void InstanceSaveManager::ForceGlobalReset(uint32 mapId, Difficulty difficulty) { if (!sDB2Manager.GetDownscaledMapDifficultyData(mapId, difficulty)) return; // remove currently scheduled reset times ScheduleReset(false, 0, InstResetEvent(1, mapId, difficulty, 0)); ScheduleReset(false, 0, InstResetEvent(4, mapId, difficulty, 0)); // force global reset on the instance _ResetOrWarnAll(mapId, difficulty, false, time(nullptr)); }
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLeft) { // global reset for all instances of the given map // note: this isn't fast but it's meant to be executed very rarely Map const *map = MapManager::Instance().CreateBaseMap(mapid); if (!map->Instanceable()) return; uint64 now = (uint64)time(NULL); if (!warn) { // this is called one minute before the reset time InstanceTemplate const* temp = objmgr.GetInstanceTemplate(mapid); if (!temp || !temp->reset_delay) { sLog.outError("InstanceSaveManager::ResetOrWarnAll: no instance template or reset delay for map %d", mapid); return; } // remove all binds to instances of the given map for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();) { if (itr->second->GetMapId() == mapid) _ResetSave(itr); else ++itr; } // delete them from the DB, even if not loaded CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u'", mapid); CharacterDatabase.PExecute("DELETE FROM group_instance USING group_instance LEFT JOIN instance ON group_instance.instance = id WHERE map = '%u'", mapid); CharacterDatabase.PExecute("DELETE FROM instance WHERE map = '%u'", mapid); CharacterDatabase.CommitTransaction(); // calculate the next reset time uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR; uint32 period = temp->reset_delay * DAY; uint64 next_reset = ((now + timeLeft + MINUTE) / DAY * DAY) + period + diff; // update it in the DB CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%d'", next_reset, mapid); // schedule next reset. m_resetTimeByMapId[mapid] = (time_t) next_reset; ScheduleReset(true, (time_t) (next_reset-3600), InstResetEvent(1, mapid)); } 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 }
/* - 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: 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 = GetResetTimeFor(mapId); else { resetTime = time(NULL) + 2 * HOUR; // normally this will be removed soon after in InstanceMap::Add, prevent error ScheduleReset(true, resetTime, InstResetEvent(0, mapId, instanceId)); } } sLog.outDebug("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId); save = new InstanceSave(mapId, instanceId, resetTime, canReset); if(!load) save->SaveToDB(); m_instanceSaveById[instanceId] = save; return save; }
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 }
/* - 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 = GetResetTimeFor(mapId, difficulty); else { resetTime = time(NULL) + 2 * HOUR; // normally this will be removed soon after in InstanceMap::Add, prevent error ScheduleReset(true, resetTime, InstResetEvent(0, mapId, difficulty, instanceId)); } } sLog->outDebug(LOG_FILTER_MAPS, "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; }
/* - adding instance into manager - called from InstanceMap::Add, _LoadBoundInstances, LoadGroups */ InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, uint32 entranceId, bool canReset, bool load) { if (InstanceSave* old_save = GetInstanceSave(instanceId)) return old_save; const MapEntry* entry = sMapStore.LookupEntry(mapId); if (!entry) { TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId); return NULL; } if (instanceId == 0) { TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId); return NULL; } DifficultyEntry const* difficultyEntry = sDifficultyStore.LookupEntry(difficulty); if (!difficultyEntry || difficultyEntry->InstanceType != entry->InstanceType) { TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty); return NULL; } if (entranceId && !sWorldSafeLocsStore.LookupEntry(entranceId)) { TC_LOG_WARN("misc", "InstanceSaveManager::AddInstanceSave: invalid entranceId = %d defined for instance save with mapid = %d, instanceid = %d!", entranceId, mapId, instanceId); entranceId = 0; } if (!resetTime) { // initialize reset time // for normal instances if no creatures are killed the instance will reset in two hours if (entry->IsRaid() || difficulty > DIFFICULTY_NORMAL) resetTime = GetResetTimeFor(mapId, difficulty); else { resetTime = time(NULL) + 2 * HOUR; // normally this will be removed soon after in InstanceMap::Add, prevent error ScheduleReset(true, resetTime, InstResetEvent(0, mapId, difficulty, instanceId)); } } TC_LOG_DEBUG("maps", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId); InstanceSave* save = new InstanceSave(mapId, instanceId, difficulty, entranceId, resetTime, canReset); if (!load) save->SaveToDB(); m_instanceSaveById[instanceId] = save; return save; }
void InstanceSaveManager::LoadResetTimes() { time_t now = time(NULL); time_t today = (now / DAY) * DAY; // NOTE: Use DirectPExecute for tables that will be queried later // get the current reset times for normal instances (these may need to be updated) // these are only kept in memory for InstanceSaves that are loaded later // resettime = 0 in the DB for raid/heroic instances so those are skipped typedef std::map<uint32, std::pair<uint32, uint64> > ResetTimeMapType; ResetTimeMapType InstResetTime; QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT id, map, resettime FROM instance WHERE resettime > 0"); if (result) { do { if (uint64 resettime = (*result)[2].GetUInt64()) { uint32 id = (*result)[0].GetUInt32(); uint32 mapid = (*result)[1].GetUInt32(); InstResetTime[id] = std::pair<uint32, uint64>(mapid, resettime); } } while (result->NextRow()); // update reset time for normal instances with the max creature respawn time + X hours result = WorldDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance"); if (result) { do { Field *fields = result->Fetch(); uint32 instance = fields[1].GetUInt32(); uint64 resettime = fields[0].GetUInt64() + 2 * HOUR; ResetTimeMapType::iterator itr = InstResetTime.find(instance); if (itr != InstResetTime.end() && itr->second.second != resettime) { CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '" UI64FMTD "' WHERE id = '%u'", resettime, instance); itr->second.second = resettime; } } while (result->NextRow()); } // schedule the reset times for (ResetTimeMapType::iterator itr = InstResetTime.begin(); itr != InstResetTime.end(); ++itr) if (itr->second.second > now) ScheduleReset(true, itr->second.second, InstResetEvent(0, itr->second.first, itr->first)); } // load the global respawn times for raid/heroic instances uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR; m_resetTimeByMapId.resize(sMapStore.GetNumRows()+1); result = CharacterDatabase.Query("SELECT mapid, resettime FROM instance_reset"); if (result) { do { Field *fields = result->Fetch(); uint32 mapid = fields[0].GetUInt32(); if (!objmgr.GetInstanceTemplate(mapid)) { sLog.outError("InstanceSaveManager::LoadResetTimes: invalid mapid %u in instance_reset!", mapid); CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u'", mapid); continue; } // update the reset time if the hour in the configs changes uint64 oldresettime = fields[1].GetUInt64(); uint64 newresettime = (oldresettime / DAY) * DAY + diff; if (oldresettime != newresettime) CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u'", newresettime, mapid); m_resetTimeByMapId[mapid] = newresettime; } while (result->NextRow()); } // clean expired instances, references to them will be deleted in CleanupInstances // must be done before calculating new reset times _DelHelper(CharacterDatabase, "id, map, difficulty", "instance", "LEFT JOIN instance_reset ON mapid = map WHERE (instance.resettime < '" UI64FMTD "' AND instance.resettime > '0') OR (NOT instance_reset.resettime IS NULL AND instance_reset.resettime < '" UI64FMTD "')", (uint64)now, (uint64)now); // calculate new global reset times for expired instances and those that have never been reset yet // add the global reset times to the priority queue for (uint32 i = 0; i < sInstanceTemplate.MaxEntry; i++) { InstanceTemplate* temp = (InstanceTemplate*)objmgr.GetInstanceTemplate(i); if (!temp) continue; // only raid/heroic maps have a global reset time const MapEntry* entry = sMapStore.LookupEntry(temp->map); if (!entry || !entry->HasResetTime()) continue; uint32 period = temp->reset_delay * DAY; ASSERT(period != 0); time_t t = m_resetTimeByMapId[temp->map]; if (!t) { // initialize the reset time t = today + period + diff; CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','" UI64FMTD "')", i, (uint64)t); } if (t < now) { // assume that expired instances have already been cleaned // calculate the next reset time t = (t / DAY) * DAY; t += ((today - t) / period + 1) * period + diff; CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u'", (uint64)t, i); } m_resetTimeByMapId[temp->map] = t; // schedule the global reset/warning uint8 type = 1; static int tim[4] = {3600, 900, 300, 60}; for (; type < 4; type++) if (t - tim[type-1] > now) break; ScheduleReset(true, t - tim[type-1], InstResetEvent(type, i)); } }
void InstanceSaveManager::_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 }
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)); } }
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 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, 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.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 _DelHelper(CharacterDatabase, "id, map, instance.difficulty", "instance", "LEFT JOIN instance_reset ON mapid = map AND instance.difficulty = instance_reset.difficulty WHERE (instance.resettime < '"UI64FMTD"' AND instance.resettime > '0') OR (NOT instance_reset.resettime IS NULL AND instance_reset.resettime < '"UI64FMTD"')", (uint64)now, (uint64)now); // calculate new global reset times for expired instances and those that have never been reset yet // add the global reset times to the priority queue for(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 + 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; ScheduleReset(true, t - tim[type-1], InstResetEvent(type, mapid, difficulty, -1)); 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], InstResetEvent(type, mapid, difficulty, in_itr->second)); } } }
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; }
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 }
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 }
void InstanceSaveManager::LoadResetTimes() { time_t now = GameTime::GetGameTime(); 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; typedef std::pair<ResetTimeMapDiffInstances::const_iterator, ResetTimeMapDiffInstances::const_iterator> ResetTimeMapDiffInstancesBounds; ResetTimeMapDiffInstances mapDiffResetInstances; if (QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance ORDER BY id ASC")) { do { Field* fields = result->Fetch(); uint32 instanceId = fields[0].GetUInt32(); // Mark instance id as being used sMapMgr->RegisterInstanceId(instanceId); if (time_t resettime = time_t(fields[3].GetUInt64())) { 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()); // 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; if (QueryResult result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset")) { do { Field* fields = result->Fetch(); uint32 mapid = fields[0].GetUInt16(); Difficulty difficulty = Difficulty(fields[1].GetUInt8()); uint64 oldresettime = fields[2].GetUInt64(); MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty); if (!mapDiff) { TC_LOG_ERROR("misc", "InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty); PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GLOBAL_INSTANCE_RESETTIME); stmt->setUInt16(0, uint16(mapid)); stmt->setUInt8(1, uint8(difficulty)); CharacterDatabase.DirectExecute(stmt); continue; } // update the reset time if the hour in the configs changes uint64 newresettime = (oldresettime / DAY) * DAY + diff; if (oldresettime != newresettime) { PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME); stmt->setUInt64(0, uint64(newresettime)); stmt->setUInt16(1, uint16(mapid)); stmt->setUInt8(2, uint8(difficulty)); CharacterDatabase.DirectExecute(stmt); } InitializeResetTimeFor(mapid, difficulty, newresettime); } 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; PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GLOBAL_INSTANCE_RESETTIME); stmt->setUInt16(0, uint16(mapid)); stmt->setUInt8(1, uint8(difficulty)); stmt->setUInt64(2, uint64(t)); CharacterDatabase.DirectExecute(stmt); } 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; PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME); stmt->setUInt64(0, uint64(t)); stmt->setUInt16(1, uint16(mapid)); stmt->setUInt8(2, uint8(difficulty)); CharacterDatabase.DirectExecute(stmt); } InitializeResetTimeFor(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)); ResetTimeMapDiffInstancesBounds range = mapDiffResetInstances.equal_range(map_diff_pair); for (; range.first != range.second; ++range.first) ScheduleReset(true, t - ResetTimeDelay[type-1], InstResetEvent(type, mapid, difficulty, range.first->second)); } }