Esempio n. 1
0
/*
- adding instance into manager
- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
*/
InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, 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: wrong 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)
            resetTime = m_Scheduler.GetResetTimeFor(mapId);
        else
        {
            resetTime = time(NULL) + 2 * HOUR;
            // normally this will be removed soon after in InstanceMap::Add, prevent error
            m_Scheduler.ScheduleReset(true, resetTime, InstanceResetEvent(RESET_EVENT_DUNGEON, mapId, instanceId));
        }
    }

    DEBUG_LOG("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);

    save = new InstanceSave(mapId, instanceId, resetTime, canReset);
    if(!load) save->SaveToDB();

    m_instanceSaveById[instanceId] = save;
    return save;
}
Esempio n. 2
0
/*
- adding instance into manager
- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
*/
InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load)
{
    if(InstanceSave *old_save = GetInstanceSave(instanceId))
        return old_save;

    const MapEntry* entry = sMapStore.LookupEntry(mapId);
    if (!entry)
    {
        sLog.outError("InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId);
        return NULL;
    }

    if (instanceId == 0)
    {
        sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId);
        return NULL;
    }

    if (difficulty >= (entry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY))
    {
        sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty);
        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 > DUNGEON_DIFFICULTY_NORMAL)
            resetTime = m_Scheduler.GetResetTimeFor(mapId,difficulty);
        else
        {
            resetTime = time(NULL) + 2 * HOUR;
            // normally this will be removed soon after in InstanceMap::Add, prevent error
            m_Scheduler.ScheduleReset(true, resetTime, InstanceResetEvent(0, mapId, difficulty, instanceId));
        }
    }

    DEBUG_LOG("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);

    InstanceSave *save = new InstanceSave(mapId, instanceId, difficulty, resetTime, canReset);
    if(!load) save->SaveToDB();

    m_instanceSaveById[instanceId] = save;
    return save;
}
Esempio n. 3
0
void InstanceResetScheduler::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::pair<uint32 /*PAIR32(map,difficulty)*/, time_t> ResetTimeMapDiffType;
    typedef std::map<uint32, ResetTimeMapDiffType> InstResetTimeMapDiffType;
    InstResetTimeMapDiffType instResetTime;

    // index instance ids by map/difficulty pairs for fast reset warning send
    typedef std::multimap<uint32 /*PAIR32(map,difficulty)*/, uint32 /*instanceid*/ > ResetTimeMapDiffInstances;
    ResetTimeMapDiffInstances mapDiffResetInstances;

    QueryResult *result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance WHERE resettime > 0");
    if( result )
    {
        do
        {
            if(time_t resettime = time_t((*result)[3].GetUInt64()))
            {
                uint32 id = (*result)[0].GetUInt32();
                uint32 mapid = (*result)[1].GetUInt32();
                uint32 difficulty = (*result)[2].GetUInt32();
                instResetTime[id] = ResetTimeMapDiffType(MAKE_PAIR32(mapid,difficulty), resettime);
                mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid,difficulty),id));
            }
        }
        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();
                time_t resettime = time_t(fields[0].GetUInt64() + 2 * HOUR);
                InstResetTimeMapDiffType::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(InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
            if(itr->second.second > now)
                ScheduleReset(true, itr->second.second, InstanceResetEvent(0, PAIR32_LOPART(itr->second.first),Difficulty(PAIR32_HIPART(itr->second.first)),itr->first));
    }

    // load the global respawn times for raid/heroic instances
    uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
    result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset");
    if(result)
    {
        do
        {
            Field *fields = result->Fetch();
            uint32 mapid = fields[0].GetUInt32();
            Difficulty difficulty = Difficulty(fields[1].GetUInt32());
            uint64 oldresettime = fields[2].GetUInt64();

            MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
            if(!mapDiff)
            {
                sLog.outError("InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);
                CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u' AND difficulty = '%u'", mapid,difficulty);
                continue;
            }

            // update the reset time if the hour in the configs changes
            uint64 newresettime = (oldresettime / DAY) * DAY + diff;
            if(oldresettime != newresettime)
                CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", newresettime, mapid, difficulty);

            SetResetTimeFor(mapid,difficulty,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(MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
    {
        uint32 map_diff_pair = itr->first;
        uint32 mapid = PAIR32_LOPART(map_diff_pair);
        Difficulty difficulty = Difficulty(PAIR32_HIPART(map_diff_pair));
        MapDifficulty const* mapDiff = &itr->second;
        if (!mapDiff->resetTime)
            continue;

        // the reset_delay must be at least one day
        uint32 period =  uint32(mapDiff->resetTime / DAY * sWorld.getConfig(CONFIG_FLOAT_RATE_INSTANCE_RESET_TIME)) * DAY;
        if (period < DAY)
            period = DAY;

        time_t t = GetResetTimeFor(mapid,difficulty);
        if(!t)
        {
            // initialize the reset time
            t = today + period + diff;
            CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','%u','"UI64FMTD"')", mapid, difficulty, (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 = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty= '%u'", (uint64)t, mapid, difficulty);
        }

        SetResetTimeFor(mapid,difficulty,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;

        for(ResetTimeMapDiffInstances::const_iterator in_itr = mapDiffResetInstances.lower_bound(map_diff_pair);
            in_itr != mapDiffResetInstances.upper_bound(map_diff_pair); ++in_itr)
        {
            ScheduleReset(true, t - tim[type-1], InstanceResetEvent(type, mapid, difficulty, in_itr->second));
        }
    }
}
Esempio n. 4
0
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, uint32 resetTime)
{
    // global reset for all instances of the given map
    MapEntry const *mapEntry = sMapStore.LookupEntry(mapid);
    if (!mapEntry->Instanceable())
        return;

    time_t now = time(NULL);
    uint32 timeLeft = resetTime - now;

    if (!warn)
    {
        MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
        if (!mapDiff || !mapDiff->resetTime)
        {
            sLog.outError("InstanceSaveManager::ResetOrWarnAll: not valid difficulty or no 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 && itr->second->GetDifficulty() == difficulty)
                _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();

        // all needed values are already in resetTime
        uint32 next_reset = resetTime + InstanceResetScheduler::GetMaxResetTimeFor(mapDiff);
        // update it in the DB
        CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d' AND difficulty = '%d'", (uint64)next_reset, mapid, difficulty);
        m_Scheduler.SetResetTimeFor(mapid, difficulty, (time_t)next_reset);
        m_Scheduler.ScheduleReset(true, next_reset-3600, InstanceResetEvent(RESET_EVENT_INFORM_1, mapid, difficulty, 0));
    }

    // note: this isn't fast but it's meant to be executed very rarely
    Map const *map = sMapMgr.CreateBaseMap(mapid);          // _not_ include difficulty
    MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
    MapInstanced::InstancedMaps::iterator mitr;
    for(mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
    {
        Map *map2 = mitr->second;
        if (!map2->IsDungeon())
            continue;

        if (warn)
            ((InstanceMap*)map2)->SendResetWarnings(timeLeft);
        else
            ((InstanceMap*)map2)->Reset(INSTANCE_RESET_GLOBAL);
    }

    // TODO: delete creature/gameobject respawn times even if the maps are not loaded
}
Esempio n. 5
0
void InstanceResetScheduler::LoadResetTimes()
{
    time_t now = time(NULL);
    time_t today = (now / DAY) * DAY;
    time_t oldest_reset_time = now;

    // 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::pair<uint32 /*PAIR32(map,difficulty)*/, time_t> ResetTimeMapDiffType;
    typedef std::map<uint32, ResetTimeMapDiffType> InstResetTimeMapDiffType;
    InstResetTimeMapDiffType instResetTime;

    QueryResult *result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance WHERE resettime > 0");
    if( result )
    {
        do
        {
            if(time_t resettime = time_t((*result)[3].GetUInt64()))
            {
                uint32 id = (*result)[0].GetUInt32();
                uint32 mapid = (*result)[1].GetUInt32();
                uint32 difficulty = (*result)[2].GetUInt32();
                instResetTime[id] = ResetTimeMapDiffType(MAKE_PAIR32(mapid,difficulty), 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();
                uint32 instance = fields[1].GetUInt32();
                time_t resettime = time_t(fields[0].GetUInt64() + 2 * HOUR);
                InstResetTimeMapDiffType::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(InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
            if(itr->second.second > now)
                ScheduleReset(true, itr->second.second, InstanceResetEvent(RESET_EVENT_DUNGEON, PAIR32_LOPART(itr->second.first),Difficulty(PAIR32_HIPART(itr->second.first)),itr->first));
    }

    // load the global respawn times for raid/heroic instances
    uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
    result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset");
    if(result)
    {
        do
        {
            Field *fields = result->Fetch();
            uint32 mapid = fields[0].GetUInt32();
            Difficulty difficulty = Difficulty(fields[1].GetUInt32());
            uint64 oldresettime = fields[2].GetUInt64();

            MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
            if(!mapDiff)
            {
                sLog.outError("InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);
                CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u' AND difficulty = '%u'", mapid,difficulty);
                continue;
            }

            // update the reset time if the hour in the configs changes
            uint32 offset = sMapStore.LookupEntry(mapid)->instanceResetOffset;
            uint64 start_point = INSTANCE_RESET_SCHEDULE_START_TIME + offset + diff;
            uint64 newresettime = start_point + uint32((oldresettime - start_point) / DAY) * DAY;
            if(oldresettime != newresettime)
                CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", newresettime, mapid, difficulty);

            SetResetTimeFor(mapid,difficulty,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(MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
    {
        uint32 map_diff_pair = itr->first;
        uint32 mapid = PAIR32_LOPART(map_diff_pair);
        Difficulty difficulty = Difficulty(PAIR32_HIPART(map_diff_pair));
        MapDifficulty const* mapDiff = &itr->second;

        // skip mapDiff without global reset time
        if (!mapDiff->resetTime)
            continue;

        uint32 period = GetMaxResetTimeFor(mapDiff);
        time_t t = GetResetTimeFor(mapid,difficulty);
        if(!t || t < now)
        {
            bool existsInDB = bool(t);
            uint32 offset = sMapStore.LookupEntry(mapid)->instanceResetOffset;
            uint64 start_point = INSTANCE_RESET_SCHEDULE_START_TIME + offset + diff;
            t = start_point + uint32(ceil(float(now - start_point) / period) * period);

            if(existsInDB)
                CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty= '%u'", (uint64)t, mapid, difficulty);
            else
                CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','%u','"UI64FMTD"')", mapid, difficulty, (uint64)t);
        }

        SetResetTimeFor(mapid,difficulty,t);

        // schedule the global reset/warning
        ResetEventType type = RESET_EVENT_INFORM_1;
        for(; type < RESET_EVENT_INFORM_LAST; type = ResetEventType(type+1))
            if(t - resetEventTypeDelay[type] > now)
                break;

        ScheduleReset(true, t - resetEventTypeDelay[type], InstanceResetEvent(type, mapid, difficulty, 0));
    }
}
Esempio n. 6
0
void InstanceResetScheduler::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 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();
                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 = 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();
                time_t resettime = time_t(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 = '"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, InstanceResetEvent(RESET_EVENT_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();
            if(!ObjectMgr::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 = '"UI64FMTD"' 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
    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.MaxEntry; i++)
    {
        // only raid maps have a global reset time
        InstanceTemplate const* temp = ObjectMgr::GetInstanceTemplate(i);
        if(!temp || !temp->reset_delay)
            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)
        {
            // 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);
        }

        m_resetTimeByMapId[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 - resetEventTypeDelay[type] > now)
                break;

        ScheduleReset(true, t - resetEventTypeDelay[type], InstanceResetEvent(type, temp->map, 0));
    }
}