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));
}
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
}
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;
}
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
}
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;
}
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;
}
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.........
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
}
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));
}
}
}
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;
}
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
}
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
}
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.........