예제 #1
0
파일: MapMgr.cpp 프로젝트: Chero/abcwow
void MapMgr::RemoveObject(Object *obj, bool free_guid)
{
	/////////////
	// Assertions
	/////////////

	ASSERT(obj);
	ASSERT(obj->GetMapId() == _mapId);
	//ASSERT(obj->GetPositionX() > _minX && obj->GetPositionX() < _maxX);
	//ASSERT(obj->GetPositionY() > _minY && obj->GetPositionY() < _maxY);
	ASSERT(_cells);

	if(obj->Active)
		obj->Deactivate(this);

	_updates.erase( obj );
	obj->ClearUpdateMask();
	Player* plObj = (obj->GetTypeId() == TYPEID_PLAYER) ? static_cast< Player* >( obj ) : 0;

	///////////////////////////////////////
	// Remove object from all needed places
	///////////////////////////////////////
 
	switch(obj->GetTypeFromGUID())
	{
		case HIGHGUID_TYPE_UNIT:
			ASSERT(obj->GetUIdFromGUID() <= m_CreatureHighGuid);
			m_CreatureStorage[obj->GetUIdFromGUID()] = 0;
			if(((Creature*)obj)->m_spawn != NULL)
			{
				_sqlids_creatures.erase(((Creature*)obj)->m_spawn->id);
			}

			if(free_guid)
				_reusable_guids_creature.push_back(obj->GetUIdFromGUID());

			  break;

		case HIGHGUID_TYPE_PET:
			m_PetStorage.erase(obj->GetUIdFromGUID());
			break;

		case HIGHGUID_TYPE_DYNAMICOBJECT:
			m_DynamicObjectStorage.erase(obj->GetLowGUID());
			break;

		case HIGHGUID_TYPE_GAMEOBJECT:
			ASSERT(obj->GetUIdFromGUID() <= m_GOHighGuid);
			m_GOStorage[obj->GetUIdFromGUID()] = 0;
			if(((GameObject*)obj)->m_spawn != NULL)
			{
				_sqlids_gameobjects.erase(((GameObject*)obj)->m_spawn->id);
			}

			if(free_guid)
				_reusable_guids_gameobject.push_back(obj->GetUIdFromGUID());

			break;
	}

	// That object types are not map objects. TODO: add AI groups here?
	if(obj->GetTypeId() == TYPEID_ITEM || obj->GetTypeId() == TYPEID_CONTAINER || obj->GetTypeId()==10)
	{
		return;
	}

	if(obj->GetTypeId() == TYPEID_CORPSE)
	{
		m_corpses.erase(((Corpse*)obj));
	}

	if(!obj->GetMapCell())
	{
		/* set the map cell correctly */
		if(obj->GetPositionX() >= _maxX || obj->GetPositionX() <= _minY ||
			obj->GetPositionY() >= _maxY || obj->GetPositionY() <= _minY)
		{
			// do nothing
		}
		else
		{
			obj->SetMapCell(this->GetCellByCoords(obj->GetPositionX(), obj->GetPositionY()));
		}		
	}

	if(obj->GetMapCell())
	{
		ASSERT(obj->GetMapCell());
	
		// Remove object from cell
		obj->GetMapCell()->RemoveObject(obj);
	
		// Unset object's cell
		obj->SetMapCell(NULL);
	}

	// Clear any updates pending
	if(obj->GetTypeId() == TYPEID_PLAYER)
	{
		_processQueue.erase( static_cast< Player* >( obj ) );
		static_cast< Player* >( obj )->ClearAllPendingUpdates();
	}
	
	// Remove object from all objects 'seeing' him
	for (Object::InRangeSet::iterator iter = obj->GetInRangeSetBegin();
		iter != obj->GetInRangeSetEnd(); ++iter)
	{
		if( (*iter) )
		{
			if( (*iter)->GetTypeId() == TYPEID_PLAYER )
			{
				if( static_cast< Player* >( *iter )->IsVisible( obj ) && static_cast< Player* >( *iter )->m_TransporterGUID != obj->GetGUID() )
					static_cast< Player* >( *iter )->PushOutOfRange(obj->GetNewGUID());
			}
			(*iter)->RemoveInRangeObject(obj);
		}
	}
	
	// Clear object's in-range set
	obj->ClearInRangeSet();

	// If it's a player - update his nearby cells
	if(!_shutdown && obj->GetTypeId() == TYPEID_PLAYER)
	{
		// get x/y
		if(obj->GetPositionX() >= _maxX || obj->GetPositionX() <= _minY ||
			obj->GetPositionY() >= _maxY || obj->GetPositionY() <= _minY)
		{
			// do nothing
		}
		else
		{
			uint32 x = GetPosX(obj->GetPositionX());
			uint32 y = GetPosY(obj->GetPositionY());
			UpdateCellActivity(x, y, 2);
		}
		m_PlayerStorage.erase( static_cast< Player* >( obj )->GetLowGUID() );
	}

	// Remove the session from our set if it is a player.
	if(plObj)
	{
		for(set<Object*>::iterator itr = _mapWideStaticObjects.begin(); itr != _mapWideStaticObjects.end(); ++itr)
		{
			plObj->PushOutOfRange((*itr)->GetNewGUID());
		}

		// Setting an instance ID here will trigger the session to be removed
		// by MapMgr::run(). :)
		plObj->GetSession()->SetInstance(0);

		// Add it to the global session set.
		// Don't "re-add" to session if it is being deleted.
		if(!plObj->GetSession()->bDeleted)
			sWorld.AddGlobalSession(plObj->GetSession());
	}

	if(!HasPlayers() && !InactiveMoveTime && !forced_expire && GetMapInfo()->type != INSTANCE_NULL)
	{
		InactiveMoveTime = UNIXTIME + (MAPMGR_INACTIVE_MOVE_TIME * 60);	   // 5 mins -> move to inactive
	}
}
예제 #2
0
파일: MapMgr.cpp 프로젝트: Thomas195/arcemu
void MapMgr::RemoveObject(Object* obj, bool free_guid)
{
	/////////////
	// Assertions
	/////////////

	ARCEMU_ASSERT(obj != NULL);
	ARCEMU_ASSERT(obj->GetMapId() == _mapId);
	//ARCEMU_ASSERT(   obj->GetPositionX() > _minX && obj->GetPositionX() < _maxX);
	//ARCEMU_ASSERT(   obj->GetPositionY() > _minY && obj->GetPositionY() < _maxY);
	ARCEMU_ASSERT(_cells != NULL);

	if(obj->IsActive())
		obj->Deactivate(this);

	//there is a very small chance that on double player ports on same update player is added to multiple insertpools but not removed
	//one clear example was the double port proc when exploiting double resurrect
	m_objectinsertlock.Acquire();
	m_objectinsertpool.erase(obj);
	m_objectinsertlock.Release();

	_updates.erase(obj);
	obj->ClearUpdateMask();

	///////////////////////////////////////
	// Remove object from all needed places
	///////////////////////////////////////

	switch(obj->GetTypeFromGUID())
	{
		case HIGHGUID_TYPE_UNIT:
		case HIGHGUID_TYPE_VEHICLE:
			ARCEMU_ASSERT(obj->GetUIdFromGUID() <= m_CreatureHighGuid);
			CreatureStorage[ obj->GetUIdFromGUID() ] = NULL;
			if(TO_CREATURE(obj)->m_spawn != NULL)
			{
				_sqlids_creatures.erase(TO_CREATURE(obj)->m_spawn->id);
			}

			if(free_guid)
				_reusable_guids_creature.push_back(obj->GetUIdFromGUID());

			break;

		case HIGHGUID_TYPE_PET:
			if(pet_iterator != m_PetStorage.end() && pet_iterator->second->GetGUID() == obj->GetGUID())
				++pet_iterator;
			m_PetStorage.erase(obj->GetUIdFromGUID());
			break;

		case HIGHGUID_TYPE_DYNAMICOBJECT:
			m_DynamicObjectStorage.erase(obj->GetLowGUID());
			break;

		case HIGHGUID_TYPE_GAMEOBJECT:
			ARCEMU_ASSERT(obj->GetUIdFromGUID() <= m_GOHighGuid);
			GOStorage[ obj->GetUIdFromGUID() ] = NULL;
			if(TO_GAMEOBJECT(obj)->m_spawn != NULL)
			{
				_sqlids_gameobjects.erase(TO_GAMEOBJECT(obj)->m_spawn->id);
			}

			if(free_guid)
				_reusable_guids_gameobject.push_back(obj->GetUIdFromGUID());

			break;
	}

	// That object types are not map objects. TODO: add AI groups here?
	if(obj->IsItem() || obj->IsContainer())
	{
		return;
	}

	if(obj->IsCorpse())
	{
		m_corpses.erase(TO< Corpse* >(obj));
	}

	MapCell* cell = GetCell(obj->GetMapCellX(), obj->GetMapCellY());
	if(cell == NULL)
	{
		/* set the map cell correctly */
		if(obj->GetPositionX() >= _maxX || obj->GetPositionX() <= _minY ||
		        obj->GetPositionY() >= _maxY || obj->GetPositionY() <= _minY)
		{
			// do nothing
		}
		else
		{
			cell = this->GetCellByCoords(obj->GetPositionX(), obj->GetPositionY());
			obj->SetMapCell(cell);
		}
	}

	if(cell != NULL)
	{
		// Remove object from cell
		cell->RemoveObject(obj);

		// Unset object's cell
		obj->SetMapCell(NULL);
	}

	Player* plObj = NULL;
	// Clear any updates pending
	if(obj->IsPlayer())
	{
		plObj = TO_PLAYER(obj);
		_processQueue.erase(plObj);
		plObj->ClearAllPendingUpdates();
	}

	obj->RemoveSelfFromInrangeSets();

	// Clear object's in-range set
	obj->ClearInRangeSet();

	// If it's a player - update his nearby cells
	if(!_shutdown && obj->IsPlayer())
	{
		// get x/y
		if(obj->GetPositionX() >= _maxX || obj->GetPositionX() <= _minY ||
		        obj->GetPositionY() >= _maxY || obj->GetPositionY() <= _minY)
		{
			// do nothing
		}
		else
		{
			uint32 x = GetPosX(obj->GetPositionX());
			uint32 y = GetPosY(obj->GetPositionY());
			UpdateCellActivity(x, y, 2);
		}
		m_PlayerStorage.erase(TO< Player* >(obj)->GetLowGUID());
	}

	// Remove the session from our set if it is a player.
	if(obj->IsPlayer())
	{
		for(set<Object*>::iterator itr = _mapWideStaticObjects.begin(); itr != _mapWideStaticObjects.end(); ++itr)
		{
			plObj->PushOutOfRange((*itr)->GetNewGUID());
		}

		// Setting an instance ID here will trigger the session to be removed
		// by MapMgr::run(). :)
		plObj->GetSession()->SetInstance(0);

		// Add it to the global session set.
		// Don't "re-add" to session if it is being deleted.
		if(!plObj->GetSession()->bDeleted)
			sWorld.AddGlobalSession(plObj->GetSession());
	}

	if(!HasPlayers())
	{
		if(this->pInstance != NULL && this->pInstance->m_persistent)
			this->pInstance->m_creatorGroup = 0;
		if(!InactiveMoveTime && !forced_expire && GetMapInfo()->type != INSTANCE_NULL)
		{
			InactiveMoveTime = UNIXTIME + (MAPMGR_INACTIVE_MOVE_TIME * 60);
			Log.Debug("MapMgr", "Instance %u is now idle. (%s)", m_instanceID, GetBaseMap()->GetName());
		}
	}
}