void DungeonResetScheduler::ResetAllRaid()
{
    time_t now = time(nullptr);
    ResetTimeQueue rTQ;
    rTQ.clear();

    time_t timeleft = resetEventTypeDelay[RESET_EVENT_FORCED_INFORM_1];

    for (ResetTimeQueue::iterator itr = m_resetTimeQueue.begin(); itr != m_resetTimeQueue.end(); ++itr)
    {
        DungeonResetEvent& event = itr->second;

        // we only reset raid dungeon
        if (event.type == RESET_EVENT_NORMAL_DUNGEON)
        {
            rTQ.insert(std::pair<time_t, DungeonResetEvent>(itr->first, event));
            continue;
        }
        event.type = RESET_EVENT_FORCED_INFORM_1;
        time_t next_reset = now + timeleft;
        SetResetTimeFor(event.mapid, next_reset);
        rTQ.insert(std::pair<time_t, DungeonResetEvent>(now, event));
    }
    m_resetTimeQueue = rTQ;
}
Esempio n. 2
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void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, uint32 timeLeft)
{
    // global reset for all instances of the given map
    MapEntry const *mapEntry = sMapStore.LookupEntry(mapid);
    if (!mapEntry->Instanceable())
        return;

    time_t now = time(NULL);
	time_t today = (now / DAY) * DAY;

    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();

        // calculate the next reset time
        time_t next_reset = InstanceSaveManager::CalculateNextResetTime(mapDiff, now + timeLeft);
        // update it in the DB
        CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d' AND difficulty = '%d'", next_reset, mapid, difficulty);

		SetResetTimeFor(mapid,difficulty,(uint64)next_reset);
		ScheduleReset(true, next_reset-3600, InstResetEvent(RESET_EVENT_INFORM_1, mapid, difficulty, -1));
    }

    // 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
}
void DungeonResetScheduler::Update()
{
    time_t now = time(nullptr);
    while (!m_resetTimeQueue.empty() && m_resetTimeQueue.begin()->first < now)
    {
        DungeonResetEvent& event = m_resetTimeQueue.begin()->second;
        if (event.type == RESET_EVENT_NORMAL_DUNGEON)
        {
            // for individual normal instances, max creature respawn + X hours
            m_InstanceSaves._ResetInstance(event.mapid, event.instanceId);
        }
        else
        {
            // global reset/warning for a certain map
            time_t resetTime = GetResetTimeFor(event.mapid);
            uint32 timeLeft = uint32(std::max(int32(resetTime - now), 0));
            bool warn = event.type != RESET_EVENT_INFORM_LAST && event.type != RESET_EVENT_FORCED_INFORM_LAST;
            m_InstanceSaves._ResetOrWarnAll(event.mapid, warn, timeLeft);
            if (event.type != RESET_EVENT_INFORM_LAST && event.type != RESET_EVENT_FORCED_INFORM_LAST)
            {
                // schedule the next warning/reset
                event.type = ResetEventType(event.type + 1);
                ScheduleReset(true, resetTime - resetEventTypeDelay[event.type], event);
            }
            else
            {
                // re-schedule the next/new global reset/warning
                // calculate the next reset time
                InstanceTemplate const* instanceTemplate = ObjectMgr::GetInstanceTemplate(event.mapid);
                MANGOS_ASSERT(instanceTemplate);

                time_t next_reset = DungeonResetScheduler::CalculateNextResetTime(instanceTemplate, resetTime);

                CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u'", uint64(next_reset), uint32(event.mapid));

                SetResetTimeFor(event.mapid, next_reset);

                ResetEventType type = RESET_EVENT_INFORM_1;
                for (; type < RESET_EVENT_INFORM_LAST; type = ResetEventType(type + 1))
                    if (next_reset > time_t(now + resetEventTypeDelay[type]))
                        break;

                // add new scheduler event to the queue
                event.type = type;
                ScheduleReset(true, next_reset - resetEventTypeDelay[event.type], event);
            }
        }
        m_resetTimeQueue.erase(m_resetTimeQueue.begin());
    }
}
void DungeonResetScheduler::Update()
{
    time_t now = time(NULL);
    while(!m_resetTimeQueue.empty() && (m_resetTimeQueue.begin()->first) < now)
    {
        DungeonResetEvent &event = m_resetTimeQueue.begin()->second;
        if (event.type == RESET_EVENT_NORMAL_DUNGEON)
        {
            // for individual normal instances, max creature respawn + X hours
            m_InstanceSaves._ResetInstance(event.mapid, event.instanceId);
        }
        else
        {
            // global reset/warning for a certain map
            time_t resetTime = GetResetTimeFor(event.mapid,event.difficulty);
            //MapDifficultyEntry const* mapDiff = GetMapDifficultyData(event.mapid,event.difficulty);

            m_InstanceSaves._ResetOrWarnAll(event.mapid, event.difficulty, event.type != RESET_EVENT_INFORM_LAST, resetTime);
            if(event.type != RESET_EVENT_INFORM_LAST)
            {
                // schedule the next warning/reset
                event.type = ResetEventType(event.type+1);
                ScheduleReset(true, resetTime - resetEventTypeDelay[event.type], event);
            }
            else
            {
                // re-schedule the next/new global reset/warning
                // calculate the next reset time
                MapDifficultyEntry const* mapDiff = GetMapDifficultyData(event.mapid,event.difficulty);
                MANGOS_ASSERT(mapDiff);

                time_t next_reset = DungeonResetScheduler::CalculateNextResetTime(mapDiff);

                CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u' AND difficulty = '%u'", uint64(next_reset), uint32(event.mapid), uint32(event.difficulty));

                SetResetTimeFor(event.mapid, event.difficulty, next_reset);

                ResetEventType type = RESET_EVENT_INFORM_1;
                for (; type < RESET_EVENT_INFORM_LAST; type = ResetEventType(type+1))
                    if (next_reset > time_t(now + resetEventTypeDelay[type]))
                        break;

                // add new scheduler event to the queue
                event.type = type;
                ScheduleReset(true, next_reset - resetEventTypeDelay[event.type], event);
            }
        }
        m_resetTimeQueue.erase(m_resetTimeQueue.begin());
    }
}
Esempio n. 5
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void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t 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);

    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
        SQLTransaction trans = CharacterDatabase.BeginTransaction();

        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_MAP_DIFF);
        stmt->setUInt16(0, uint16(mapid));
        stmt->setUInt8(1, uint8(difficulty));
        trans->Append(stmt);

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_MAP_DIFF);
        stmt->setUInt16(0, uint16(mapid));
        stmt->setUInt8(1, uint8(difficulty));
        trans->Append(stmt);

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INSTANCE_BY_MAP_DIFF);
        stmt->setUInt16(0, uint16(mapid));
        stmt->setUInt8(1, uint8(difficulty));
        trans->Append(stmt);

        CharacterDatabase.CommitTransaction(trans);

        // calculate the next reset time
        uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;

        uint32 period = uint32(((mapDiff->resetTime * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY);
        if (period < DAY)
            period = DAY;

        uint32 next_reset = uint32(((resetTime + MINUTE) / DAY * DAY) + period + diff);

        SetResetTimeFor(mapid, difficulty, next_reset);
        ScheduleReset(true, time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty, 0));

        // Update it in the DB
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);

        stmt->setUInt32(0, next_reset);
        stmt->setUInt16(1, uint16(mapid));
        stmt->setUInt8(2, uint8(difficulty));

        CharacterDatabase.Execute(stmt);
    }

    // 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;
    uint32 timeLeft;

    for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
    {
        Map* map2 = mitr->second;
        if (!map2->IsDungeon())
            continue;

        if (warn)
        {
            if (now <= resetTime)
                timeLeft = 0;
            else
                timeLeft = uint32(now - resetTime);

            ((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. 6
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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::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 ORDER BY id ASC");
    if (result)
    {
        do
        {
            Field* fields = result->Fetch();

            uint32 instanceId = fields[0].GetUInt32();

            // Instances are pulled in ascending order from db and nextInstanceId is initialized with 1,
            // so if the instance id is used, increment until we find the first unused one for a potential new instance
            if (sMapMgr->GetNextInstanceId() == instanceId)
                sMapMgr->SetNextInstanceId(instanceId + 1);

            // Mark instance id as being used
            sMapMgr->RegisterInstanceId(instanceId);

            if (time_t resettime = time_t(fields[3].GetUInt32()))
            {
                uint32 mapid = fields[1].GetUInt16();
                uint32 difficulty = fields[2].GetUInt8();

                instResetTime[instanceId] = ResetTimeMapDiffType(MAKE_PAIR32(mapid, difficulty), resettime);
                mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid, difficulty), instanceId));
            }
        }
        while (result->NextRow());

        // update reset time for normal instances with the max creature respawn time + X hours
        if (PreparedQueryResult result2 = CharacterDatabase.Query(CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAX_CREATURE_RESPAWNS)))
        {
            do
            {
                Field* fields = result2->Fetch();
                uint32 instance = fields[1].GetUInt32();
                time_t resettime = time_t(fields[0].GetUInt32() + 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());
        }

        // schedule the reset times
        for (InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
            if (itr->second.second > now)
                ScheduleReset(true, itr->second.second, InstResetEvent(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->getIntConfig(CONFIG_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].GetUInt16();
            Difficulty difficulty = Difficulty(fields[1].GetUInt8());
            uint64 oldresettime = fields[2].GetUInt32();

            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 = '%u' WHERE mapid = '%u' AND difficulty = '%u'", uint32(newresettime), mapid, difficulty);

            SetResetTimeFor(mapid, difficulty, newresettime);
        } while (result->NextRow());
    }

    ResetTimeMapDiffInstances::const_iterator in_itr;

    // 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 * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * 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', '%u')", mapid, difficulty, (uint32)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;
        for (type = 1; type < 4; ++type)
            if (t - ResetTimeDelay[type-1] > now)
                break;

        ScheduleReset(true, t - ResetTimeDelay[type-1], InstResetEvent(type, mapid, difficulty, 0));

        for (in_itr = mapDiffResetInstances.lower_bound(map_diff_pair); in_itr != mapDiffResetInstances.upper_bound(map_diff_pair); ++in_itr)
            ScheduleReset(true, t - ResetTimeDelay[type-1], InstResetEvent(type, mapid, difficulty, in_itr->second));
    }
}
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t 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);

    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;
        }

        // calculate the next reset time
        uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;

        uint32 period = uint32(((mapDiff->resetTime * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY);
        if (period < DAY)
            period = DAY;

        uint32 next_reset = uint32(((resetTime + MINUTE) / DAY * DAY) + period + diff);
        SetResetTimeFor(mapid, difficulty, next_reset);
        SetExtendedResetTimeFor(mapid, difficulty, next_reset + period);
        ScheduleReset(time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty));

        // update it in the DB
        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
        stmt->setUInt32(0, next_reset);
        stmt->setUInt16(1, uint16(mapid));
        stmt->setUInt8(2, uint8(difficulty));
        CharacterDatabase.Execute(stmt);

        // remove all binds to instances of the given map and delete from db (delete per instance id, no mass deletion!)
        // do this after new reset time is calculated
        for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(), itr2; itr != m_instanceSaveById.end(); )
        {
            itr2 = itr++;
            if (itr2->second->GetMapId() == mapid && itr2->second->GetDifficulty() == difficulty)
                _ResetSave(itr2);
        }
    }

    // now loop all existing maps to warn / reset
    Map const* map = sMapMgr->CreateBaseMap(mapid);
    MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
    MapInstanced::InstancedMaps::iterator mitr;
    uint32 timeLeft;

    for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
    {
        Map* map2 = mitr->second;
        if (!map2->IsDungeon() || map2->GetDifficulty() != difficulty)
            continue;

        if (warn)
        {
            if (now >= resetTime)
                timeLeft = 0;
            else
                timeLeft = uint32(resetTime - now);

            map2->ToInstanceMap()->SendResetWarnings(timeLeft);
        }
        else
        {
            InstanceSave* save = GetInstanceSave(map2->GetInstanceId());
            map2->ToInstanceMap()->Reset(INSTANCE_RESET_GLOBAL, (save ? &(save->m_playerList) : NULL));
        }
    }
}
void InstanceSaveManager::LoadResetTimes()
{
    time_t now = time(NULL);
    time_t today = (now / DAY) * DAY;

    // load the global respawn times for raid/heroic instances
    uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
    QueryResult result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset");
    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            uint32 mapid = fields[0].GetUInt16();
            Difficulty difficulty = Difficulty(fields[1].GetUInt8());
            uint64 resettime = fields[2].GetUInt32();

            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;
            }

            SetResetTimeFor(mapid, difficulty, resettime);
        } while (result->NextRow());
    }

    // 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 * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY);
        if (period < DAY)
            period = DAY;

        time_t t = GetResetTimeFor(mapid, difficulty);
        if (!t)
        {
            // initialize the reset time
            t = today + period + diff;
            SetResetTimeFor(mapid, difficulty, t);
            CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u', '%u', '%u')", mapid, difficulty, (uint32)t);
        }
        SetExtendedResetTimeFor(mapid, difficulty, t + period);

        // schedule the global reset/warning
        uint8 type;
        for (type = 1; type < 5; ++type)
            if (now + ResetTimeDelay[type-1] < t)
                break;

        ScheduleReset(t - ResetTimeDelay[type-1], InstResetEvent(type, mapid, difficulty));
    }
}
Esempio n. 9
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. 10
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));
    }
}
void DungeonResetScheduler::LoadResetTimes()
{
    time_t now = time(nullptr);
    time_t today = (now / DAY) * DAY;
    time_t nextWeek = today + (7 * DAY);

    // NOTE: Use DirectPExecute for tables that will be queried later

    // get the current reset times for normal instances (these may need to be updated)
    // these are only kept in memory for InstanceSaves that are loaded later
    // resettime = 0 in the DB for raid/heroic instances so those are skipped
    typedef std::map<uint32, std::pair<uint32, time_t> > ResetTimeMapType;
    ResetTimeMapType InstResetTime;

    QueryResult* result = CharacterDatabase.Query("SELECT id, map, resettime FROM instance WHERE resettime > 0");
    if (result)
    {
        do
        {
            if (time_t resettime = time_t((*result)[2].GetUInt64()))
            {
                uint32 id = (*result)[0].GetUInt32();
                uint32 mapid = (*result)[1].GetUInt32();

                MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);

                if (!mapEntry || !mapEntry->IsDungeon())
                {
                    sMapPersistentStateMgr.DeleteInstanceFromDB(id);
                    continue;
                }

                InstResetTime[id] = std::pair<uint32, uint64>(mapid, resettime);
            }
        }
        while (result->NextRow());
        delete result;

        // update reset time for normal instances with the max creature respawn time + X hours
        result = CharacterDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance");
        if (result)
        {
            do
            {
                Field* fields = result->Fetch();

                time_t resettime    = time_t(fields[0].GetUInt64() + 2 * HOUR);
                uint32 instance     = fields[1].GetUInt32();

                ResetTimeMapType::iterator itr = InstResetTime.find(instance);
                if (itr != InstResetTime.end() && itr->second.second != resettime)
                {
                    CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '" UI64FMTD "' WHERE id = '%u'", uint64(resettime), instance);
                    itr->second.second = resettime;
                }
            }
            while (result->NextRow());
            delete result;
        }

        // schedule the reset times
        for (ResetTimeMapType::iterator itr = InstResetTime.begin(); itr != InstResetTime.end(); ++itr)
            if (itr->second.second > now)
                ScheduleReset(true, itr->second.second, DungeonResetEvent(RESET_EVENT_NORMAL_DUNGEON, itr->second.first, itr->first));
    }

    // load the global respawn times for raid/heroic instances
    uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
    m_resetTimeByMapId.resize(sMapStore.GetNumRows() + 1);
    result = CharacterDatabase.Query("SELECT mapid, resettime FROM instance_reset");
    if (result)
    {
        do
        {
            Field* fields = result->Fetch();

            uint32 mapid            = fields[0].GetUInt32();

            MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);

            if (!mapEntry || !mapEntry->IsDungeon() || !ObjectMgr::GetInstanceTemplate(mapid))
            {
                sLog.outError("MapPersistentStateManager::LoadResetTimes: invalid mapid %u in instance_reset!", mapid);
                CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u'", mapid);
                continue;
            }

            // update the reset time if the hour in the configs changes
            uint64 oldresettime = fields[1].GetUInt64();
            uint64 newresettime = (oldresettime / DAY) * DAY + diff;
            if (oldresettime != newresettime)
                CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u'", newresettime, mapid);

            SetResetTimeFor(mapid, newresettime);
        }
        while (result->NextRow());
        delete result;
    }

    // clean expired instances, references to them will be deleted in CleanupInstances
    // must be done before calculating new reset times
    m_InstanceSaves._CleanupExpiredInstancesAtTime(now);

    // calculate new global reset times for expired instances and those that have never been reset yet
    // add the global reset times to the priority queue
    for (uint32 i = 0; i < sInstanceTemplate.GetMaxEntry(); i++)
    {
        InstanceTemplate const* temp = ObjectMgr::GetInstanceTemplate(i);
        if (!temp)
            continue;

        // only raid/heroic maps have a global reset time
        MapEntry const* mapEntry = sMapStore.LookupEntry(temp->map);
        if (!mapEntry || !mapEntry->IsDungeon() || !mapEntry->HasResetTime())
            continue;

        uint32 period = GetMaxResetTimeFor(temp);
        time_t t = GetResetTimeFor(temp->map);
        if (!t)
        {
            // initialize the reset time
            // generate time by config on first server launch
            tm localTm = *localtime(&now);
            localTm.tm_hour = sWorld.getConfig(CONFIG_UINT32_QUEST_DAILY_RESET_HOUR);
            localTm.tm_min = 0;
            localTm.tm_sec = 0;
            if (period > DAY) // resets bigger than 1 day start on config day
                localTm.tm_mday += ((7 - localTm.tm_wday + sWorld.getConfig(CONFIG_UINT32_ARENA_FIRST_RESET_DAY)) % 7);
            else // resets day and less start on next day
                localTm.tm_mday += 1;
            localTm.tm_isdst = -1;
            t = mktime(&localTm);
            CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','" UI64FMTD "')", temp->map, (uint64)t);
        }

        if (t < now || t > nextWeek)
        {
            // assume that expired instances have already been cleaned
            // calculate the next reset time
            t = (t / DAY) * DAY;
            t += ((today - t) / period + 1) * period + diff;
            CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u'", (uint64)t, temp->map);
        }

        SetResetTimeFor(temp->map, t);

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

        ScheduleReset(true, t - resetEventTypeDelay[type], DungeonResetEvent(type, temp->map, 0));
    }
}
Esempio n. 12
0
void DungeonResetScheduler::LoadResetTimes()
{
    time_t const now = time(NULL);
    time_t const today = (now / DAY) * DAY;
    time_t const nextWeek = today + (7 * DAY);

    // NOTE: Use DirectPExecute for tables that will be queried later

    // get the current reset times for normal instances (these may need to be updated)
    // these are only kept in memory for InstanceSaves that are loaded later
    // resettime = 0 in the DB for raid/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();

                MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
                MapDifficultyEntry const* mapDiff = GetMapDifficultyData(mapid,Difficulty(difficulty));

                if (!mapEntry || !mapEntry->IsDungeon() || !mapDiff)
                {
                    sMapPersistentStateMgr.DeleteInstanceFromDB(id);
                    continue;
                }
                //if in DBC no resettime - sedule resettime from DB
                if (!mapDiff->resetTime)
                    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();

                time_t resettime    = time_t(fields[0].GetUInt64() + 2 * HOUR);
                uint32 instance     = fields[1].GetUInt32();

                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, DungeonResetEvent(RESET_EVENT_NORMAL_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();

            time_t oldresettime;
            uint32 mapid = fields[0].GetUInt32();
            Difficulty difficulty = Difficulty(fields[1].GetUInt32());
            uint64 _oldresettime = fields[2].GetUInt64();

            if (_oldresettime > uint64(time(NULL) + INSTANCE_MAX_RESET_OFFSET))
            {
                MapDifficultyEntry const* mapDiff = GetMapDifficultyData(mapid,Difficulty(difficulty));
                oldresettime = DungeonResetScheduler::CalculateNextResetTime(mapDiff);
                sLog.outErrorDb("Wrong reset time in group_instance corrected to: %ld", oldresettime);
            }
            else
                oldresettime = time_t(_oldresettime);

            MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);

            if (!mapEntry || !mapEntry->IsDungeon() || !GetMapDifficultyData(mapid,difficulty))
            {
                sLog.outError("MapPersistentStateManager::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
            time_t newresettime = (oldresettime / DAY) * DAY + diff;
            if(oldresettime != newresettime && newresettime > now)
                CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u' AND difficulty = '%u'", (uint64)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));
        MapDifficultyEntry const* mapDiff = itr->second;

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

        MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
        if (!mapEntry || !mapEntry->IsDungeon())
            continue;

        //time_t period = GetMaxResetTimeFor(mapDiff);

        time_t t = GetResetTimeFor(mapid,difficulty);

        if (!t || t < now || t > nextWeek)
        {
            t = CalculateNextResetTime(mapDiff);
            CharacterDatabase.DirectPExecute("REPLACE 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 > time_t(now + resetEventTypeDelay[type]))
                break;

        ScheduleReset(true, t - resetEventTypeDelay[type], DungeonResetEvent(type, mapid, difficulty, 0));
    }
}
Esempio n. 13
0
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 instances so those are skipped
    typedef std::pair<uint32, time_t> ResetTimeMapDiffType;
    typedef std::map<uint32, ResetTimeMapDiffType> InstResetTimeMapDiffType;
    InstResetTimeMapDiffType instResetTime;

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

    QueryResult result = CharacterDatabase.Query("SELECT id, map, resettime FROM instance ORDER BY id ASC");
    if (result)
    {
        do
        {
            Field* fields = result->Fetch();

            uint32 instanceId = fields[0].GetUInt32();

            // Instances are pulled in ascending order from db and nextInstanceId is initialized with 1,
            // so if the instance id is used, increment until we find the first unused one for a potential new instance
            if (sMapMgr->GetNextInstanceId() == instanceId)
                sMapMgr->SetNextInstanceId(instanceId + 1);

            // Mark instance id as being used
            sMapMgr->RegisterInstanceId(instanceId);

            if (time_t resettime = time_t(fields[3].GetUInt32()))
            {
                uint32 mapid = fields[1].GetUInt16();
                instResetTime[instanceId] = ResetTimeMapDiffType(MAKE_PAIR32(mapid), resettime);
                mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid), instanceId));
            }
        }
        while (result->NextRow());

        // update reset time for normal instances with the max creature respawn time + X hours
        if (PreparedQueryResult result2 = CharacterDatabase.Query(CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAX_CREATURE_RESPAWNS)))
        {
            do
            {
                Field* fields = result2->Fetch();
                uint32 instance = fields[1].GetUInt32();
                time_t resettime = time_t(fields[0].GetUInt32() + 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());
        }

        // schedule the reset times
        for (InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
            if (itr->second.second > now)
                ScheduleReset(true, itr->second.second, InstResetEvent(0, PAIR32_LOPART(itr->second.first), itr->first));
    }

    // load the global respawn times for raid instances
    uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
    result = CharacterDatabase.Query("SELECT mapid, resettime FROM instance_reset");
    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            uint32 mapid = fields[0].GetUInt16();
            uint64 oldresettime = fields[2].GetUInt32();

            // 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 = '%u' WHERE mapid = '%u'", uint32(newresettime), mapid);

            SetResetTimeFor(mapid, newresettime);
        } while (result->NextRow());
    }

    ResetTimeMapDiffInstances::const_iterator in_itr;
}
Esempio n. 14
0
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime)
{
    // global reset for all instances of the given map
    MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
    if (!mapEntry->Instanceable())
        return;
    TC_LOG_DEBUG("misc", "InstanceSaveManager::ResetOrWarnAll: Processing map %s (%u) on difficulty %u (warn? %u)", mapEntry->MapName->Str[sWorld->GetDefaultDbcLocale()], mapid, uint8(difficulty), warn);

    time_t now = time(NULL);

    if (!warn)
    {
        // calculate the next reset time
        time_t next_reset = GetSubsequentResetTime(mapid, difficulty, resetTime);
        if (!next_reset)
            return;

        // delete/promote instance binds from the DB, even if not loaded
        SQLTransaction trans = CharacterDatabase.BeginTransaction();

        PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_CHAR_INSTANCE_BY_MAP_DIFF);
        stmt->setUInt16(0, uint16(mapid));
        stmt->setUInt8(1, uint8(difficulty));
        trans->Append(stmt);

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_MAP_DIFF);
        stmt->setUInt16(0, uint16(mapid));
        stmt->setUInt8(1, uint8(difficulty));
        trans->Append(stmt);

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_INSTANCE_BY_MAP_DIFF);
        stmt->setUInt16(0, uint16(mapid));
        stmt->setUInt8(1, uint8(difficulty));
        trans->Append(stmt);

        stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_EXPIRE_CHAR_INSTANCE_BY_MAP_DIFF);
        stmt->setUInt16(0, uint16(mapid));
        stmt->setUInt8(1, uint8(difficulty));
        trans->Append(stmt);

        CharacterDatabase.CommitTransaction(trans);

        // promote loaded 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->GetDifficultyID() == difficulty)
                _ResetSave(itr);
            else
                ++itr;
        }

        SetResetTimeFor(mapid, difficulty, next_reset);
        ScheduleReset(true, time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty, 0));

        // Update it in the DB
        stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);

        stmt->setUInt32(0, next_reset);
        stmt->setUInt16(1, uint16(mapid));
        stmt->setUInt8(2, uint8(difficulty));

        CharacterDatabase.Execute(stmt);
    }

    // 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;
    uint32 timeLeft;

    for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
    {
        Map* map2 = mitr->second;
        if (!map2->IsDungeon())
            continue;

        if (warn)
        {
            if (now >= resetTime)
                timeLeft = 0;
            else
                timeLeft = uint32(resetTime - now);

            ((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. 15
0
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t 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);

    if (!warn)
    {
        MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty);
        if (!mapDiff || !mapDiff->resetTime)
        {
            sLog->outError(LOG_FILTER_GENERAL, "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.PQuery("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u' AND difficulty = '%u'", uint16(mapid), uint8(difficulty));
        CharacterDatabase.PQuery("DELETE FROM group_instance USING group_instance LEFT JOIN instance on group_instance.instance = id WHERE map = '%u' AND difficulty = '%u'", uint16(mapid), uint8(difficulty));
        CharacterDatabase.PQuery("DELETE FROM instance WHERE map = '%u' AND difficulty = '%u'", uint16(mapid), uint8(difficulty));

        // calculate the next reset time
        uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;

        uint32 period = uint32(((mapDiff->resetTime * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY);
        if (period < DAY)
            period = DAY;

        uint32 next_reset = uint32(((resetTime + MINUTE) / DAY * DAY) + period + diff);

        SetResetTimeFor(mapid, difficulty, next_reset);
        ScheduleReset(true, time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty, 0));

        // Update it in the DB
        CharacterDatabase.PQuery("UPDATE instance_reset SET resettime = '%u' WHERE mapid = '%u' AND difficulty = '%u'", uint32(next_reset), uint16(mapid), uint8(difficulty));
    }

    // 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;
    uint32 timeLeft;

    for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
    {
        Map* map2 = mitr->second;
        if (!map2->IsDungeon())
            continue;

        if (warn)
        {
            if (now <= resetTime)
                timeLeft = 0;
            else
                timeLeft = uint32(now - resetTime);

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

    // TODO: delete creature/gameobject respawn times even if the maps are not loaded
}