Core/Maps: Removed MapInstanced - no longer neccessary for grid data reference counting (moved to TerrainInfo)

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Shauren authored and Ovahlord committed 2022-12-29 22:10:44 +01:00
1 parent f879d95589
commit 81b2ff0d94
33 files changed
+538 -764

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+221 -115
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@@ -16,34 +16,31 @@
*/
#include "MapManager.h"
#include "InstanceSaveMgr.h"
#include "Battleground.h"
#include "Containers.h"
#include "DatabaseEnv.h"
#include "DBCStores.h"
#include "Log.h"
#include "ObjectAccessor.h"
#include "Transport.h"
#include "GridDefines.h"
#include "MapInstanced.h"
#include "InstanceScript.h"
#include "Config.h"
#include "World.h"
#include "Corpse.h"
#include "ObjectMgr.h"
#include "Language.h"
#include "WorldPacket.h"
#include "Group.h"
#include "Player.h"
#include "WorldSession.h"
#include "InstanceSaveMgr.h"
#include "Language.h"
#include "Log.h"
#include "Map.h"
#include "Opcodes.h"
#include "Player.h"
#include "World.h"
#include "WorldPacket.h"
#include "WorldSession.h"
#include <boost/dynamic_bitset.hpp>
#include <numeric>
MapManager::MapManager()
: _nextInstanceId(0), _scheduledScripts(0)
: _freeInstanceIds(std::make_unique<InstanceIds>()), _nextInstanceId(0), _scheduledScripts(0)
{
i_gridCleanUpDelay = sWorld->getIntConfig(CONFIG_INTERVAL_GRIDCLEAN);
i_timer.SetInterval(sWorld->getIntConfig(CONFIG_INTERVAL_MAPUPDATE));
}
MapManager::~MapManager() { }
MapManager::~MapManager() = default;
void MapManager::Initialize()
{
@@ -67,79 +64,182 @@ MapManager* MapManager::instance()
return &instance;
}
Map* MapManager::CreateBaseMap(uint32 id)
Map* MapManager::FindMap_i(uint32 mapId, uint32 instanceId) const
{
Map* map = FindBaseMap(id);
return Trinity::Containers::MapGetValuePtr(i_maps, { mapId, instanceId });
}
if (!map)
Map* MapManager::CreateWorldMap(uint32 mapId, uint32 instanceId)
{
Map* map = new Map(mapId, i_gridCleanUpDelay, instanceId, REGULAR_DIFFICULTY);
map->LoadRespawnTimes();
map->LoadCorpseData();
if (sWorld->getBoolConfig(CONFIG_BASEMAP_LOAD_GRIDS))
map->LoadAllCells();
return map;
}
InstanceMap* MapManager::CreateInstance(uint32 mapId, uint32 instanceId, InstanceSave* save, Difficulty difficulty, TeamId team)
{
// make sure we have a valid map id
MapEntry const* entry = sMapStore.LookupEntry(mapId);
if (!entry)
{
MapEntry const* entry = sMapStore.AssertEntry(id);
if (entry->ParentMapID != -1)
TC_LOG_ERROR("maps", "CreateInstance: no entry for map %d", mapId);
ABORT();
}
// some instances only have one difficulty
sDBCManager.GetDownscaledMapDifficultyData(mapId, difficulty);
TC_LOG_DEBUG("maps", "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %u", save ? "" : "new ", instanceId, mapId, static_cast<uint32>(difficulty));
InstanceMap* map = new InstanceMap(mapId, i_gridCleanUpDelay, instanceId, difficulty, team);
ASSERT(map->IsDungeon());
map->LoadRespawnTimes();
map->LoadCorpseData();
bool load_data = save != nullptr;
map->CreateInstanceData(load_data);
if (sWorld->getBoolConfig(CONFIG_INSTANCEMAP_LOAD_GRIDS))
map->LoadAllCells();
return map;
}
BattlegroundMap* MapManager::CreateBattleground(uint32 mapId, uint32 instanceId, Battleground* bg)
{
TC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg %d for %d created.", instanceId, mapId);
BattlegroundMap* map = new BattlegroundMap(mapId, i_gridCleanUpDelay, instanceId, REGULAR_DIFFICULTY);
ASSERT(map->IsBattlegroundOrArena());
map->SetBG(bg);
bg->SetBgMap(map);
return map;
}
/*
- return the right instance for the object, based on its InstanceId
- create the instance if it's not created already
- the player is not actually added to the instance (only in InstanceMap::Add)
*/
Map* MapManager::CreateMap(uint32 mapId, Player* player, uint32 loginInstanceId /*= 0*/)
{
if (!player)
return nullptr;
MapEntry const* entry = sMapStore.LookupEntry(mapId);
if (!entry)
return nullptr;
std::unique_lock<std::shared_mutex> lock(_mapsLock);
Map* map = nullptr;
uint32 newInstanceId = 0; // instanceId of the resulting map
if (entry->IsBattlegroundOrArena())
{
// instantiate or find existing bg map for player
// the instance id is set in battlegroundid
newInstanceId = player->GetBattlegroundId();
if (!newInstanceId)
return nullptr;
map = FindMap(mapId, newInstanceId);
if (!map)
{
CreateBaseMap(entry->ParentMapID);
// must have been created by parent map
map = FindBaseMap(id);
return ASSERT_NOTNULL(map);
if (Battleground* bg = player->GetBattleground())
map = CreateBattleground(mapId, newInstanceId, bg);
else
{
player->TeleportToBGEntryPoint();
return nullptr;
}
}
std::lock_guard<std::mutex> lock(_mapsLock);
map = CreateBaseMap_i(entry);
}
ASSERT(map);
return map;
}
Map* MapManager::CreateBaseMap_i(MapEntry const* mapEntry)
{
Map* map;
if (mapEntry->Instanceable())
map = new MapInstanced(mapEntry->ID, i_gridCleanUpDelay);
else
map = new Map(mapEntry->ID, i_gridCleanUpDelay, 0, REGULAR_DIFFICULTY);
i_maps[mapEntry->ID] = map;
if (!mapEntry->Instanceable())
else if (entry->IsDungeon())
{
map->LoadRespawnTimes();
map->LoadCorpseData();
InstancePlayerBind* pBind = player->GetBoundInstance(mapId, player->GetDifficulty(entry->IsRaid()));
InstanceSave* pSave = pBind ? pBind->save : nullptr;
// priority:
// 1. player's permanent bind
// 2. player's current instance id if this is at login
// 3. group's current bind
// 4. player's current bind
if (!pBind || !pBind->perm)
{
if (loginInstanceId) // if the player has a saved instance id on login, we either use this instance or relocate him out (return null)
{
map = FindMap_i(mapId, loginInstanceId);
if (!map && pSave && pSave->GetInstanceId() == loginInstanceId)
map = CreateInstance(mapId, loginInstanceId, pSave, pSave->GetDifficulty(), player->GetTeamId());
return map;
}
InstanceGroupBind* groupBind = nullptr;
Group* group = player->GetGroup();
// use the player's difficulty setting (it may not be the same as the group's)
if (group)
{
groupBind = group->GetBoundInstance(entry);
if (groupBind)
{
// solo saves should be reset when entering a group's instance
player->UnbindInstance(mapId, player->GetDifficulty(entry->IsRaid()));
pSave = groupBind->save;
}
}
}
if (pSave)
{
// solo/perm/group
newInstanceId = pSave->GetInstanceId();
map = FindMap_i(mapId, newInstanceId);
// it is possible that the save exists but the map doesn't
if (!map)
map = CreateInstance(mapId, newInstanceId, pSave, pSave->GetDifficulty(), player->GetTeamId());
}
else
{
Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(entry->IsRaid()) : player->GetDifficulty(entry->IsRaid());
// if no instanceId via group members or instance saves is found
// the instance will be created for the first time
newInstanceId = GenerateInstanceId();
//Seems it is now possible, but I do not know if it should be allowed
//ASSERT(!FindInstanceMap(NewInstanceId));
map = FindMap_i(mapId, newInstanceId);
if (!map)
map = CreateInstance(mapId, newInstanceId, nullptr, diff, player->GetTeamId());
}
}
else
{
newInstanceId = 0;
map = FindMap_i(mapId, newInstanceId);
if (!map)
map = CreateWorldMap(mapId, newInstanceId);
}
if (map)
i_maps[{ map->GetId(), map->GetInstanceId() }] = map;
return map;
}
Map* MapManager::FindBaseNonInstanceMap(uint32 mapId) const
Map* MapManager::FindMap(uint32 mapId, uint32 instanceId) const
{
Map* map = FindBaseMap(mapId);
if (map && map->Instanceable())
return nullptr;
return map;
}
Map* MapManager::CreateMap(uint32 id, Player* player, uint32 loginInstanceId)
{
Map* m = CreateBaseMap(id);
if (m && m->Instanceable())
m = ((MapInstanced*)m)->CreateInstanceForPlayer(id, player, loginInstanceId);
return m;
}
Map* MapManager::FindMap(uint32 mapid, uint32 instanceId) const
{
Map* map = FindBaseMap(mapid);
if (!map)
return nullptr;
if (!map->Instanceable())
return instanceId == 0 ? map : nullptr;
return ((MapInstanced*)map)->FindInstanceMap(instanceId);
std::shared_lock<std::shared_mutex> lock(_mapsLock);
return FindMap_i(mapId, instanceId);
}
/*
Map::EnterState MapManager::PlayerCannotEnter(uint32 mapid, Player* player, bool loginCheck)
{
MapEntry const* entry = sMapStore.LookupEntry(mapid);
@@ -229,7 +329,7 @@ Map::EnterState MapManager::PlayerCannotEnter(uint32 mapid, Player* player, bool
else
return Map::CANNOT_ENTER_UNSPECIFIED_REASON;
}
*/
void MapManager::Update(uint32 diff)
{
i_timer.Update(diff);
@@ -237,12 +337,24 @@ void MapManager::Update(uint32 diff)
return;
MapMapType::iterator iter = i_maps.begin();
for (; iter != i_maps.end(); ++iter)
while (iter != i_maps.end())
{
if (iter->second->CanUnload(diff))
{
if (DestroyMap(iter->second))
iter = i_maps.erase(iter);
else
++iter;
continue;
}
if (m_updater.activated())
m_updater.schedule_update(*iter->second, uint32(i_timer.GetCurrent()));
else
iter->second->Update(uint32(i_timer.GetCurrent()));
++iter;
}
if (m_updater.activated())
m_updater.wait();
@@ -253,7 +365,22 @@ void MapManager::Update(uint32 diff)
i_timer.SetCurrent(0);
}
void MapManager::DoDelayedMovesAndRemoves() { }
bool MapManager::DestroyMap(Map* map)
{
map->RemoveAllPlayers();
if (map->HavePlayers())
return false;
map->UnloadAll();
// Free up the instance id and allow it to be reused for bgs and arenas (other instances are handled in the InstanceSaveMgr)
if (map->IsBattlegroundOrArena())
sMapMgr->FreeInstanceId(map->GetInstanceId());
// erase map
delete map;
return true;
}
bool MapManager::IsValidMAP(uint32 mapid, bool startUp)
{
@@ -285,37 +412,16 @@ void MapManager::UnloadAll()
Map::DeleteStateMachine();
}
uint32 MapManager::GetNumInstances()
uint32 MapManager::GetNumInstances() const
{
std::lock_guard<std::mutex> lock(_mapsLock);
uint32 ret = 0;
for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
{
Map* map = itr->second;
if (!map->IsDungeon())
continue;
MapInstanced::InstancedMaps &maps = ((MapInstanced*)map)->GetInstancedMaps();
ret += maps.size();
}
return ret;
std::shared_lock<std::shared_mutex> lock(_mapsLock);
return std::count_if(i_maps.begin(), i_maps.end(), [](MapMapType::value_type const& value) { return value.second->IsDungeon(); });
}
uint32 MapManager::GetNumPlayersInInstances()
uint32 MapManager::GetNumPlayersInInstances() const
{
std::lock_guard<std::mutex> lock(_mapsLock);
uint32 ret = 0;
for (MapMapType::iterator itr = i_maps.begin(); itr != i_maps.end(); ++itr)
{
Map* map = itr->second;
if (!map->IsDungeon())
continue;
MapInstanced::InstancedMaps &maps = ((MapInstanced*)map)->GetInstancedMaps();
for (MapInstanced::InstancedMaps::iterator mitr = maps.begin(); mitr != maps.end(); ++mitr)
ret += mitr->second->GetPlayers().getSize();
}
return ret;
std::shared_lock<std::shared_mutex> lock(_mapsLock);
return std::accumulate(i_maps.begin(), i_maps.end(), 0u, [](uint32 total, MapMapType::value_type const& value) { return total + (value.second->IsDungeon() ? value.second->GetPlayers().getSize() : 0); });
}
void MapManager::InitInstanceIds()
@@ -323,18 +429,18 @@ void MapManager::InitInstanceIds()
_nextInstanceId = 1;
if (QueryResult result = CharacterDatabase.Query("SELECT IFNULL(MAX(id), 0) FROM instance"))
_freeInstanceIds.resize((*result)[0].GetUInt64() + 2, true); // make space for one extra to be able to access [_nextInstanceId] index in case all slots are taken
_freeInstanceIds->resize((*result)[0].GetUInt64() + 2, true); // make space for one extra to be able to access [_nextInstanceId] index in case all slots are taken
else
_freeInstanceIds.resize(_nextInstanceId + 1, true);
_freeInstanceIds->resize(_nextInstanceId + 1, true);
// never allow 0 id
_freeInstanceIds[0] = false;
_freeInstanceIds->set(0, false);
}
void MapManager::RegisterInstanceId(uint32 instanceId)
{
// Allocation and sizing was done in InitInstanceIds()
_freeInstanceIds[instanceId] = false;
_freeInstanceIds->set(instanceId, false);
// 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
@@ -352,15 +458,15 @@ uint32 MapManager::GenerateInstanceId()
}
uint32 newInstanceId = _nextInstanceId;
ASSERT(newInstanceId < _freeInstanceIds.size());
_freeInstanceIds[newInstanceId] = false;
ASSERT(newInstanceId < _freeInstanceIds->size());
_freeInstanceIds->set(newInstanceId, false);
// Find the lowest available id starting from the current NextInstanceId (which should be the lowest according to the logic in FreeInstanceId()
size_t nextFreedId = _freeInstanceIds.find_next(_nextInstanceId++);
size_t nextFreedId = _freeInstanceIds->find_next(_nextInstanceId++);
if (nextFreedId == InstanceIds::npos)
{
_nextInstanceId = uint32(_freeInstanceIds.size());
_freeInstanceIds.push_back(true);
_nextInstanceId = uint32(_freeInstanceIds->size());
_freeInstanceIds->push_back(true);
}
else
_nextInstanceId = uint32(nextFreedId);
@@ -372,5 +478,5 @@ void MapManager::FreeInstanceId(uint32 instanceId)
{
// If freed instance id is lower than the next id available for new instances, use the freed one instead
_nextInstanceId = std::min(instanceId, _nextInstanceId);
_freeInstanceIds[instanceId] = true;
_freeInstanceIds->set(instanceId, true);
}