t resetTime = GetResetTimeFor(event.mapid);
529            _ResetOrWarnAll(event.mapid, event.type != 4, resetTime - now);
530            if(event.type != 4)
531            {
532                // schedule the next warning/reset
533                event.type++;
534                static int tim[4] = {3600, 900, 300, 60};
535                ScheduleReset(true, resetTime - tim[event.type-1], event);
536            }
537            m_resetTimeQueue.erase(m_resetTimeQueue.begin());
538        }
539    }
540}
541
542void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
543{
544    // unbind all players bound to the instance
545    // do not allow UnbindInstance to automatically unload the InstanceSaves
546    lock_instLists = true;
547    InstanceSave::PlayerListType &pList = itr->second->m_playerList;
548    while(!pList.empty())
549    {
550        Player *player = *(pList.begin());
551        player->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
552    }
553    InstanceSave::GroupListType &gList = itr->second->m_groupList;
554    while(!gList.empty())
555    {
556        Group *group = *(gList.begin());
557        group->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
558    }
559    m_instanceSaveById.erase(itr++);
560    lock_instLists = false;
561}
562
563void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
564{
565    sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
566    Map *map = (MapInstanced*)MapManager::Instance().GetBaseMap(mapid);
567    if(!map->Instanceable())
568        return;
569
570    InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(instanceId);
571    if(itr != m_instanceSaveById.end()) _ResetSave(itr);
572    DeleteInstanceFromDB(instanceId);                       // even if save not loaded
573
574    Map* iMap = ((MapInstanced*)map)->FindMap(instanceId);
575    if(iMap && iMap->IsDungeon()) ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
576    else objmgr.DeleteRespawnTimeForInstance(instanceId);   // even if map is not loaded
577}
578
579void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLeft)
580{
581    // global reset for all instances of the given map
582    // note: this isn't fast but it's meant to be executed very rarely
583    Map *map = (MapInstanced*)MapManager::Instance().GetBaseMap(mapid);
584    if(!map->Instanceable())
585        return;
586    uint64 now = (uint64)time(NULL);
587
588    if(!warn)
589    {
590        // this is called one minute before the reset time
591        InstanceTemplate* temp = (InstanceTemplate*)objmgr.GetInstanceTemplate(mapid);
592        if(!temp || !temp->reset_delay)
593        {
594            sLog.outError("InstanceSaveManager::ResetOrWarnAll: no instance template or reset delay for map %d", mapid);
595            return;
596        }
597
598        // remove all binds to instances of the given map
599        for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();)
600        {
601            if(itr->second->GetMapId() == mapid)
602                _ResetSave(itr);
603            else
604                ++itr;
605        }
606
607        // delete them from the DB, even if not loaded
608        CharacterDatabase.BeginTransaction();
609        CharacterDatabase.PExecute("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u'", mapid);
610        CharacterDatabase.PExecute("DELETE FROM group_instance USING group_instance LEFT JOIN instance ON group_instance.instance = id WHERE map = '%u'", mapid);
611        CharacterDatabase.PExecute("DELETE FROM instance WHERE map = '%u'", mapid);
612        CharacterDatabase.CommitTransaction();
613
614        // calculate the next reset time
615        uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
616        uint32 period = temp->reset_delay * DAY;
617        uint64 next_reset = ((now + timeLeft + MINUTE) / DAY * DAY) + period + diff;
618        // update it in the DB
619        CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"I64FMTD"' WHERE mapid = '%d'", next_reset, mapid);
620    }
621
622    MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
623    MapInstanced::InstancedMaps::iterator mitr;
624    for(mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
625    {
626        Map *map = mitr->second;
627        if(!map->IsDungeon()) continue;
628        if(warn) ((InstanceMap*)map)->SendResetWarnings(timeLeft);
629        else ((InstanceMap*)map)->Reset(INSTANCE_RESET_GLOBAL);
630    }
631
632    // TODO: delete creature/gameobject respawn times even if the maps are not loaded
633}
634
635uint32 InstanceSaveManager::GetNumBoundPlayersTotal()
636{
637    uint32 ret = 0;
638    for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
639        ret += itr->second->GetPlayerCount();
640    return ret;
641}
642
643uint32 InstanceSaveManager::GetNumBoundGroupsTotal()
644{
645    uint32 ret = 0;
646    for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
647        ret += itr->second->GetGroupCount();
648    return ret;
649}
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