Add native transport recording and execution with grid lifecycle handling, clientless teleport acknowledgements, and regression tests. Support targeted same-map portal imports and preserve disabled taxi nodes. Document live transport and portal verification and the remaining portal inventory.
508 lines
17 KiB
C++
508 lines
17 KiB
C++
/*
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* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "MapManager.h"
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#include "Battleground.h"
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#include "Containers.h"
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#include "DatabaseEnv.h"
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#include "DBCStores.h"
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#include "Group.h"
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#include "InstanceSaveMgr.h"
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#include "Log.h"
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#include "Map.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "ScriptMgr.h"
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#include "World.h"
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#include "WorldStateMgr.h"
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#include <boost/dynamic_bitset.hpp>
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#include <numeric>
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MapManager::MapManager()
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: _freeInstanceIds(std::make_unique<InstanceIds>()), _nextInstanceId(0), _scheduledScripts(0)
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{
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i_gridCleanUpDelay = sWorld->getIntConfig(CONFIG_INTERVAL_GRIDCLEAN);
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i_timer.SetInterval(sWorld->getIntConfig(CONFIG_INTERVAL_MAPUPDATE));
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}
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MapManager::~MapManager() = default;
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void MapManager::Initialize()
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{
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Map::InitStateMachine();
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int num_threads(sWorld->getIntConfig(CONFIG_NUMTHREADS));
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// Start mtmaps if needed.
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if (num_threads > 0)
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m_updater.activate(num_threads);
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}
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void MapManager::InitializeVisibilityDistanceInfo()
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{
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for (auto iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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iter->second->InitVisibilityDistance();
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}
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MapManager* MapManager::instance()
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{
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static MapManager instance;
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return &instance;
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}
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Map* MapManager::FindMap_i(uint32 mapId, uint32 instanceId) const
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{
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return Trinity::Containers::MapGetValuePtr(i_maps, { mapId, instanceId });
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}
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Map* MapManager::CreateWorldMap(uint32 mapId, uint32 instanceId)
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{
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Map* map = new Map(mapId, i_gridCleanUpDelay, instanceId, REGULAR_DIFFICULTY);
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map->LoadRespawnTimes();
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map->LoadCorpseData();
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map->LoadTransportGameObjectGrids();
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if (sWorld->getBoolConfig(CONFIG_BASEMAP_LOAD_GRIDS))
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map->LoadAllCells();
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return map;
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}
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InstanceMap* MapManager::CreateInstance(uint32 mapId, uint32 instanceId, InstanceSave* save, Difficulty difficulty, TeamId team)
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{
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// make sure we have a valid map id
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MapEntry const* entry = sMapStore.LookupEntry(mapId);
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if (!entry)
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{
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TC_LOG_ERROR("maps", "CreateInstance: no entry for map %d", mapId);
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ABORT();
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}
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// some instances only have one difficulty
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sDBCManager.GetDownscaledMapDifficultyData(mapId, difficulty);
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TC_LOG_DEBUG("maps", "MapInstanced::CreateInstance: %s map instance %d for %d created with difficulty %u", save ? "" : "new ", instanceId, mapId, static_cast<uint32>(difficulty));
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InstanceMap* map = new InstanceMap(mapId, i_gridCleanUpDelay, instanceId, difficulty, team);
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ASSERT(map->IsDungeon());
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map->LoadRespawnTimes();
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map->LoadCorpseData();
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bool load_data = save != nullptr;
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map->CreateInstanceData(load_data);
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map->LoadTransportGameObjectGrids();
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if (sWorld->getBoolConfig(CONFIG_INSTANCEMAP_LOAD_GRIDS))
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map->LoadAllCells();
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return map;
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}
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BattlegroundMap* MapManager::CreateBattleground(uint32 mapId, uint32 instanceId, Battleground* bg)
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{
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TC_LOG_DEBUG("maps", "MapInstanced::CreateBattleground: map bg %d for %d created.", instanceId, mapId);
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BattlegroundMap* map = new BattlegroundMap(mapId, i_gridCleanUpDelay, instanceId, REGULAR_DIFFICULTY);
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ASSERT(map->IsBattlegroundOrArena());
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map->SetBG(bg);
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bg->SetBgMap(map);
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map->LoadTransportGameObjectGrids();
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return map;
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}
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/*
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- return the right instance for the object, based on its InstanceId
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- create the instance if it's not created already
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- the player is not actually added to the instance (only in InstanceMap::Add)
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*/
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Map* MapManager::CreateMap(uint32 mapId, Player* player, uint32 loginInstanceId /*= 0*/)
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{
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if (!player)
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return nullptr;
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MapEntry const* entry = sMapStore.LookupEntry(mapId);
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if (!entry)
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return nullptr;
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std::unique_lock<std::shared_mutex> lock(_mapsLock);
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Map* map = nullptr;
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uint32 newInstanceId = 0; // instanceId of the resulting map
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if (entry->IsBattlegroundOrArena())
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{
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// instantiate or find existing bg map for player
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// the instance id is set in battlegroundid
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newInstanceId = player->GetBattlegroundId();
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if (!newInstanceId)
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return nullptr;
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map = FindMap_i(mapId, newInstanceId);
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if (!map)
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{
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if (Battleground* bg = player->GetBattleground())
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map = CreateBattleground(mapId, newInstanceId, bg);
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else
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{
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player->TeleportToBGEntryPoint();
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return nullptr;
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}
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}
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}
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else if (entry->IsDungeon())
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{
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InstancePlayerBind* pBind = player->GetBoundInstance(mapId, player->GetDifficulty(entry->IsRaid()));
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InstanceSave* pSave = pBind ? pBind->save : nullptr;
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// priority:
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// 1. player's permanent bind
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// 2. player's current instance id if this is at login
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// 3. group's current bind
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// 4. player's current bind
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if (!pBind || !pBind->perm)
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{
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if (loginInstanceId) // if the player has a saved instance id on login, we either use this instance or relocate him out (return null)
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{
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map = FindMap_i(mapId, loginInstanceId);
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if (!map && pSave && pSave->GetInstanceId() == loginInstanceId)
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{
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map = CreateInstance(mapId, loginInstanceId, pSave, pSave->GetDifficulty(), player->GetTeamId());
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i_maps[{ map->GetId(), map->GetInstanceId() }] = map;
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}
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return map;
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}
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InstanceGroupBind* groupBind = nullptr;
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Group* group = player->GetGroup();
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// use the player's difficulty setting (it may not be the same as the group's)
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if (group)
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{
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groupBind = group->GetBoundInstance(entry);
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if (groupBind)
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{
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// solo saves should be reset when entering a group's instance
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player->UnbindInstance(mapId, player->GetDifficulty(entry->IsRaid()));
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pSave = groupBind->save;
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}
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}
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}
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if (pSave)
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{
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// solo/perm/group
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newInstanceId = pSave->GetInstanceId();
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map = FindMap_i(mapId, newInstanceId);
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// it is possible that the save exists but the map doesn't
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if (!map)
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map = CreateInstance(mapId, newInstanceId, pSave, pSave->GetDifficulty(), player->GetTeamId());
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}
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else
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{
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Difficulty diff = player->GetGroup() ? player->GetGroup()->GetDifficulty(entry->IsRaid()) : player->GetDifficulty(entry->IsRaid());
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// if no instanceId via group members or instance saves is found
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// the instance will be created for the first time
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newInstanceId = GenerateInstanceId();
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//Seems it is now possible, but I do not know if it should be allowed
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//ASSERT(!FindInstanceMap(NewInstanceId));
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map = FindMap_i(mapId, newInstanceId);
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if (!map)
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map = CreateInstance(mapId, newInstanceId, nullptr, diff, player->GetTeamId());
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}
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}
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else
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{
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newInstanceId = 0;
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if (entry->IsSplitByFaction())
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newInstanceId = player->GetTeamId();
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map = FindMap_i(mapId, newInstanceId);
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if (!map)
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map = CreateWorldMap(mapId, newInstanceId);
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}
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if (map)
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i_maps[{ map->GetId(), map->GetInstanceId() }] = map;
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return map;
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}
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Map* MapManager::FindMap(uint32 mapId, uint32 instanceId) const
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{
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std::shared_lock<std::shared_mutex> lock(_mapsLock);
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return FindMap_i(mapId, instanceId);
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}
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/*
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Map::EnterState MapManager::PlayerCannotEnter(uint32 mapid, Player* player, bool loginCheck)
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{
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MapEntry const* entry = sMapStore.LookupEntry(mapid);
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// No entry found in Map.dbc
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if (!entry)
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return Map::CANNOT_ENTER_NO_ENTRY;
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// Non-instanced maps can always be entered
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if (!entry->IsDungeon())
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return Map::CAN_ENTER;
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InstanceTemplate const* instance = sObjectMgr->GetInstanceTemplate(mapid);
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// Cannot enter instance maps when no instance_template entry is present
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if (!instance)
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return Map::CANNOT_ENTER_UNINSTANCED_DUNGEON;
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// Cannot enter instance if MapDifficulty data for highest available difficulty does not exist
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Difficulty targetDifficulty = player->GetDifficulty(entry->IsRaid());
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MapDifficulty const* mapDiff = sDBCManager.GetDownscaledMapDifficultyData(entry->ID, targetDifficulty);
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if (!mapDiff)
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return Map::CANNOT_ENTER_DIFFICULTY_UNAVAILABLE;
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// Game Masters can always enter
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if (player->IsGameMaster())
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return Map::CAN_ENTER;
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char const* mapName = entry->MapName;
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Group* group = player->GetGroup();
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// Cannot enter raid maps when not in a raid-group. Ignore rule when CONFIG_INSTANCE_IGNORE_RAID = true
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if (entry->IsRaid())
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if ((!group || !group->isRaidGroup()) && !sWorld->getBoolConfig(CONFIG_INSTANCE_IGNORE_RAID))
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return Map::CANNOT_ENTER_NOT_IN_RAID;
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// Cannot enter instance if player's corpse is in a different instance
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if (!player->IsAlive())
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{
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if (player->HasCorpse())
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{
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// let enter in ghost mode in instance that connected to inner instance with corpse
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uint32 corpseMap = player->GetCorpseLocation().GetMapId();
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do
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{
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if (corpseMap == mapid)
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break;
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InstanceTemplate const* corpseInstance = sObjectMgr->GetInstanceTemplate(corpseMap);
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corpseMap = corpseInstance ? corpseInstance->Parent : 0;
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} while (corpseMap);
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if (!corpseMap)
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return Map::CANNOT_ENTER_CORPSE_IN_DIFFERENT_INSTANCE;
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TC_LOG_DEBUG("maps", "MAP: Player '%s' has corpse in instance '%s' and can enter.", player->GetName().c_str(), mapName);
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}
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else
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TC_LOG_DEBUG("maps", "Map::CanPlayerEnter - player '%s' is dead but does not have a corpse!", player->GetName().c_str());
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}
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// Get instance where player's group is bound & its map
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if (!loginCheck && group)
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{
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InstanceGroupBind* boundInstance = group->GetBoundInstance(entry);
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if (boundInstance && boundInstance->save)
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if (Map* boundMap = sMapMgr->FindMap(mapid, boundInstance->save->GetInstanceId()))
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if (Map::EnterState denyReason = boundMap->CannotEnter(player))
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return denyReason;
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}
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// Players are only allowed to enter 5 instances per hour
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if (entry->IsDungeon() && (!player->GetGroup() || (player->GetGroup() && !player->GetGroup()->isLFGGroup())))
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{
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uint32 instanceIdToCheck = 0;
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if (InstanceSave* save = player->GetInstanceSave(mapid, entry->IsRaid()))
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instanceIdToCheck = save->GetInstanceId();
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// instanceId can never be 0 - will not be found
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if (!player->CheckInstanceCount(instanceIdToCheck) && !player->isDead())
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return Map::CANNOT_ENTER_TOO_MANY_INSTANCES;
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}
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// Other requirements
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if (player->Satisfy(sObjectMgr->GetAccessRequirement(mapid, targetDifficulty), mapid, true))
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return Map::CAN_ENTER;
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else
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return Map::CANNOT_ENTER_UNSPECIFIED_REASON;
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}
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*/
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void MapManager::Update(uint32 diff)
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{
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i_timer.Update(diff);
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if (!i_timer.Passed())
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return;
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MapMapType::iterator iter = i_maps.begin();
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while (iter != i_maps.end())
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{
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if (iter->second->CanUnload(diff))
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{
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if (DestroyMap(iter->second))
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iter = i_maps.erase(iter);
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else
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++iter;
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continue;
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}
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if (m_updater.activated())
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m_updater.schedule_update(*iter->second, uint32(i_timer.GetCurrent()));
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else
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iter->second->Update(uint32(i_timer.GetCurrent()));
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++iter;
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}
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if (m_updater.activated())
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m_updater.wait();
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for (iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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iter->second->DelayedUpdate(uint32(i_timer.GetCurrent()));
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i_timer.SetCurrent(0);
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}
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bool MapManager::DestroyMap(Map* map)
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{
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map->RemoveAllPlayers();
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if (map->HavePlayers())
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return false;
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map->UnloadAll();
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// Free up the instance id and allow it to be reused for bgs and arenas (other instances are handled in the InstanceSaveMgr)
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if (map->IsBattlegroundOrArena())
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sMapMgr->FreeInstanceId(map->GetInstanceId());
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// erase map
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delete map;
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return true;
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}
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bool MapManager::IsValidMAP(uint32 mapId)
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{
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return sMapStore.LookupEntry(mapId) != nullptr;
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}
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void MapManager::UnloadAll()
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{
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// first unload maps
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for (auto iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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iter->second->UnloadAll();
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// then delete them
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for (auto iter = i_maps.begin(); iter != i_maps.end(); ++iter)
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delete iter->second;
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i_maps.clear();
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if (m_updater.activated())
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m_updater.deactivate();
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Map::DeleteStateMachine();
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}
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uint32 MapManager::GetNumInstances() const
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{
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std::shared_lock<std::shared_mutex> lock(_mapsLock);
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return std::count_if(i_maps.begin(), i_maps.end(), [](MapMapType::value_type const& value) { return value.second->IsDungeon(); });
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}
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uint32 MapManager::GetNumPlayersInInstances() const
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{
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std::shared_lock<std::shared_mutex> lock(_mapsLock);
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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); });
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}
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void MapManager::InitInstanceIds()
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{
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_nextInstanceId = 1;
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if (QueryResult result = CharacterDatabase.Query("SELECT IFNULL(MAX(id), 0) FROM instance"))
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_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
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else
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_freeInstanceIds->resize(_nextInstanceId + 1, true);
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// never allow 0 id
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_freeInstanceIds->set(0, false);
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}
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void MapManager::RegisterInstanceId(uint32 instanceId)
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{
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// Allocation and sizing was done in InitInstanceIds()
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_freeInstanceIds->set(instanceId, false);
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// Instances are pulled in ascending order from db and nextInstanceId is initialized with 1,
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// so if the instance id is used, increment until we find the first unused one for a potential new instance
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if (_nextInstanceId == instanceId)
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++_nextInstanceId;
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}
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uint32 MapManager::GenerateInstanceId()
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{
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if (_nextInstanceId == 0xFFFFFFFF)
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{
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TC_LOG_ERROR("maps", "Instance ID overflow!! Can't continue, shutting down server. ");
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World::StopNow(ERROR_EXIT_CODE);
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return _nextInstanceId;
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}
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uint32 newInstanceId = _nextInstanceId;
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ASSERT(newInstanceId < _freeInstanceIds->size());
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_freeInstanceIds->set(newInstanceId, false);
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// Find the lowest available id starting from the current NextInstanceId (which should be the lowest according to the logic in FreeInstanceId()
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size_t nextFreedId = _freeInstanceIds->find_next(_nextInstanceId++);
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if (nextFreedId == InstanceIds::npos)
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{
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_nextInstanceId = uint32(_freeInstanceIds->size());
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_freeInstanceIds->push_back(true);
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}
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else
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_nextInstanceId = uint32(nextFreedId);
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return newInstanceId;
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}
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void MapManager::FreeInstanceId(uint32 instanceId)
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{
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// If freed instance id is lower than the next id available for new instances, use the freed one instead
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_nextInstanceId = std::min(instanceId, _nextInstanceId);
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_freeInstanceIds->set(instanceId, true);
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}
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// hack to allow conditions to access what faction owns the map (these worldstates should not be set on these maps)
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class SplitByFactionMapScript : public WorldMapScript
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{
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public:
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SplitByFactionMapScript(char const* name, uint32 mapId) : WorldMapScript(name, mapId)
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{
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}
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void OnCreate(Map* map) override
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{
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sWorldStateMgr->SetValue(WS_TEAM_IN_INSTANCE_ALLIANCE, map->GetInstanceId() == TEAM_ALLIANCE, false, map);
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sWorldStateMgr->SetValue(WS_TEAM_IN_INSTANCE_HORDE, map->GetInstanceId() == TEAM_HORDE, false, map);
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}
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};
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void MapManager::AddSC_BuiltInScripts()
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{
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for (MapEntry const* mapEntry : sMapStore)
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if (mapEntry->IsWorldMap() && mapEntry->IsSplitByFaction())
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new SplitByFactionMapScript(Trinity::StringFormat("world_map_set_faction_worldstates_%u", mapEntry->ID).c_str(), mapEntry->ID);
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}
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