[svn] * Proper SVN structure
--HG-- branch : trunk
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/*
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* Copyright (C) 2005,2006,2007 MaNGOS <http://www.mangosproject.org/>
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*/
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#ifndef __InstanceSaveMgr_H
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#define __InstanceSaveMgr_H
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#include "Platform/Define.h"
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#include "Policies/Singleton.h"
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#include "zthread/Mutex.h"
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#include <list>
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#include <map>
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#include "Utilities/HashMap.h"
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#include "Database/DatabaseEnv.h"
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struct InstanceTemplate;
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struct MapEntry;
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class Player;
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class Group;
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/*
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Holds the information necessary for creating a new map for an existing instance
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Is referenced in three cases:
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- player-instance binds for solo players (not in group)
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- player-instance binds for permanent heroic/raid saves
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- group-instance binds (both solo and permanent) cache the player binds for the group leader
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*/
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class InstanceSave
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{
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friend class InstanceSaveManager;
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public:
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/* Created either when:
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- any new instance is being generated
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- the first time a player bound to InstanceId logs in
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- when a group bound to the instance is loaded */
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InstanceSave(uint16 MapId, uint32 InstanceId, uint8 difficulty, time_t resetTime, bool canReset);
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/* Unloaded when m_playerList and m_groupList become empty
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or when the instance is reset */
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~InstanceSave();
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uint8 GetPlayerCount() { return m_playerList.size(); }
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uint8 GetGroupCount() { return m_groupList.size(); }
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/* A map corresponding to the InstanceId/MapId does not always exist.
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InstanceSave objects may be created on player logon but the maps are
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created and loaded only when a player actually enters the instance. */
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uint32 GetInstanceId() { return m_instanceid; }
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uint32 GetMapId() { return m_mapid; }
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/* Saved when the instance is generated for the first time */
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void SaveToDB();
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/* When the instance is being reset (permanently deleted) */
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void DeleteFromDB();
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/* for normal instances this corresponds to max(creature respawn time) + X hours
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for raid/heroic instances this caches the global respawn time for the map */
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time_t GetResetTime() { return m_resetTime; }
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void SetResetTime(time_t resetTime) { m_resetTime = resetTime; }
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time_t GetResetTimeForDB();
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InstanceTemplate const* GetTemplate();
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MapEntry const* GetMapEntry();
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/* online players bound to the instance (perm/solo)
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does not include the members of the group unless they have permanent saves */
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void AddPlayer(Player *player) { m_playerList.push_back(player); }
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bool RemovePlayer(Player *player) { m_playerList.remove(player); return UnloadIfEmpty(); }
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/* all groups bound to the instance */
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void AddGroup(Group *group) { m_groupList.push_back(group); }
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bool RemoveGroup(Group *group) { m_groupList.remove(group); return UnloadIfEmpty(); }
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/* instances cannot be reset (except at the global reset time)
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if there are players permanently bound to it
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this is cached for the case when those players are offline */
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bool CanReset() { return m_canReset; }
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void SetCanReset(bool canReset) { m_canReset = canReset; }
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/* currently it is possible to omit this information from this structure
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but that would depend on a lot of things that can easily change in future */
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uint8 GetDifficulty() { return m_difficulty; }
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typedef std::list<Player*> PlayerListType;
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typedef std::list<Group*> GroupListType;
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private:
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bool UnloadIfEmpty();
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/* the only reason the instSave-object links are kept is because
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the object-instSave links need to be broken at reset time
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TODO: maybe it's enough to just store the number of players/groups */
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PlayerListType m_playerList;
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GroupListType m_groupList;
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time_t m_resetTime;
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uint32 m_instanceid;
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uint16 m_mapid;
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uint8 m_difficulty;
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bool m_canReset;
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};
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class MANGOS_DLL_DECL InstanceSaveManager : public MaNGOS::Singleton<InstanceSaveManager, MaNGOS::ClassLevelLockable<InstanceSaveManager, ZThread::Mutex> >
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{
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friend class InstanceSave;
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public:
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InstanceSaveManager();
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~InstanceSaveManager();
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typedef std::map<uint32 /*InstanceId*/, InstanceSave*> InstanceSaveMap;
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typedef HM_NAMESPACE::hash_map<uint32 /*InstanceId*/, InstanceSave*> InstanceSaveHashMap;
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typedef std::map<uint32 /*mapId*/, InstanceSaveMap> InstanceSaveMapMap;
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/* resetTime is a global propery of each (raid/heroic) map
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all instances of that map reset at the same time */
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struct InstResetEvent
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{
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uint8 type;
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uint16 mapid;
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uint16 instanceId;
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InstResetEvent(uint8 t = 0, uint16 m = 0, uint16 i = 0) : type(t), mapid(m), instanceId(i) {}
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bool operator == (const InstResetEvent& e) { return e.instanceId == instanceId; }
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};
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typedef std::multimap<time_t /*resetTime*/, InstResetEvent> ResetTimeQueue;
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typedef std::vector<time_t /*resetTime*/> ResetTimeVector;
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void CleanupInstances();
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void PackInstances();
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void LoadResetTimes();
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time_t GetResetTimeFor(uint32 mapid) { return m_resetTimeByMapId[mapid]; }
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void ScheduleReset(bool add, time_t time, InstResetEvent event);
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void Update();
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InstanceSave* AddInstanceSave(uint32 mapId, uint32 instanceId, uint8 difficulty, time_t resetTime, bool canReset, bool load = false);
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void RemoveInstanceSave(uint32 InstanceId);
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static void DeleteInstanceFromDB(uint32 instanceid);
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InstanceSave *GetInstanceSave(uint32 InstanceId);
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/* statistics */
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uint32 GetNumInstanceSaves() { return m_instanceSaveById.size(); }
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uint32 GetNumBoundPlayersTotal();
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uint32 GetNumBoundGroupsTotal();
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private:
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void _ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeleft);
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void _ResetInstance(uint32 mapid, uint32 instanceId);
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void _ResetSave(InstanceSaveHashMap::iterator &itr);
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void _DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...);
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// used during global instance resets
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bool lock_instLists;
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// fast lookup by instance id
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InstanceSaveHashMap m_instanceSaveById;
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// fast lookup for reset times
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ResetTimeVector m_resetTimeByMapId;
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ResetTimeQueue m_resetTimeQueue;
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};
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#define sInstanceSaveManager MaNGOS::Singleton<InstanceSaveManager>::Instance()
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#endif
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