Files
TrinityCore2/src/server/game/Globals/ObjectAccessor.cpp
T
Machiavelli 52cd2cbd7e Core/Maps: Unload transports in MapManager::UnloadAll instead of singleton destructor.
Core/Transports: Properly delink units from transports on transport desutruction. - Thanks to Shauren for help.
Core/ObjectAccessor: Unload corpse 'storage' in added UnloadAll method called in WorldRunnable postservice hook.
Core/Master: Change some postservice queries to syncrhonous (direct) execution to ensure execution on shutdown
Core/Master: Remove redundant calls to ACE::init and ACE::fini

These changes were made to fix crash/freeze issues on shutdown.
2011-01-16 00:08:52 +01:00

412 lines
13 KiB
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Executable File

/*
* Copyright (C) 2008-2011 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#include "ObjectAccessor.h"
#include "ObjectMgr.h"
#include "Player.h"
#include "Creature.h"
#include "GameObject.h"
#include "DynamicObject.h"
#include "Vehicle.h"
#include "WorldPacket.h"
#include "Item.h"
#include "Corpse.h"
#include "GridNotifiers.h"
#include "MapManager.h"
#include "Map.h"
#include "CellImpl.h"
#include "GridNotifiersImpl.h"
#include "Opcodes.h"
#include "ObjectDefines.h"
#include "MapInstanced.h"
#include "World.h"
#include <cmath>
ObjectAccessor::ObjectAccessor()
{
}
ObjectAccessor::~ObjectAccessor()
{
}
WorldObject* ObjectAccessor::GetWorldObject(WorldObject const& p, uint64 guid)
{
switch (GUID_HIPART(guid))
{
case HIGHGUID_PLAYER: return GetPlayer(p, guid);
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT: return GetGameObject(p, guid);
case HIGHGUID_VEHICLE:
case HIGHGUID_UNIT: return GetCreature(p, guid);
case HIGHGUID_PET: return GetPet(p, guid);
case HIGHGUID_DYNAMICOBJECT: return GetDynamicObject(p, guid);
case HIGHGUID_CORPSE: return GetCorpse(p,guid);
default: return NULL;
}
}
Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const& p, uint64 guid, uint32 typemask)
{
switch (GUID_HIPART(guid))
{
case HIGHGUID_ITEM:
if (typemask & TYPEMASK_ITEM && p.GetTypeId() == TYPEID_PLAYER)
return ((Player const&)p).GetItemByGuid(guid);
break;
case HIGHGUID_PLAYER:
if (typemask & TYPEMASK_PLAYER)
return GetPlayer(p, guid);
break;
case HIGHGUID_TRANSPORT:
case HIGHGUID_MO_TRANSPORT:
case HIGHGUID_GAMEOBJECT:
if (typemask & TYPEMASK_GAMEOBJECT)
return GetGameObject(p, guid);
break;
case HIGHGUID_UNIT:
case HIGHGUID_VEHICLE:
if (typemask & TYPEMASK_UNIT)
return GetCreature(p, guid);
break;
case HIGHGUID_PET:
if (typemask & TYPEMASK_UNIT)
return GetPet(p, guid);
break;
case HIGHGUID_DYNAMICOBJECT:
if (typemask & TYPEMASK_DYNAMICOBJECT)
return GetDynamicObject(p, guid);
break;
case HIGHGUID_CORPSE:
break;
}
return NULL;
}
Corpse* ObjectAccessor::GetCorpse(WorldObject const& u, uint64 guid)
{
return GetObjectInMap(guid, u.GetMap(), (Corpse*)NULL);
}
GameObject* ObjectAccessor::GetGameObject(WorldObject const& u, uint64 guid)
{
return GetObjectInMap(guid, u.GetMap(), (GameObject*)NULL);
}
DynamicObject* ObjectAccessor::GetDynamicObject(WorldObject const& u, uint64 guid)
{
return GetObjectInMap(guid, u.GetMap(), (DynamicObject*)NULL);
}
Unit* ObjectAccessor::GetUnit(WorldObject const& u, uint64 guid)
{
return GetObjectInMap(guid, u.GetMap(), (Unit*)NULL);
}
Creature* ObjectAccessor::GetCreature(WorldObject const& u, uint64 guid)
{
return GetObjectInMap(guid, u.GetMap(), (Creature*)NULL);
}
Pet* ObjectAccessor::GetPet(WorldObject const& u, uint64 guid)
{
return GetObjectInMap(guid, u.GetMap(), (Pet*)NULL);
}
Player* ObjectAccessor::GetPlayer(WorldObject const& u, uint64 guid)
{
return GetObjectInMap(guid, u.GetMap(), (Player*)NULL);
}
Creature* ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject const& u, uint64 guid)
{
if (IS_PET_GUID(guid))
return GetPet(u, guid);
if (IS_CRE_OR_VEH_GUID(guid))
return GetCreature(u, guid);
return NULL;
}
Pet* ObjectAccessor::FindPet(uint64 guid)
{
return GetObjectInWorld(guid, (Pet*)NULL);
}
Player* ObjectAccessor::FindPlayer(uint64 guid)
{
return GetObjectInWorld(guid, (Player*)NULL);
}
Unit* ObjectAccessor::FindUnit(uint64 guid)
{
return GetObjectInWorld(guid, (Unit*)NULL);
}
Player* ObjectAccessor::FindPlayerByName(const char* name)
{
ACE_GUARD_RETURN(LockType, g, *HashMapHolder<Player>::GetLock(), NULL);
HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
for (HashMapHolder<Player>::MapType::iterator iter = m.begin(); iter != m.end(); ++iter)
if (iter->second->IsInWorld() && strcmp(name, iter->second->GetName()) == 0)
return iter->second;
return NULL;
}
void ObjectAccessor::SaveAllPlayers()
{
ACE_GUARD(LockType, g, *HashMapHolder<Player>::GetLock());
HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
for (HashMapHolder<Player>::MapType::iterator itr = m.begin(); itr != m.end(); ++itr)
itr->second->SaveToDB();
}
Corpse* ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid)
{
ACE_GUARD_RETURN(LockType, guard, i_corpseGuard, NULL);
Player2CorpsesMapType::iterator iter = i_player2corpse.find(guid);
if (iter == i_player2corpse.end())
return NULL;
ASSERT(iter->second->GetType() != CORPSE_BONES);
return iter->second;
}
void ObjectAccessor::RemoveCorpse(Corpse* corpse)
{
ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
if (corpse->FindMap())
corpse->FindMap()->Remove(corpse, false);
else
corpse->RemoveFromWorld();
// Critical section
{
ACE_GUARD(LockType, g, i_corpseGuard);
Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID());
if (iter == i_player2corpse.end()) // TODO: Fix this
return;
// build mapid*cellid -> guid_set map
CellPair cell_pair = Trinity::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
sObjectMgr->DeleteCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID()));
i_player2corpse.erase(iter);
}
}
void ObjectAccessor::AddCorpse(Corpse* corpse)
{
ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
// Critical section
{
ACE_GUARD(LockType, g, i_corpseGuard);
ASSERT(i_player2corpse.find(corpse->GetOwnerGUID()) == i_player2corpse.end());
i_player2corpse[corpse->GetOwnerGUID()] = corpse;
// build mapid*cellid -> guid_set map
CellPair cell_pair = Trinity::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
sObjectMgr->AddCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID()), corpse->GetInstanceId());
}
}
void ObjectAccessor::AddCorpsesToGrid(GridPair const& gridpair, GridType& grid, Map* map)
{
ACE_GUARD(LockType, g, i_corpseGuard);
for (Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
{
if (iter->second->GetGrid() == gridpair)
{
// verify, if the corpse in our instance (add only corpses which are)
if (map->Instanceable())
{
if (iter->second->GetInstanceId() == map->GetInstanceId())
grid.AddWorldObject(iter->second);
}
else
grid.AddWorldObject(iter->second);
}
}
}
Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool /*insignia*/)
{
Corpse* corpse = GetCorpseForPlayerGUID(player_guid);
if (!corpse)
{
//in fact this function is called from several places
//even when player doesn't have a corpse, not an error
// TODO: really, now...
//sLog->outError("Try remove corpse that not in map for GUID %ul", player_guid);
return NULL;
}
sLog->outStaticDebug("Deleting Corpse and spawned bones.");
//Map* map = corpse->FindMap();
// remove corpse from player_guid -> corpse map
RemoveCorpse(corpse);
// done in removecorpse
// remove resurrectable corpse from grid object registry (loaded state checked into call)
// do not load the map if it's not loaded
//Map *map = sMapMgr->FindMap(corpse->GetMapId(), corpse->GetInstanceId());
//if (map)
// map->Remove(corpse, false);
// remove corpse from DB
SQLTransaction trans = CharacterDatabase.BeginTransaction();
corpse->DeleteFromDB(trans);
CharacterDatabase.CommitTransaction(trans);
// we don't want bones to save some cpu.. :)
delete corpse;
return NULL;
/*
Corpse* bones = NULL;
// create the bones only if the map and the grid is loaded at the corpse's location
// ignore bones creating option in case insignia
if (map && (insignia ||
(map->IsBattlegroundOrArena() ? sWorld->getIntConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getIntConfig(CONFIG_DEATH_BONES_WORLD))) &&
!map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
{
// Create bones, don't change Corpse
bones = new Corpse;
bones->Create(corpse->GetGUIDLow(), map);
for (int i = 3; i < CORPSE_END; ++i) // don't overwrite guid and object type
bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
bones->SetGrid(corpse->GetGrid());
// bones->m_time = m_time; // don't overwrite time
// bones->m_inWorld = m_inWorld; // don't overwrite in-world state
// bones->m_type = m_type; // don't overwrite type
bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
bones->SetPhaseMask(corpse->GetPhaseMask(), false);
bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0);
for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
{
if (corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
}
// add bones in grid store if grid loaded where corpse placed
map->Add(bones);
}
// all references to the corpse should be removed at this point
delete corpse;
return bones;
*/
}
void ObjectAccessor::RemoveOldCorpses()
{
time_t now = time(NULL);
Player2CorpsesMapType::iterator next;
for (Player2CorpsesMapType::iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); itr = next)
{
next = itr;
++next;
if (!itr->second->IsExpired(now))
continue;
ConvertCorpseForPlayer(itr->first);
}
}
void ObjectAccessor::Update(uint32 /*diff*/)
{
UpdateDataMapType update_players;
// Critical section
{
ACE_GUARD(LockType, g, i_updateGuard);
while (!i_objects.empty())
{
Object* obj = *i_objects.begin();
ASSERT(obj && obj->IsInWorld());
i_objects.erase(i_objects.begin());
obj->BuildUpdate(update_players);
}
}
WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
for (UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
{
iter->second.BuildPacket(&packet);
iter->first->GetSession()->SendPacket(&packet);
packet.clear(); // clean the string
}
}
void ObjectAccessor::UnloadAll()
{
for (Player2CorpsesMapType::const_iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); ++itr)
{
itr->second->RemoveFromWorld();
delete itr->second;
}
}
/// Define the static members of HashMapHolder
template <class T> UNORDERED_MAP< uint64, T* > HashMapHolder<T>::m_objectMap;
template <class T> ACE_Thread_Mutex HashMapHolder<T>::i_lock;
/// Global definitions for the hashmap storage
template class HashMapHolder<Player>;
template class HashMapHolder<Pet>;
template class HashMapHolder<GameObject>;
template class HashMapHolder<DynamicObject>;
template class HashMapHolder<Creature>;
template class HashMapHolder<Corpse>;
template Player* ObjectAccessor::GetObjectInWorld<Player>(uint32 mapid, float x, float y, uint64 guid, Player* /*fake*/);
template Pet* ObjectAccessor::GetObjectInWorld<Pet>(uint32 mapid, float x, float y, uint64 guid, Pet* /*fake*/);
template Creature* ObjectAccessor::GetObjectInWorld<Creature>(uint32 mapid, float x, float y, uint64 guid, Creature* /*fake*/);
template Corpse* ObjectAccessor::GetObjectInWorld<Corpse>(uint32 mapid, float x, float y, uint64 guid, Corpse* /*fake*/);
template GameObject* ObjectAccessor::GetObjectInWorld<GameObject>(uint32 mapid, float x, float y, uint64 guid, GameObject* /*fake*/);
template DynamicObject* ObjectAccessor::GetObjectInWorld<DynamicObject>(uint32 mapid, float x, float y, uint64 guid, DynamicObject* /*fake*/);