示例#1
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/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());

        // 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());
        }

        // 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].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());
    }

    // clean expired instances, references to them will be deleted in CleanupInstances
    // must be done before calculating new reset times
    _DelHelper("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 * 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','"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;
        for (; type < 4; type++)
            if (t - ResetTimeDelay[type-1] > now)
                break;

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

        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 - ResetTimeDelay[type-1], InstResetEvent(type, mapid, difficulty, in_itr->second));
        }
    }
}
示例#2
0
void InstanceSaveManager::CleanupInstances()
{
    barGoLink bar(2);
    bar.step();

    // load reset times and clean expired instances
    sInstanceSaveMgr.LoadResetTimes();

    // clean character/group - instance binds with invalid group/characters
    _DelHelper("character_instance.guid, instance", "character_instance", "LEFT JOIN characters ON character_instance.guid = characters.guid WHERE characters.guid IS NULL");
    _DelHelper("group_instance.guid, instance", "group_instance", "LEFT JOIN groups ON group_instance.guid = groups.guid LEFT JOIN characters ON groups.leaderGuid = characters.guid WHERE characters.guid IS NULL OR groups.guid IS NULL");

    // clean instances that do not have any players or groups bound to them
    _DelHelper("id, map, difficulty", "instance", "LEFT JOIN character_instance ON character_instance.instance = id LEFT JOIN group_instance ON group_instance.instance = id WHERE character_instance.instance IS NULL AND group_instance.instance IS NULL");

    // clean invalid instance references in other tables
    _DelHelper("character_instance.guid, instance", "character_instance", "LEFT JOIN instance ON character_instance.instance = instance.id WHERE instance.id IS NULL");
    _DelHelper("guid, instance", "group_instance", "LEFT JOIN instance ON group_instance.instance = instance.id WHERE instance.id IS NULL");

    // Clean respawn data from non existing instances
    CharacterDatabase.PExecute("DELETE FROM creature_respawn WHERE instance <> 0 AND instance NOT IN (SELECT id FROM instance)");
    CharacterDatabase.PExecute("DELETE FROM gameobject_respawn WHERE instance <> 0 AND instance NOT IN (SELECT id FROM instance)");

    // first, obtain total instance set
    std::set<uint32> InstanceSet;
    QueryResult result = CharacterDatabase.Query("SELECT id FROM instance");
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            InstanceSet.insert(fields[0].GetUInt32());
        }
        while (result->NextRow());
    }

    // characters
    result = CharacterDatabase.Query("SELECT DISTINCT(instance_id) FROM characters WHERE instance_id <> 0");
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            if (InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
                CharacterDatabase.PExecute("UPDATE characters SET instance_id = '0' WHERE instance_id = '%u'", fields[0].GetUInt32());
        }
        while (result->NextRow());
    }

    // corpse
    result = CharacterDatabase.Query("SELECT DISTINCT(instance) FROM corpse WHERE instance <> 0");
    if (result)
    {
        do
        {
            Field *fields = result->Fetch();
            if (InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
                CharacterDatabase.PExecute("UPDATE corpse SET instance = '0' WHERE instance = '%u'", fields[0].GetUInt32());
        }
        while (result->NextRow());
    }

    bar.step();
    sLog.outString();
    sLog.outString(">> Initialized %u instances", (uint32)InstanceSet.size());
}
void MapPersistentStateManager::_CleanupExpiredInstancesAtTime( time_t t )
{
    _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)t, (uint64)t);
}
示例#4
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/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();
                InstResetTime[id] = std::pair<uint32, uint64>(mapid, resettime);
            }
        }
        while (result->NextRow());
        delete result;

        // update reset time for normal instances with the max creature respawn time + X hours
        result = WorldDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance");
        if( result )
        {
            do
            {
                Field *fields = result->Fetch();
                uint32 instance = fields[1].GetUInt32();
                time_t resettime = time_t(fields[0].GetUInt64() + 2 * HOUR);
                ResetTimeMapType::iterator itr = InstResetTime.find(instance);
                if(itr != InstResetTime.end() && itr->second.second != resettime)
                {
                    CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", uint64(resettime), instance);
                    itr->second.second = resettime;
                }
            }
            while (result->NextRow());
            delete result;
        }

        // schedule the reset times
        for(ResetTimeMapType::iterator itr = InstResetTime.begin(); itr != InstResetTime.end(); ++itr)
            if(itr->second.second > now)
                ScheduleReset(true, itr->second.second, 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());
        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", "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 const* temp = 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));
    }
}
示例#5
0
void InstanceSaveManager::CleanupInstances()
{
    barGoLink bar(2);
    bar.step();

    // load reset times and clean expired instances
    sInstanceSaveManager.LoadResetTimes();

    // clean character/group - instance binds with invalid group/characters
    _DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN characters ON character_instance.guid = characters.guid WHERE characters.guid IS NULL");
    _DelHelper(CharacterDatabase, "group_instance.leaderGuid, instance", "group_instance", "LEFT JOIN characters ON group_instance.leaderGuid = characters.guid LEFT JOIN groups ON group_instance.leaderGuid = groups.leaderGuid WHERE characters.guid IS NULL OR groups.leaderGuid IS NULL");

    // clean instances that do not have any players or groups bound to them
    _DelHelper(CharacterDatabase, "id, map", "instance", "LEFT JOIN character_instance ON character_instance.instance = id LEFT JOIN group_instance ON group_instance.instance = id WHERE character_instance.instance IS NULL AND group_instance.instance IS NULL");

    // clean invalid instance references in other tables
    _DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN instance ON character_instance.instance = instance.id WHERE instance.id IS NULL");
    _DelHelper(CharacterDatabase, "group_instance.leaderGuid, instance", "group_instance", "LEFT JOIN instance ON group_instance.instance = instance.id WHERE instance.id IS NULL");

    // creature_respawn and gameobject_respawn are in another database
    // first, obtain total instance set
    std::set<uint32> InstanceSet;
    QueryResult *result = CharacterDatabase.Query("SELECT id FROM instance");
    if( result )
    {
        do
        {
            Field *fields = result->Fetch();
            InstanceSet.insert(fields[0].GetUInt32());
        }
        while (result->NextRow());
        delete result;
    }

    // creature_respawn
    result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM creature_respawn WHERE instance <> 0");
    if( result )
    {
        do
        {
            Field *fields = result->Fetch();
            if(InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
                WorldDatabase.DirectPExecute("DELETE FROM creature_respawn WHERE instance = '%u'", fields[0].GetUInt32());
        }
        while (result->NextRow());
        delete result;
    }

    // gameobject_respawn
    result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM gameobject_respawn WHERE instance <> 0");
    if( result )
    {
        do
        {
            Field *fields = result->Fetch();
            if(InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
                WorldDatabase.DirectPExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", fields[0].GetUInt32());
        }
        while (result->NextRow());
        delete result;
    }

    bar.step();
    sLog.outString();
    sLog.outString( ">> Initialized %u instances", (uint32)InstanceSet.size());
}
示例#6
0
void InstanceSaveManager::_CleanupExpiredInstancesAtTime( time_t t )
{
    _DelHelper(CharacterDatabase, "id, map", "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)t, (uint64)t);
}