* Add support to save and load worldstates.

will be mainly used by outdoorPvP system
* Update next arena auto distribute points time to custom worldstate

--HG--
branch : trunk
This commit is contained in:
Spp
2010-03-26 16:48:33 +01:00
parent afbb5f2e3c
commit cd372966af
6 changed files with 83 additions and 35 deletions
+7 -6
View File
@@ -1240,7 +1240,7 @@ void BattleGroundMgr::Update(uint32 diff)
{
DistributeArenaPoints();
m_NextAutoDistributionTime = time(NULL) + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
CharacterDatabase.PExecute("UPDATE saved_variables SET NextArenaPointDistributionTime = '"UI64FMTD"'", m_NextAutoDistributionTime);
sWorld.setWorldState(WS_ARENA_DISTRIBUTION_TIME, uint64(m_NextAutoDistributionTime));
}
m_AutoDistributionTimeChecker = 600000; // check 10 minutes
}
@@ -1780,15 +1780,16 @@ void BattleGroundMgr::InitAutomaticArenaPointDistribution()
if (sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_POINTS))
{
sLog.outDebug("Initializing Automatic Arena Point Distribution");
QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT NextArenaPointDistributionTime FROM saved_variables");
if (!result)
uint64 wstime = sWorld.getWorldState(WS_ARENA_DISTRIBUTION_TIME);
if (!wstime)
{
sLog.outDebug("Battleground: Next arena point distribution time not found in SavedVariables, reseting it now.");
sLog.outDebug("Battleground: Next arena point distribution time not found, reseting it now.");
m_NextAutoDistributionTime = time(NULL) + BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY * sWorld.getConfig(CONFIG_ARENA_AUTO_DISTRIBUTE_INTERVAL_DAYS);
CharacterDatabase.PExecute("INSERT INTO saved_variables (NextArenaPointDistributionTime) VALUES ('"UI64FMTD"')", m_NextAutoDistributionTime);
sWorld.setWorldState(WS_ARENA_DISTRIBUTION_TIME, uint64(m_NextAutoDistributionTime));
}
else
m_NextAutoDistributionTime = time_t((*result)[0].GetUInt64());
m_NextAutoDistributionTime = time_t(wstime);
sLog.outDebug("Automatic Arena Point Distribution initialized.");
}
}
+1
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@@ -36,6 +36,7 @@ typedef UNORDERED_MAP<uint32, BattleGroundTypeId> BattleMastersMap;
#define BATTLEGROUND_ARENA_POINT_DISTRIBUTION_DAY 86400 // seconds in a day
#define COUNT_OF_PLAYERS_TO_AVERAGE_WAIT_TIME 10
#define WS_ARENA_DISTRIBUTION_TIME 20001 // Custom worldstate
struct GroupQueueInfo; // type predefinition
struct PlayerQueueInfo // stores information for players in queue
+49
View File
@@ -1650,6 +1650,9 @@ void World::SetInitialWorldSettings()
uint32 nextGameEvent = gameeventmgr.Initialize();
m_timers[WUPDATE_EVENTS].SetInterval(nextGameEvent); //depend on next event
sLog.outString("Loading World States..."); // must be loaded before battleground and outdoor PvP
LoadWorldStates();
///- Initialize Battlegrounds
sLog.outString("Starting BattleGround System");
sBattleGroundMgr.CreateInitialBattleGrounds();
@@ -2588,3 +2591,49 @@ void World::UpdateAreaDependentAuras()
itr->second->GetPlayer()->UpdateZoneDependentAuras(itr->second->GetPlayer()->GetZoneId());
}
}
void World::LoadWorldStates()
{
QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT entry, value FROM worldstates");
if (!result)
{
barGoLink bar(1);
bar.step();
sLog.outString();
sLog.outString(">> Loaded 0 world states.");
return;
}
barGoLink bar(result->GetRowCount());
uint32 counter = 0;
do
{
Field *fields = result->Fetch();
m_worldstates[fields[0].GetUInt32()] = fields[1].GetUInt64();
bar.step();
++counter;
}
while (result->NextRow());
sLog.outString();
sLog.outString( ">> Loaded %u world states.", counter);
}
// Setting a worldstate will save it to DB
void World::setWorldState(uint32 index, uint64 value)
{
WorldStatesMap::const_iterator it = m_worldstates.find(index);
if (it != m_worldstates.end())
CharacterDatabase.PExecute("UPDATE worldstates SET value="UI64FMTD" where entry=%u", value, index);
else
CharacterDatabase.PExecute("INSERT INTO worldstates (entry, value) VALUES (%u,"UI64FMTD")", index, value);
m_worldstates[index] = value;
}
uint64 World::getWorldState(uint32 index) const
{
WorldStatesMap::const_iterator it = m_worldstates.find(index);
return it != m_worldstates.end() ? it->second : 0;
}
+5 -20
View File
@@ -87,13 +87,6 @@ enum WorldTimers
WUPDATE_COUNT = 10
};
// States than may change after server started
enum WorldStates
{
WORLDSTATE_WINTERGRASP_CONTROLING_FACTION,
WORLDSTATE_VALUE_COUNT
};
/// Configuration elements
enum WorldConfigs
{
@@ -581,18 +574,9 @@ class World
return index < CONFIG_VALUE_COUNT ? m_configs[index] : 0;
}
// Set a server state - Those general values that can change after server have been setup
void setState(uint32 index, uint32 value)
{
if (index < WORLDSTATE_VALUE_COUNT)
m_states[index] = value;
}
// Get a server state element
uint32 getState(uint32 index) const
{
return index < WORLDSTATE_VALUE_COUNT ? m_states[index] : 0;
}
void setWorldState(uint32 index, uint64 value);
uint64 getWorldState(uint32 index) const;
void LoadWorldStates();
/// Are we on a "Player versus Player" server?
bool IsPvPRealm() { return (getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_PVP || getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_RPPVP || getConfig(CONFIG_GAME_TYPE) == REALM_TYPE_FFA_PVP); }
@@ -696,7 +680,8 @@ class World
float rate_values[MAX_RATES];
uint32 m_configs[CONFIG_VALUE_COUNT];
uint32 m_states[WORLDSTATE_VALUE_COUNT];
typedef std::map<uint32,uint64> WorldStatesMap;
WorldStatesMap m_worldstates;
int32 m_playerLimit;
AccountTypes m_allowedSecurityLevel;
LocaleConstant m_defaultDbcLocale; // from config for one from loaded DBC locales