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C++ InstResetEvent函数代码示例

本文整理汇总了C++中InstResetEvent函数的典型用法代码示例。如果您正苦于以下问题:C++ InstResetEvent函数的具体用法?C++ InstResetEvent怎么用?C++ InstResetEvent使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。


在下文中一共展示了InstResetEvent函数的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: ScheduleReset

void InstanceSaveManager::ForceGlobalReset(uint32 mapId, Difficulty difficulty)
{
    if (!sDB2Manager.GetDownscaledMapDifficultyData(mapId, difficulty))
        return;
    // remove currently scheduled reset times
    ScheduleReset(false, 0, InstResetEvent(1, mapId, difficulty, 0));
    ScheduleReset(false, 0, InstResetEvent(4, mapId, difficulty, 0));
    // force global reset on the instance
    _ResetOrWarnAll(mapId, difficulty, false, time(nullptr));
}
开发者ID:Regigicas,项目名称:TrinityCore,代码行数:10,代码来源:InstanceSaveMgr.cpp

示例2: _ResetSave

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
}
开发者ID:Amara1231,项目名称:blizzlikecore,代码行数:60,代码来源:InstanceSaveMgr.cpp

示例3: GetInstanceSave

/*
- adding instance into manager
- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
*/
InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, time_t resetTime, bool canReset, bool load)
{
    InstanceSave *save = GetInstanceSave(instanceId);
    if(save) return save;

    const MapEntry* entry = sMapStore.LookupEntry(mapId);
    if(!entry || instanceId == 0)
    {
        sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d!", mapId, instanceId);
        return NULL;
    }

    if(!resetTime)
    {
        // initialize reset time
        // for normal instances if no creatures are killed the instance will reset in two hours
        if(entry->map_type == MAP_RAID)
            resetTime = GetResetTimeFor(mapId);
        else
        {
            resetTime = time(NULL) + 2 * HOUR;
            // normally this will be removed soon after in InstanceMap::Add, prevent error
            ScheduleReset(true, resetTime, InstResetEvent(0, mapId, instanceId));
        }
    }

    sLog.outDebug("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);

    save = new InstanceSave(mapId, instanceId, resetTime, canReset);
    if(!load) save->SaveToDB();

    m_instanceSaveById[instanceId] = save;
    return save;
}
开发者ID:Sphere-xx,项目名称:mangoszero,代码行数:38,代码来源:InstanceSaveMgr.cpp

示例4: time

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);
	time_t today = (now / DAY) * DAY;

    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
        time_t next_reset = InstanceSaveManager::CalculateNextResetTime(mapDiff, now + timeLeft);
        // update it in the DB
        CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%d' AND difficulty = '%d'", next_reset, mapid, difficulty);

		SetResetTimeFor(mapid,difficulty,(uint64)next_reset);
		ScheduleReset(true, next_reset-3600, InstResetEvent(RESET_EVENT_INFORM_1, mapid, difficulty, -1));
    }

    // 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
}
开发者ID:AwkwardDev,项目名称:MangosFX,代码行数:58,代码来源:InstanceSaveMgr.cpp

示例5: GetResetTimeFor

/*
 - adding instance into manager
 - called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
 */
InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId,
		uint32 instanceId, Difficulty difficulty, time_t resetTime,
		bool canReset, bool load) {
	if (InstanceSave *old_save = GetInstanceSave(instanceId))
		return old_save;

	const MapEntry* entry = sMapStore.LookupEntry(mapId);
	if (!entry) {
		sLog->outError(
				"InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!",
				mapId, instanceId);
		return NULL;
	}

	if (instanceId == 0) {
		sLog->outError(
				"InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!",
				mapId, instanceId);
		return NULL;
	}

	if (difficulty
			>= (entry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY)) {
		sLog->outError(
				"InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!",
				mapId, instanceId, difficulty);
		return NULL;
	}

	if (!resetTime) {
		// initialize reset time
		// for normal instances if no creatures are killed the instance will reset in two hours
		if (entry->map_type == MAP_RAID
				|| difficulty > DUNGEON_DIFFICULTY_NORMAL)
			resetTime = GetResetTimeFor(mapId, difficulty);
		else {
			resetTime = time(NULL) + 2 * HOUR;
			// normally this will be removed soon after in InstanceMap::Add, prevent error
			ScheduleReset(true, resetTime,
					InstResetEvent(0, mapId, difficulty, instanceId));
		}
	}

	sLog->outDebug(LOG_FILTER_MAPS,
			"InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d",
			mapId, instanceId);

	InstanceSave *save = new InstanceSave(mapId, instanceId, difficulty,
			resetTime, canReset);
	if (!load)
		save->SaveToDB();

	m_instanceSaveById[instanceId] = save;
	return save;
}
开发者ID:FrenchCORE,项目名称:Server,代码行数:59,代码来源:InstanceSaveMgr.cpp

示例6: TC_LOG_ERROR

/*
- adding instance into manager
- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
*/
InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, uint32 entranceId, bool canReset, bool load)
{
    if (InstanceSave* old_save = GetInstanceSave(instanceId))
        return old_save;

    const MapEntry* entry = sMapStore.LookupEntry(mapId);
    if (!entry)
    {
        TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId);
        return NULL;
    }

    if (instanceId == 0)
    {
        TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId);
        return NULL;
    }

    DifficultyEntry const* difficultyEntry = sDifficultyStore.LookupEntry(difficulty);
    if (!difficultyEntry || difficultyEntry->InstanceType != entry->InstanceType)
    {
        TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty);
        return NULL;
    }

    if (entranceId && !sWorldSafeLocsStore.LookupEntry(entranceId))
    {
        TC_LOG_WARN("misc", "InstanceSaveManager::AddInstanceSave: invalid entranceId = %d defined for instance save with mapid = %d, instanceid = %d!", entranceId, mapId, instanceId);
        entranceId = 0;
    }

    if (!resetTime)
    {
        // initialize reset time
        // for normal instances if no creatures are killed the instance will reset in two hours
        if (entry->IsRaid() || difficulty > DIFFICULTY_NORMAL)
            resetTime = GetResetTimeFor(mapId, difficulty);
        else
        {
            resetTime = time(NULL) + 2 * HOUR;
            // normally this will be removed soon after in InstanceMap::Add, prevent error
            ScheduleReset(true, resetTime, InstResetEvent(0, mapId, difficulty, instanceId));
        }
    }

    TC_LOG_DEBUG("maps", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);

    InstanceSave* save = new InstanceSave(mapId, instanceId, difficulty, entranceId, resetTime, canReset);
    if (!load)
        save->SaveToDB();

    m_instanceSaveById[instanceId] = save;
    return save;
}
开发者ID:Regigicas,项目名称:TrinityCore,代码行数:58,代码来源:InstanceSaveMgr.cpp

示例7: time

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, uint64> > ResetTimeMapType;
    ResetTimeMapType InstResetTime;
    QueryResult_AutoPtr result = CharacterDatabase.Query("SELECT id, map, resettime FROM instance WHERE resettime > 0");
    if (result)
    {
        do
        {
            if (uint64 resettime = (*result)[2].GetUInt64())
            {
                uint32 id = (*result)[0].GetUInt32();
                uint32 mapid = (*result)[1].GetUInt32();
                InstResetTime[id] = std::pair<uint32, uint64>(mapid, resettime);
            }
        }
        while (result->NextRow());

        // 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();
                uint64 resettime = 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'", resettime, instance);
                    itr->second.second = resettime;
                }
            }
            while (result->NextRow());
        }

        // 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());
    }

    // clean expired instances, references to them will be deleted in CleanupInstances
    // must be done before calculating new reset times
    _DelHelper(CharacterDatabase, "id, map, difficulty", "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* temp = (InstanceTemplate*)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;
//.........这里部分代码省略.........
开发者ID:Amara1231,项目名称:blizzlikecore,代码行数:101,代码来源:InstanceSaveMgr.cpp

示例8: time

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
}
开发者ID:Krill156,项目名称:FreyaCore,代码行数:96,代码来源:InstanceSaveMgr.cpp

示例9: time

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));
        }
    }
}
开发者ID:Matt-One,项目名称:azerothcore-wotlk,代码行数:75,代码来源:InstanceSaveMgr.cpp

示例10: time

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 instances so those are skipped
    typedef std::pair<uint32, time_t> ResetTimeMapDiffType;
    typedef std::map<uint32, ResetTimeMapDiffType> InstResetTimeMapDiffType;
    InstResetTimeMapDiffType instResetTime;

    // index instance ids by map pairs for fast reset warning send
    typedef std::multimap<uint32, uint32 /*instanceid*/ > ResetTimeMapDiffInstances;
    ResetTimeMapDiffInstances mapDiffResetInstances;

    QueryResult result = CharacterDatabase.Query("SELECT id, map, resettime FROM instance ORDER BY id ASC");
    if (result)
    {
        do
        {
            Field* fields = result->Fetch();

            uint32 instanceId = fields[0].GetUInt32();

            // Instances are pulled in ascending order from db and nextInstanceId is initialized with 1,
            // so if the instance id is used, increment until we find the first unused one for a potential new instance
            if (sMapMgr->GetNextInstanceId() == instanceId)
                sMapMgr->SetNextInstanceId(instanceId + 1);

            // Mark instance id as being used
            sMapMgr->RegisterInstanceId(instanceId);

            if (time_t resettime = time_t(fields[3].GetUInt32()))
            {
                uint32 mapid = fields[1].GetUInt16();
                instResetTime[instanceId] = ResetTimeMapDiffType(MAKE_PAIR32(mapid), resettime);
                mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid), instanceId));
            }
        }
        while (result->NextRow());

        // update reset time for normal instances with the max creature respawn time + X hours
        if (PreparedQueryResult result2 = CharacterDatabase.Query(CharacterDatabase.GetPreparedStatement(CHAR_SEL_MAX_CREATURE_RESPAWNS)))
        {
            do
            {
                Field* fields = result2->Fetch();
                uint32 instance = fields[1].GetUInt32();
                time_t resettime = time_t(fields[0].GetUInt32() + 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), itr->first));
    }

    // load the global respawn times for raid instances
    uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
    result = CharacterDatabase.Query("SELECT mapid, resettime FROM instance_reset");
    if (result)
    {
        do
        {
            Field* fields = result->Fetch();
            uint32 mapid = fields[0].GetUInt16();
            uint64 oldresettime = fields[2].GetUInt32();

            // 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 = '%u' WHERE mapid = '%u'", uint32(newresettime), mapid);

            SetResetTimeFor(mapid, newresettime);
        } while (result->NextRow());
    }

    ResetTimeMapDiffInstances::const_iterator in_itr;
}
开发者ID:Maduse,项目名称:Trinity-Zero,代码行数:90,代码来源:InstanceSaveMgr.cpp

示例11: TC_LOG_DEBUG

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
}
开发者ID:Regigicas,项目名称:TrinityCore,代码行数:91,代码来源:InstanceSaveMgr.cpp

示例12: time

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
}
开发者ID:PavelDev,项目名称:Core,代码行数:75,代码来源:InstanceSaveMgr.cpp

示例13: ResetTimeMapDiffType

void InstanceSaveManager::LoadResetTimes()
{
    time_t now = GameTime::GetGameTime();
    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;
    typedef std::pair<ResetTimeMapDiffInstances::const_iterator, ResetTimeMapDiffInstances::const_iterator> ResetTimeMapDiffInstancesBounds;
    ResetTimeMapDiffInstances mapDiffResetInstances;

    if (QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance ORDER BY id ASC"))
    {
        do
        {
            Field* fields = result->Fetch();

            uint32 instanceId = fields[0].GetUInt32();

            // Mark instance id as being used
            sMapMgr->RegisterInstanceId(instanceId);

            if (time_t resettime = time_t(fields[3].GetUInt64()))
            {
                uint32 mapid = fields[1].GetUInt16();
                uint32 difficulty = fields[2].GetUInt8();

                instResetTime[instanceId] = ResetTimeMapDiffType(MAKE_PAIR32(mapid, difficulty), resettime);
                mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid, difficulty), instanceId));
            }
        }
        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;
    if (QueryResult result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset"))
    {
        do
        {
            Field* fields = result->Fetch();
            uint32 mapid = fields[0].GetUInt16();
            Difficulty difficulty = Difficulty(fields[1].GetUInt8());
            uint64 oldresettime = fields[2].GetUInt64();

            MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty);
            if (!mapDiff)
            {
                TC_LOG_ERROR("misc", "InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);

                PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GLOBAL_INSTANCE_RESETTIME);
                stmt->setUInt16(0, uint16(mapid));
                stmt->setUInt8(1, uint8(difficulty));
                CharacterDatabase.DirectExecute(stmt);
                continue;
            }

            // update the reset time if the hour in the configs changes
            uint64 newresettime = (oldresettime / DAY) * DAY + diff;
            if (oldresettime != newresettime)
            {
                PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
                stmt->setUInt64(0, uint64(newresettime));
                stmt->setUInt16(1, uint16(mapid));
                stmt->setUInt8(2, uint8(difficulty));
                CharacterDatabase.DirectExecute(stmt);
            }

            InitializeResetTimeFor(mapid, difficulty, newresettime);
        } while (result->NextRow());
    }

    // 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;
//.........这里部分代码省略.........
开发者ID:Refuge89,项目名称:TrinityCore,代码行数:101,代码来源:InstanceSaveMgr.cpp


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