Using TC structure allowing easier patches importing

This commit is contained in:
Yehonal
2017-12-20 20:48:35 +01:00
parent 0fc4a6a153
commit 17332304fd
1197 changed files with 0 additions and 69 deletions

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/*
* Copyright (C) 2016+ AzerothCore <www.azerothcore.org>, released under GNU GPL v2 license: http://github.com/azerothcore/azerothcore-wotlk/LICENSE-GPL2
* Copyright (C) 2008-2016 TrinityCore <http://www.trinitycore.org/>
* Copyright (C) 2005-2009 MaNGOS <http://getmangos.com/>
*/
#include "ObjectAccessor.h"
#include "CellImpl.h"
#include "Corpse.h"
#include "Creature.h"
#include "DynamicObject.h"
#include "GameObject.h"
#include "GridNotifiers.h"
#include "GridNotifiersImpl.h"
#include "Item.h"
#include "Map.h"
#include "MapInstanced.h"
#include "MapManager.h"
#include "ObjectDefines.h"
#include "ObjectMgr.h"
#include "Opcodes.h"
#include "Pet.h"
#include "Player.h"
#include "Vehicle.h"
#include "World.h"
#include "WorldPacket.h"
#include <cmath>
ObjectAccessor::ObjectAccessor()
{
}
ObjectAccessor::~ObjectAccessor()
{
}
Player* ObjectAccessor::GetObjectInWorld(uint64 guid, Player* /*typeSpecifier*/)
{
Player* player = HashMapHolder<Player>::Find(guid);
return player && player->IsInWorld() ? player : NULL;
}
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);
}
Transport* ObjectAccessor::GetTransport(WorldObject const& u, uint64 guid)
{
if (GUID_HIPART(guid) != HIGHGUID_MO_TRANSPORT && GUID_HIPART(guid) != HIGHGUID_TRANSPORT)
return NULL;
GameObject* go = GetGameObject(u, guid);
return go ? go->ToTransport() : 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);
}
Player* ObjectAccessor::FindPlayerInOrOutOfWorld(uint64 guid)
{
return GetObjectInOrOutOfWorld(guid, (Player*)NULL);
}
Unit* ObjectAccessor::FindUnit(uint64 guid)
{
return GetObjectInWorld(guid, (Unit*)NULL);
}
Player* ObjectAccessor::FindPlayerByName(std::string const& name, bool checkInWorld)
{
/*TRINITY_READ_GUARD(HashMapHolder<Player>::LockType, *HashMapHolder<Player>::GetLock());
std::string nameStr = name;
std::transform(nameStr.begin(), nameStr.end(), nameStr.begin(), ::tolower);
HashMapHolder<Player>::MapType const& m = GetPlayers();
for (HashMapHolder<Player>::MapType::const_iterator iter = m.begin(); iter != m.end(); ++iter)
{
if (!iter->second->IsInWorld())
continue;
std::string currentName = iter->second->GetName();
std::transform(currentName.begin(), currentName.end(), currentName.begin(), ::tolower);
if (nameStr.compare(currentName) == 0)
return iter->second;
}*/
// pussywizard: optimization
std::string nameStr = name;
std::transform(nameStr.begin(), nameStr.end(), nameStr.begin(), ::tolower);
std::map<std::string, Player*>::iterator itr = playerNameToPlayerPointer.find(nameStr);
if (itr != playerNameToPlayerPointer.end())
if (!checkInWorld || itr->second->IsInWorld())
return itr->second;
return NULL;
}
void ObjectAccessor::SaveAllPlayers()
{
TRINITY_READ_GUARD(HashMapHolder<Player>::LockType, *HashMapHolder<Player>::GetLock());
HashMapHolder<Player>::MapType const& m = GetPlayers();
for (HashMapHolder<Player>::MapType::const_iterator itr = m.begin(); itr != m.end(); ++itr)
itr->second->SaveToDB(false, false);
}
Corpse* ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid)
{
TRINITY_READ_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
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, bool final)
{
ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
if (!final)
{
TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID());
if (iter == i_player2corpse.end())
return;
i_player2corpse.erase(iter);
AddDelayedCorpseAction(corpse, 0);
return;
}
//TODO: more works need to be done for corpse and other world object
if (Map* map = corpse->FindMap())
{
// xinef: ok, should be called in both cases
corpse->DestroyForNearbyPlayers();
if (corpse->IsInGrid())
map->RemoveFromMap(corpse, false);
else
{
corpse->RemoveFromWorld();
corpse->ResetMap();
}
}
else
corpse->RemoveFromWorld();
// Critical section
{
TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
// build mapid*cellid -> guid_set map
CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
sObjectMgr->DeleteCorpseCellData(corpse->GetMapId(), cellCoord.GetId(), GUID_LOPART(corpse->GetOwnerGUID()));
}
delete corpse; // pussywizard: as it is delayed now, delete is moved here (previously in ConvertCorpseForPlayer)
}
void ObjectAccessor::AddCorpse(Corpse* corpse)
{
ASSERT(corpse && corpse->GetType() != CORPSE_BONES);
// Critical section
{
TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
ASSERT(i_player2corpse.find(corpse->GetOwnerGUID()) == i_player2corpse.end());
i_player2corpse[corpse->GetOwnerGUID()] = corpse;
// build mapid*cellid -> guid_set map
CellCoord cellCoord = Trinity::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY());
sObjectMgr->AddCorpseCellData(corpse->GetMapId(), cellCoord.GetId(), GUID_LOPART(corpse->GetOwnerGUID()), corpse->GetInstanceId());
}
}
void ObjectAccessor::AddCorpsesToGrid(GridCoord const& gridpair, GridType& grid, Map* map)
{
TRINITY_READ_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
for (Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter)
{
// We need this check otherwise a corpose may be added to a grid twice
if (iter->second->IsInGrid())
continue;
if (iter->second->GetGridCoord() == 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 /*=false*/)
{
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
return NULL;
}
#if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS)
sLog->outStaticDebug("Deleting Corpse and spawned bones.");
#endif
// Map can be NULL
Map* map = corpse->FindMap();
bool inWorld = corpse->IsInWorld();
// remove corpse from player_guid -> corpse map and from current map
RemoveCorpse(corpse);
// remove corpse from DB
SQLTransaction trans = CharacterDatabase.BeginTransaction();
corpse->DeleteFromDB(trans);
CharacterDatabase.CommitTransaction(trans);
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 && corpse->IsPositionValid() && inWorld && (insignia ||
(map->IsBattlegroundOrArena() ? sWorld->getBoolConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getBoolConfig(CONFIG_DEATH_BONES_WORLD))) &&
!map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY()))
{
// Create bones, don't change Corpse
bones = new Corpse;
bones->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_CORPSE), map);
for (uint8 i = OBJECT_FIELD_TYPE + 1; i < CORPSE_END; ++i) // don't overwrite guid and object type
bones->SetUInt32Value(i, corpse->GetUInt32Value(i));
bones->SetGridCoord(corpse->GetGridCoord());
// bones->m_time = m_time; // don't overwrite time
// 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 (uint8 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
if (insignia) // pussywizard: in case of insignia we need bones right now, map is the same so not a problem
map->AddToMap(bones);
else
{
bones->ResetMap();
sObjectAccessor->AddDelayedCorpseAction(bones, 1, map->GetId(), map->GetInstanceId());
}
// pussywizard: for deleting bones
TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
i_playerBones.push_back(bones->GetGUID());
}
// all references to the corpse should be removed at this point
//delete corpse; // pussywizard: deleting corpse is delayed (crashfix)
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);
}
// pussywizard: for deleting bones
std::list<uint64>::iterator next2;
TRINITY_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock);
for (std::list<uint64>::iterator itr = i_playerBones.begin(); itr != i_playerBones.end(); itr = next2)
{
next2 = itr;
++next2;
Corpse* c = GetObjectInWorld((*itr), (Corpse*)NULL);
if (c)
{
if (!c->IsExpired(now))
continue;
if (Map* map = c->FindMap())
{
if (c->IsInGrid())
map->RemoveFromMap(c, false);
else
{
c->DestroyForNearbyPlayers();
c->RemoveFromWorld();
c->ResetMap();
}
}
else
c->RemoveFromWorld();
}
i_playerBones.erase(itr);
}
}
void ObjectAccessor::AddDelayedCorpseAction(Corpse* corpse, uint8 action, uint32 mapId, uint32 instanceId)
{
TRINITY_GUARD(ACE_Thread_Mutex, DelayedCorpseLock);
i_delayedCorpseActions.push_back(DelayedCorpseAction(corpse, action, mapId, instanceId));
}
void ObjectAccessor::ProcessDelayedCorpseActions()
{
TRINITY_GUARD(ACE_Thread_Mutex, DelayedCorpseLock);
for (std::list<DelayedCorpseAction>::iterator itr = i_delayedCorpseActions.begin(); itr != i_delayedCorpseActions.end(); ++itr)
{
DelayedCorpseAction a = (*itr);
switch (a._action)
{
case 0: // remove corpse
RemoveCorpse(a._corpse, true);
break;
case 1: // add bones
if (Map* map = sMapMgr->FindMap(a._mapId, a._instanceId))
if (!map->IsRemovalGrid(a._corpse->GetPositionX(), a._corpse->GetPositionY()))
{
a._corpse->SetMap(map);
map->AddToMap(a._corpse);
}
break;
}
}
i_delayedCorpseActions.clear();
}
void ObjectAccessor::Update(uint32 /*diff*/)
{
UpdateDataMapType update_players;
UpdatePlayerSet player_set;
while (!i_objects.empty())
{
Object* obj = *i_objects.begin();
ASSERT(obj && obj->IsInWorld());
i_objects.erase(i_objects.begin());
obj->BuildUpdate(update_players, player_set);
}
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 Map::BuildAndSendUpdateForObjects()
{
UpdateDataMapType update_players;
UpdatePlayerSet player_set;
while (!i_objectsToUpdate.empty())
{
Object* obj = *i_objectsToUpdate.begin();
ASSERT(obj && obj->IsInWorld());
i_objectsToUpdate.erase(i_objectsToUpdate.begin());
obj->BuildUpdate(update_players, player_set);
}
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;
}
}
std::map<std::string, Player*> ObjectAccessor::playerNameToPlayerPointer;
/// 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*/);