mirror of
https://github.com/araxiaonline/TrinityCore2.git
synced 2026-06-18 13:59:39 -04:00
52cd2cbd7e
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.
412 lines
13 KiB
C++
Executable File
412 lines
13 KiB
C++
Executable File
/*
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* Copyright (C) 2008-2011 TrinityCore <http://www.trinitycore.org/>
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* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
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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 "ObjectAccessor.h"
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#include "ObjectMgr.h"
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#include "Player.h"
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#include "Creature.h"
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#include "GameObject.h"
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#include "DynamicObject.h"
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#include "Vehicle.h"
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#include "WorldPacket.h"
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#include "Item.h"
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#include "Corpse.h"
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#include "GridNotifiers.h"
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#include "MapManager.h"
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#include "Map.h"
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#include "CellImpl.h"
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#include "GridNotifiersImpl.h"
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#include "Opcodes.h"
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#include "ObjectDefines.h"
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#include "MapInstanced.h"
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#include "World.h"
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#include <cmath>
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ObjectAccessor::ObjectAccessor()
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{
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}
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ObjectAccessor::~ObjectAccessor()
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{
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}
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WorldObject* ObjectAccessor::GetWorldObject(WorldObject const& p, uint64 guid)
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{
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switch (GUID_HIPART(guid))
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{
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case HIGHGUID_PLAYER: return GetPlayer(p, guid);
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case HIGHGUID_TRANSPORT:
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case HIGHGUID_MO_TRANSPORT:
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case HIGHGUID_GAMEOBJECT: return GetGameObject(p, guid);
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case HIGHGUID_VEHICLE:
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case HIGHGUID_UNIT: return GetCreature(p, guid);
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case HIGHGUID_PET: return GetPet(p, guid);
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case HIGHGUID_DYNAMICOBJECT: return GetDynamicObject(p, guid);
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case HIGHGUID_CORPSE: return GetCorpse(p,guid);
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default: return NULL;
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}
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}
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Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const& p, uint64 guid, uint32 typemask)
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{
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switch (GUID_HIPART(guid))
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{
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case HIGHGUID_ITEM:
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if (typemask & TYPEMASK_ITEM && p.GetTypeId() == TYPEID_PLAYER)
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return ((Player const&)p).GetItemByGuid(guid);
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break;
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case HIGHGUID_PLAYER:
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if (typemask & TYPEMASK_PLAYER)
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return GetPlayer(p, guid);
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break;
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case HIGHGUID_TRANSPORT:
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case HIGHGUID_MO_TRANSPORT:
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case HIGHGUID_GAMEOBJECT:
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if (typemask & TYPEMASK_GAMEOBJECT)
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return GetGameObject(p, guid);
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break;
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case HIGHGUID_UNIT:
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case HIGHGUID_VEHICLE:
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if (typemask & TYPEMASK_UNIT)
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return GetCreature(p, guid);
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break;
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case HIGHGUID_PET:
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if (typemask & TYPEMASK_UNIT)
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return GetPet(p, guid);
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break;
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case HIGHGUID_DYNAMICOBJECT:
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if (typemask & TYPEMASK_DYNAMICOBJECT)
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return GetDynamicObject(p, guid);
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break;
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case HIGHGUID_CORPSE:
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break;
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}
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return NULL;
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}
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Corpse* ObjectAccessor::GetCorpse(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (Corpse*)NULL);
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}
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GameObject* ObjectAccessor::GetGameObject(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (GameObject*)NULL);
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}
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DynamicObject* ObjectAccessor::GetDynamicObject(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (DynamicObject*)NULL);
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}
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Unit* ObjectAccessor::GetUnit(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (Unit*)NULL);
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}
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Creature* ObjectAccessor::GetCreature(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (Creature*)NULL);
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}
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Pet* ObjectAccessor::GetPet(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (Pet*)NULL);
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}
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Player* ObjectAccessor::GetPlayer(WorldObject const& u, uint64 guid)
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{
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return GetObjectInMap(guid, u.GetMap(), (Player*)NULL);
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}
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Creature* ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject const& u, uint64 guid)
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{
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if (IS_PET_GUID(guid))
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return GetPet(u, guid);
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if (IS_CRE_OR_VEH_GUID(guid))
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return GetCreature(u, guid);
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return NULL;
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}
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Pet* ObjectAccessor::FindPet(uint64 guid)
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{
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return GetObjectInWorld(guid, (Pet*)NULL);
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}
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Player* ObjectAccessor::FindPlayer(uint64 guid)
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{
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return GetObjectInWorld(guid, (Player*)NULL);
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}
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Unit* ObjectAccessor::FindUnit(uint64 guid)
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{
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return GetObjectInWorld(guid, (Unit*)NULL);
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}
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Player* ObjectAccessor::FindPlayerByName(const char* name)
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{
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ACE_GUARD_RETURN(LockType, g, *HashMapHolder<Player>::GetLock(), NULL);
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HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
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for (HashMapHolder<Player>::MapType::iterator iter = m.begin(); iter != m.end(); ++iter)
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if (iter->second->IsInWorld() && strcmp(name, iter->second->GetName()) == 0)
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return iter->second;
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return NULL;
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}
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void ObjectAccessor::SaveAllPlayers()
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{
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ACE_GUARD(LockType, g, *HashMapHolder<Player>::GetLock());
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HashMapHolder<Player>::MapType& m = HashMapHolder<Player>::GetContainer();
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for (HashMapHolder<Player>::MapType::iterator itr = m.begin(); itr != m.end(); ++itr)
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itr->second->SaveToDB();
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}
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Corpse* ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid)
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{
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ACE_GUARD_RETURN(LockType, guard, i_corpseGuard, NULL);
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Player2CorpsesMapType::iterator iter = i_player2corpse.find(guid);
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if (iter == i_player2corpse.end())
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return NULL;
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ASSERT(iter->second->GetType() != CORPSE_BONES);
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return iter->second;
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}
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void ObjectAccessor::RemoveCorpse(Corpse* corpse)
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{
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ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
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if (corpse->FindMap())
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corpse->FindMap()->Remove(corpse, false);
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else
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corpse->RemoveFromWorld();
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// Critical section
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{
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ACE_GUARD(LockType, g, i_corpseGuard);
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Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID());
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if (iter == i_player2corpse.end()) // TODO: Fix this
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return;
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// build mapid*cellid -> guid_set map
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CellPair cell_pair = Trinity::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
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uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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sObjectMgr->DeleteCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID()));
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i_player2corpse.erase(iter);
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}
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}
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void ObjectAccessor::AddCorpse(Corpse* corpse)
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{
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ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
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// Critical section
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{
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ACE_GUARD(LockType, g, i_corpseGuard);
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ASSERT(i_player2corpse.find(corpse->GetOwnerGUID()) == i_player2corpse.end());
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i_player2corpse[corpse->GetOwnerGUID()] = corpse;
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// build mapid*cellid -> guid_set map
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CellPair cell_pair = Trinity::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY());
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uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord;
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sObjectMgr->AddCorpseCellData(corpse->GetMapId(), cell_id, GUID_LOPART(corpse->GetOwnerGUID()), corpse->GetInstanceId());
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}
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}
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void ObjectAccessor::AddCorpsesToGrid(GridPair const& gridpair, GridType& grid, Map* map)
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{
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ACE_GUARD(LockType, g, i_corpseGuard);
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for (Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
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{
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if (iter->second->GetGrid() == gridpair)
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{
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// verify, if the corpse in our instance (add only corpses which are)
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if (map->Instanceable())
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{
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if (iter->second->GetInstanceId() == map->GetInstanceId())
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grid.AddWorldObject(iter->second);
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}
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else
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grid.AddWorldObject(iter->second);
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}
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}
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}
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Corpse* ObjectAccessor::ConvertCorpseForPlayer(uint64 player_guid, bool /*insignia*/)
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{
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Corpse* corpse = GetCorpseForPlayerGUID(player_guid);
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if (!corpse)
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{
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//in fact this function is called from several places
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//even when player doesn't have a corpse, not an error
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// TODO: really, now...
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//sLog->outError("Try remove corpse that not in map for GUID %ul", player_guid);
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return NULL;
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}
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sLog->outStaticDebug("Deleting Corpse and spawned bones.");
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//Map* map = corpse->FindMap();
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// remove corpse from player_guid -> corpse map
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RemoveCorpse(corpse);
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// done in removecorpse
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// remove resurrectable corpse from grid object registry (loaded state checked into call)
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// do not load the map if it's not loaded
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//Map *map = sMapMgr->FindMap(corpse->GetMapId(), corpse->GetInstanceId());
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//if (map)
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// map->Remove(corpse, false);
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// remove corpse from DB
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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corpse->DeleteFromDB(trans);
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CharacterDatabase.CommitTransaction(trans);
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// we don't want bones to save some cpu.. :)
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delete corpse;
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return NULL;
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/*
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Corpse* bones = NULL;
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// create the bones only if the map and the grid is loaded at the corpse's location
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// ignore bones creating option in case insignia
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if (map && (insignia ||
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(map->IsBattlegroundOrArena() ? sWorld->getIntConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getIntConfig(CONFIG_DEATH_BONES_WORLD))) &&
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!map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
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{
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// Create bones, don't change Corpse
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bones = new Corpse;
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bones->Create(corpse->GetGUIDLow(), map);
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for (int i = 3; i < CORPSE_END; ++i) // don't overwrite guid and object type
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bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
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bones->SetGrid(corpse->GetGrid());
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// bones->m_time = m_time; // don't overwrite time
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// bones->m_inWorld = m_inWorld; // don't overwrite in-world state
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// bones->m_type = m_type; // don't overwrite type
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bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation());
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bones->SetPhaseMask(corpse->GetPhaseMask(), false);
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bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES);
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bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0);
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for (int i = 0; i < EQUIPMENT_SLOT_END; ++i)
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{
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if (corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i))
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bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0);
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}
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// add bones in grid store if grid loaded where corpse placed
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map->Add(bones);
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}
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// all references to the corpse should be removed at this point
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delete corpse;
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return bones;
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*/
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}
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void ObjectAccessor::RemoveOldCorpses()
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{
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time_t now = time(NULL);
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Player2CorpsesMapType::iterator next;
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for (Player2CorpsesMapType::iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); itr = next)
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{
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next = itr;
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++next;
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if (!itr->second->IsExpired(now))
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continue;
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ConvertCorpseForPlayer(itr->first);
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}
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}
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void ObjectAccessor::Update(uint32 /*diff*/)
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{
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UpdateDataMapType update_players;
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// Critical section
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{
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ACE_GUARD(LockType, g, i_updateGuard);
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while (!i_objects.empty())
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{
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Object* obj = *i_objects.begin();
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ASSERT(obj && obj->IsInWorld());
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i_objects.erase(i_objects.begin());
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obj->BuildUpdate(update_players);
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}
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}
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WorldPacket packet; // here we allocate a std::vector with a size of 0x10000
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for (UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter)
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{
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iter->second.BuildPacket(&packet);
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iter->first->GetSession()->SendPacket(&packet);
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packet.clear(); // clean the string
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}
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}
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void ObjectAccessor::UnloadAll()
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{
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for (Player2CorpsesMapType::const_iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); ++itr)
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{
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itr->second->RemoveFromWorld();
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delete itr->second;
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}
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}
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/// Define the static members of HashMapHolder
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template <class T> UNORDERED_MAP< uint64, T* > HashMapHolder<T>::m_objectMap;
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template <class T> ACE_Thread_Mutex HashMapHolder<T>::i_lock;
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/// Global definitions for the hashmap storage
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template class HashMapHolder<Player>;
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template class HashMapHolder<Pet>;
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template class HashMapHolder<GameObject>;
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template class HashMapHolder<DynamicObject>;
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template class HashMapHolder<Creature>;
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template class HashMapHolder<Corpse>;
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template Player* ObjectAccessor::GetObjectInWorld<Player>(uint32 mapid, float x, float y, uint64 guid, Player* /*fake*/);
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template Pet* ObjectAccessor::GetObjectInWorld<Pet>(uint32 mapid, float x, float y, uint64 guid, Pet* /*fake*/);
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template Creature* ObjectAccessor::GetObjectInWorld<Creature>(uint32 mapid, float x, float y, uint64 guid, Creature* /*fake*/);
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template Corpse* ObjectAccessor::GetObjectInWorld<Corpse>(uint32 mapid, float x, float y, uint64 guid, Corpse* /*fake*/);
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template GameObject* ObjectAccessor::GetObjectInWorld<GameObject>(uint32 mapid, float x, float y, uint64 guid, GameObject* /*fake*/);
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template DynamicObject* ObjectAccessor::GetObjectInWorld<DynamicObject>(uint32 mapid, float x, float y, uint64 guid, DynamicObject* /*fake*/);
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