void MapPersistentStateManager::RemovePersistentState(uint32 mapId, uint32 instanceId) { if (lock_instLists) return; if (instanceId) { PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.find(instanceId); if (itr != m_instanceSaveByInstanceId.end()) { // state the resettime for normal instances only when they get unloaded if (itr->second->GetMapEntry()->IsDungeon()) if (time_t resettime = ((DungeonPersistentState*)itr->second)->GetResetTimeForDB()) CharacterDatabase.PExecute("UPDATE instance SET resettime = '" UI64FMTD "' WHERE id = '%u'", (uint64)resettime, instanceId); _ResetSave(m_instanceSaveByInstanceId, itr); } } else { PersistentStateMap::iterator itr = m_instanceSaveByMapId.find(mapId); if (itr != m_instanceSaveByMapId.end()) _ResetSave(m_instanceSaveByMapId, itr); } }
void MapPersistentStateManager::_ResetInstance(uint32 mapid, uint32 instanceId) { DEBUG_LOG("MapPersistentStateManager::_ResetInstance %u, %u", mapid, instanceId); bool isExtended = false; QueryResult *result = CharacterDatabase.PQuery("SELECT COUNT(guid) FROM character_instance WHERE instance = '%u' AND extend = 1 ", instanceId); if (result) { Field *fields=result->Fetch(); isExtended = fields[0].GetBool(); delete result; } PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.find(instanceId); if (itr != m_instanceSaveByInstanceId.end() && !isExtended) { // delay reset until map unload for loaded map if (Map * iMap = itr->second->GetMap()) { MANGOS_ASSERT(iMap->IsDungeon()); ((DungeonMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY); return; } _ResetSave(m_instanceSaveByInstanceId, itr); } DeleteInstanceFromDB(instanceId, isExtended); // even if state not loaded }
void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId) { sLog->outDebug(LOG_FILTER_MAPS, "InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId); Map const* map = sMapMgr->CreateBaseMap(mapid); if (!map->Instanceable()) return; InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(instanceId); if (itr != m_instanceSaveById.end()) _ResetSave(itr); DeleteInstanceFromDB(instanceId); // even if save not loaded Map* iMap = ((MapInstanced*)map)->FindInstanceMap(instanceId); if (iMap && iMap->IsDungeon()) ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY); if (iMap) iMap->DeleteRespawnTimes(); else Map::DeleteRespawnTimesInDB(mapid, instanceId); // Free up the instance id and allow it to be reused sMapMgr->FreeInstanceId(instanceId); }
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); 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 uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR; uint32 period = mapDiff->resetTime * DAY; time_t 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' AND difficulty = '%d'", (uint64)next_reset, mapid, 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; 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 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 }
void MapPersistentStateManager::_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); if (!warn) { MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty); if (!mapDiff || !mapDiff->resetTime) { sLog.outError("MapPersistentStateManager::ResetOrWarnAll: not valid difficulty or no reset delay for map %d", mapid); return; } // remove all binds to instances of the given map for(PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.begin(); itr != m_instanceSaveByInstanceId.end();) { if (itr->second->GetMapId() == mapid && itr->second->GetDifficulty() == difficulty) _ResetSave(m_instanceSaveByInstanceId, 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 = DungeonResetScheduler::CalculateNextResetTime(mapDiff, now + timeLeft); // update it in the DB CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '%u' WHERE mapid = '%u' AND difficulty = '%u'", (uint64)next_reset, mapid, difficulty); m_Scheduler.SetResetTimeFor(mapid,difficulty,(time_t)next_reset); m_Scheduler.ScheduleReset(true, next_reset-3600, DungeonResetEvent(RESET_EVENT_INFORM_1, mapid, difficulty, 0)); } // note: this isn't fast but it's meant to be executed very rarely const MapManager::MapMapType& maps = sMapMgr.Maps(); MapManager::MapMapType::const_iterator iter_last = maps.lower_bound(MapID(mapid + 1)); for(MapManager::MapMapType::const_iterator mitr = maps.lower_bound(MapID(mapid)); mitr != iter_last; ++mitr) { Map *map2 = mitr->second; if(map2->GetId() != mapid) break; if (warn) ((DungeonMap*)map2)->SendResetWarnings(timeLeft); else ((DungeonMap*)map2)->Reset(INSTANCE_RESET_GLOBAL); } }
void MapPersistentStateManager::_ResetOrWarnAll(uint32 mapid, 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); if(!warn) { // this is called one minute before the reset time InstanceTemplate const* temp = ObjectMgr::GetInstanceTemplate(mapid); if(!temp || !temp->reset_delay) { sLog.outError("MapPersistentStateManager::ResetOrWarnAll: no instance template or reset delay for map %d", mapid); return; } // remove all binds to instances of the given map for(PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.begin(); itr != m_instanceSaveByInstanceId.end();) { if(itr->second->GetMapId() == mapid) _ResetSave(m_instanceSaveByInstanceId, 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 = DungeonResetScheduler::CalculateNextResetTime(temp, now + timeLeft); // update it in the DB CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u'", (uint64)next_reset, mapid); } // note: this isn't fast but it's meant to be executed very rarely const MapManager::MapMapType& maps = sMapMgr.Maps(); MapManager::MapMapType::const_iterator iter_last = maps.lower_bound(MapID(mapid + 1)); for(MapManager::MapMapType::const_iterator mitr = maps.lower_bound(MapID(mapid)); mitr != iter_last; ++mitr) { Map *map2 = mitr->second; if(map2->GetId() != mapid) break; if (warn) ((DungeonMap*)map2)->SendResetWarnings(timeLeft); else ((DungeonMap*)map2)->Reset(INSTANCE_RESET_GLOBAL); } }
void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId) { sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId); Map *map = (MapInstanced*)MapManager::Instance().CreateBaseMap(mapid); if (!map->Instanceable()) return; InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(instanceId); if (itr != m_instanceSaveById.end()) _ResetSave(itr); DeleteInstanceFromDB(instanceId); // even if save not loaded Map* iMap = ((MapInstanced*)map)->FindMap(instanceId); if (iMap && iMap->IsDungeon()) ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY); else objmgr.DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded }
void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId) { if (lock_instLists) return; InstanceSaveHashMap::iterator itr = m_instanceSaveById.find( InstanceId ); if(itr != m_instanceSaveById.end()) { // save the resettime for normal instances only when they get unloaded if(time_t resettime = itr->second->GetResetTimeForDB()) CharacterDatabase.PExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", (uint64)resettime, InstanceId); _ResetSave(itr); } }
void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId) { DEBUG_LOG("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId); Map * iMap = sMapMgr.FindMap(mapid, instanceId); if (!iMap || !iMap->Instanceable()) return; InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(instanceId); if (itr != m_instanceSaveById.end()) _ResetSave(itr); DeleteInstanceFromDB(instanceId); // even if save not loaded if (iMap->IsDungeon()) ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY); else sObjectMgr.DeleteRespawnTimeForInstance(instanceId);// even if map is not loaded }
void MapPersistentStateManager::_ResetInstance(uint32 mapid, uint32 instanceId) { DEBUG_LOG("MapPersistentStateManager::_ResetInstance %u, %u", mapid, instanceId); PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.find(instanceId); if (itr != m_instanceSaveByInstanceId.end()) { // delay reset until map unload for loaded map if (Map* iMap = itr->second->GetMap()) { MANGOS_ASSERT(iMap->IsDungeon()); ((DungeonMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY); return; } _ResetSave(m_instanceSaveByInstanceId, itr); } DeleteInstanceFromDB(instanceId); // even if state not loaded }
void MapPersistentStateManager::_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) { MapDifficultyEntry const* mapDiff = GetMapDifficultyData(mapid,difficulty); if (!mapDiff || !mapDiff->resetTime) { sLog.outError("MapPersistentStateManager::ResetOrWarnAll: not valid difficulty or no reset delay for map %d", mapid); return; } // remove all binds to instances of the given map for(PersistentStateMap::iterator itr = m_instanceSaveByInstanceId.begin(); itr != m_instanceSaveByInstanceId.end();) { if (itr->second->GetMapId() == mapid && itr->second->GetDifficulty() == difficulty) { if (!((DungeonPersistentState*)itr->second)->IsExtended()) { _ResetSave(m_instanceSaveByInstanceId, itr); DeleteInstanceFromDB(itr->first, false); } else { DeleteInstanceFromDB(itr->first, true); ++itr; } } else ++itr; } // calculate the next reset time time_t next_reset = DungeonResetScheduler::CalculateNextResetTime(mapDiff, resetTime); // update it in the DB CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '%u' WHERE mapid = '%u' AND difficulty = '%u'", (uint64)next_reset, mapid, difficulty); m_Scheduler.SetResetTimeFor(mapid,difficulty,next_reset); m_Scheduler.ScheduleReset(true, next_reset-3600, DungeonResetEvent(RESET_EVENT_INFORM_1, mapid, difficulty, 0)); } // note: this isn't fast but it's meant to be executed very rarely const MapManager::MapMapType& maps = sMapMgr.Maps(); MapManager::MapMapType::const_iterator iter_last = maps.lower_bound(MapID(mapid + 1)); for(MapManager::MapMapType::const_iterator mitr = maps.lower_bound(MapID(mapid)); mitr != iter_last; ++mitr) { Map *map2 = mitr->second; if(map2->GetId() != mapid) break; if ((DungeonPersistentState*)map2->GetPersistentState() && ((DungeonPersistentState*)map2->GetPersistentState())->IsExtended()) break; if (warn) ((DungeonMap*)map2)->SendResetWarnings(resetTime - now); else ((DungeonMap*)map2)->Reset(INSTANCE_RESET_GLOBAL); } }
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::_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::_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::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, uint32 resetTime) { // global reset for all instances of the given map MapEntry const *mapEntry = sMapStore.LookupEntry(mapid); if (!mapEntry->Instanceable()) return; time_t now = time(NULL); uint32 timeLeft = resetTime - now; if (!warn) { MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty); if (!mapDiff || !mapDiff->resetTime) { sLog.outError("InstanceSaveManager::ResetOrWarnAll: not valid difficulty or no reset delay for map %d", mapid); return; } // remove all binds to instances of the given map for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();) { if (itr->second->GetMapId() == mapid && itr->second->GetDifficulty() == difficulty) _ResetSave(itr); else ++itr; } // delete them from the DB, even if not loaded CharacterDatabase.BeginTransaction(); CharacterDatabase.PExecute("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u'", mapid); CharacterDatabase.PExecute("DELETE FROM group_instance USING group_instance LEFT JOIN instance ON group_instance.instance = id WHERE map = '%u'", mapid); CharacterDatabase.PExecute("DELETE FROM instance WHERE map = '%u'", mapid); CharacterDatabase.CommitTransaction(); // all needed values are already in resetTime uint32 next_reset = resetTime + InstanceResetScheduler::GetMaxResetTimeFor(mapDiff); // update it in the DB CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '%u' WHERE mapid = '%d' AND difficulty = '%d'", (uint64)next_reset, mapid, difficulty); m_Scheduler.SetResetTimeFor(mapid,difficulty,(time_t)next_reset); m_Scheduler.ScheduleReset(true, next_reset-3600, InstanceResetEvent(RESET_EVENT_INFORM_1, mapid, difficulty, 0)); } // note: this isn't fast but it's meant to be executed very rarely Map const *map = sMapMgr.CreateBaseMap(mapid); // _not_ include difficulty MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps(); MapInstanced::InstancedMaps::iterator mitr; for(mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr) { Map *map2 = mitr->second; if (!map2->IsDungeon()) continue; if (warn) ((InstanceMap*)map2)->SendResetWarnings(timeLeft); else ((InstanceMap*)map2)->Reset(INSTANCE_RESET_GLOBAL); } // TODO: delete creature/gameobject respawn times even if the maps are not loaded }
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 }