mirror of
https://github.com/mod-playerbots/azerothcore-wotlk.git
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feat(Core/GameObjects): Instance gameobject save data implementation (#11113)
* fix(Core): Save gameobject state on instances Currently, azerothcore doesn't save gameobject states on instances. Whenever there's a re-start or crash, the instance's gameobjects and their states aren't saved, producing un-wanted behaviours and blocking instances at times. Implemented CRUD for new table `instance_saved_data` that holds the states of gameobjects. - When worldserver launches and gameobjects are loaded, this will check if this object's state exists on the DB and sets the previous state. - On instance deletion (reset) these states are also removed based on the instance ID. - Whenever a gameobject state changes inside a dungeon or raid, we save on the database the set state. * Select query to synchronous and used FindMap() * loading gameobject states on create * reseting instance saved data * missing reset methods and on create state * database structure * Update src/server/game/Entities/GameObject/GameObject.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/game/Entities/GameObject/GameObject.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/game/Entities/GameObject/GameObject.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/game/Entities/GameObject/GameObject.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/game/Entities/Player/PlayerMisc.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/game/Groups/Group.cpp Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * codestyle * table changes * table style * codestyle * table changes for columns * data sanitization * todo: - Finish loading db data into the containers - Using containers to find data - How to get data from ObjectMGR inside Gameobject? * loading on start up and db changes * Removing unused data structure * Uninitialised integer * Whitespace * clean-up and hooks to save states on memory * Codestyle MySQL deprecated backticks * i dont understand codefactor * build * Update data/sql/updates/pending_db_world/rev_1643395587559675400.sql Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * Update src/server/game/Globals/ObjectMgr.h Co-authored-by: Kargatum <dowlandtop@yandex.com> * review changes * unecessary removal * pushback instead of emplace * wrong database update * Update ObjectMgr.cpp * missing check * removing entry from the PR * missing removals * last delete * build * aha! Found the culprit for the sudden assert errors * type safety, save only important gameobjects * static cast to unsigned short * Update data/sql/updates/pending_db_characters/rev_1643629468629316100.sql Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> * type changes * queries fix * fix build * enabling which gameobjects to save on the database * deadmines iron clad door * Adjustment to gameobject onj create state and instances: - Gnomeregan doors and Grubbis boss state - Deadmines missing doors - Stratholme gameobjects state saved * forgot emi blastfuse change to despawn * Leaving group logic * codestyle * fixing merge issues * prevent bad behaviour * brain meltdown * Update data/sql/updates/pending_db_characters/rev_1643629468629316100.sql * Update data/sql/updates/pending_db_world/rev_1649359139539727000.sql Co-authored-by: Claudiodfc <54484196+claudiodfc@users.noreply.github.com> Co-authored-by: Kitzunu <24550914+Kitzunu@users.noreply.github.com> Co-authored-by: Kargatum <dowlandtop@yandex.com> Co-authored-by: Skjalf <47818697+Nyeriah@users.noreply.github.com>
This commit is contained in:
@@ -329,7 +329,31 @@ bool GameObject::Create(ObjectGuid::LowType guidlow, uint32 name_id, Map* map, u
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// GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
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SetGoType(GameobjectTypes(goinfo->type));
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SetGoState(go_state);
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if (IsInstanceGameobject())
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{
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switch (GetStateSavedOnInstance())
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{
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case 0:
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SetGoState(GO_STATE_READY);
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SwitchDoorOrButton(true);
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break;
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case 1:
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SetGoState(GO_STATE_READY);
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break;
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case 2:
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SetGoState(GO_STATE_ACTIVE_ALTERNATIVE);
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break;
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default:
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SetGoState(go_state);
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break;
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}
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}
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else
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{
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SetGoState(go_state);
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}
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SetGoArtKit(artKit);
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SetDisplayId(goinfo->displayId);
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@@ -2431,6 +2455,146 @@ void GameObject::SetGoState(GOState state)
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else if (state == GO_STATE_READY)
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EnableCollision(!startOpen);*/
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}
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/* Whenever a gameobject inside an instance changes
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* save it's state on the database to be loaded properly
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* on server restart or crash.
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*/
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if (IsInstanceGameobject() && IsAbleToSaveOnDb())
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{
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// Save the gameobject state on the Database
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if (!FindStateSavedOnInstance())
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{
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SaveInstanceData(GameobjectStateToInt(&state));
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}
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else
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{
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UpdateInstanceData(GameobjectStateToInt(&state));
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}
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}
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}
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bool GameObject::IsInstanceGameobject()
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{
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// Avoid checking for unecessary gameobjects whose
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// states don't matter for the dungeon progression
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if (!ValidateGameobjectType())
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{
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return false;
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}
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if (auto* map = FindMap())
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{
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if (map->IsDungeon() || map->IsRaid())
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{
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return true;
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}
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}
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return false;
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}
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bool GameObject::ValidateGameobjectType()
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{
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switch (m_goInfo->type)
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{
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case GAMEOBJECT_TYPE_DOOR:
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case GAMEOBJECT_TYPE_BUTTON:
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case GAMEOBJECT_TYPE_TRAP:
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case GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING:
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case GAMEOBJECT_TYPE_TRAPDOOR:
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return true;
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default:
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return false;
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}
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}
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uint8 GameObject::GameobjectStateToInt(GOState* state)
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{
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uint8 m_state = 3;
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if (state)
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{
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switch (*state)
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{
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case GO_STATE_ACTIVE:
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m_state = 0;
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return m_state;
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case GO_STATE_READY:
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m_state = 1;
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return m_state;
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case GO_STATE_ACTIVE_ALTERNATIVE:
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m_state = 2;
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return m_state;
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}
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}
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// Returning any value that is not one of the specified ones
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// Which will default into the invalid part of the switch
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return m_state;
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}
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bool GameObject::IsAbleToSaveOnDb()
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{
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return m_saveStateOnDb;
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}
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void GameObject::UpdateSaveToDb(bool enable)
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{
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m_saveStateOnDb = enable;
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if (enable)
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{
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SavingStateOnDB();
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}
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}
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void GameObject::SavingStateOnDB()
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{
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if (IsInstanceGameobject())
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{
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GOState param = GetGoState();
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if (!FindStateSavedOnInstance())
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{
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SaveInstanceData(GameobjectStateToInt(¶m));
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}
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}
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}
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void GameObject::SaveInstanceData(uint8 state)
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{
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uint32 id = GetInstanceId();
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uint32 guid = GetSpawnId();
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INSERT_INSTANCE_SAVED_DATA);
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stmt->SetData(0, id);
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stmt->SetData(1, guid);
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stmt->SetData(2, state);
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CharacterDatabase.Execute(stmt);
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sObjectMgr->NewInstanceSavedGameobjectState(id, guid, state);
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}
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void GameObject::UpdateInstanceData(uint8 state)
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{
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uint32 id = GetInstanceId();
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uint32 guid = GetSpawnId();
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPDATE_INSTANCE_SAVED_DATA);
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stmt->SetData(0, state);
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stmt->SetData(1, guid);
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stmt->SetData(2, id);
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CharacterDatabase.Execute(stmt);
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sObjectMgr->SetInstanceSavedGameobjectState(id, guid, state);
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}
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uint8 GameObject::GetStateSavedOnInstance()
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{
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return sObjectMgr->GetInstanceSavedGameobjectState(GetInstanceId(), GetSpawnId());
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}
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bool GameObject::FindStateSavedOnInstance()
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{
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return sObjectMgr->FindInstanceSavedGameobjectState(GetInstanceId(), GetSpawnId());
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}
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void GameObject::SetDisplayId(uint32 displayid)
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@@ -1010,6 +1010,25 @@ public:
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static std::unordered_map<int, goEventFlag> gameObjectToEventFlag; // Gameobject -> event flag
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void SaveInstanceData(uint8 state);
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void UpdateInstanceData(uint8 state);
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bool FindStateSavedOnInstance();
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bool ValidateGameobjectType();
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uint8 GetStateSavedOnInstance();
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bool IsInstanceGameobject();
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uint8 GameobjectStateToInt(GOState* state);
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/* A check to verify if this object is available to be saved on the DB when
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* a state change occurs
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*/
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bool IsAbleToSaveOnDb();
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/* Enable or Disable the ability to save on the database this gameobject's state
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* whenever it changes
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*/
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void UpdateSaveToDb(bool enable);
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void SavingStateOnDB();
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protected:
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bool AIM_Initialize();
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GameObjectModel* CreateModel();
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@@ -1066,5 +1085,7 @@ private:
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return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
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}
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GameObjectAI* m_AI;
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bool m_saveStateOnDb = false;
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};
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#endif
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@@ -181,6 +181,16 @@ void Player::SendResetFailedNotify(uint32 mapid)
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GetSession()->SendPacket(&data);
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}
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void DeleteInstanceSavedData(uint32 instanceId)
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{
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if (instanceId)
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{
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DELETE_INSTANCE_SAVED_DATA);
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stmt->SetData(0, instanceId);
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CharacterDatabase.Execute(stmt);
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}
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}
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/// Reset all solo instances and optionally send a message on success for each
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void Player::ResetInstances(ObjectGuid guid, uint8 method, bool isRaid)
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{
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@@ -198,7 +208,9 @@ void Player::ResetInstances(ObjectGuid guid, uint8 method, bool isRaid)
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InstanceSave* instanceSave = itr->second.save;
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MapEntry const* entry = sMapStore.LookupEntry(itr->first);
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if (!entry || entry->IsRaid() || !instanceSave->CanReset())
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{
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continue;
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}
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Map* map = sMapMgr->FindMap(instanceSave->GetMapId(), instanceSave->GetInstanceId());
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if (!map || map->ToInstanceMap()->Reset(method))
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@@ -207,10 +219,16 @@ void Player::ResetInstances(ObjectGuid guid, uint8 method, bool isRaid)
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toUnbind.push_back(instanceSave);
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}
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else
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{
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p->SendResetInstanceFailed(0, instanceSave->GetMapId());
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}
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DeleteInstanceSavedData(instanceSave->GetInstanceId());
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}
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for (std::vector<InstanceSave*>::const_iterator itr = toUnbind.begin(); itr != toUnbind.end(); ++itr)
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{
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sInstanceSaveMgr->UnbindAllFor(*itr);
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}
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}
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break;
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case INSTANCE_RESET_CHANGE_DIFFICULTY:
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@@ -225,7 +243,9 @@ void Player::ResetInstances(ObjectGuid guid, uint8 method, bool isRaid)
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InstanceSave* instanceSave = itr->second.save;
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MapEntry const* entry = sMapStore.LookupEntry(itr->first);
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if (!entry || entry->IsRaid() != isRaid || !instanceSave->CanReset())
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{
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continue;
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}
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Map* map = sMapMgr->FindMap(instanceSave->GetMapId(), instanceSave->GetInstanceId());
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if (!map || map->ToInstanceMap()->Reset(method))
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@@ -234,7 +254,11 @@ void Player::ResetInstances(ObjectGuid guid, uint8 method, bool isRaid)
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toUnbind.push_back(instanceSave);
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}
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else
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{
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p->SendResetInstanceFailed(0, instanceSave->GetMapId());
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}
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DeleteInstanceSavedData(instanceSave->GetInstanceId());
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}
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for (std::vector<InstanceSave*>::const_iterator itr = toUnbind.begin(); itr != toUnbind.end(); ++itr)
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sInstanceSaveMgr->UnbindAllFor(*itr);
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@@ -262,6 +286,8 @@ void Player::ResetInstances(ObjectGuid guid, uint8 method, bool isRaid)
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}
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//else
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// p->SendResetInstanceFailed(0, instanceSave->GetMapId());
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DeleteInstanceSavedData(instanceSave->GetInstanceId());
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}
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for (std::vector<InstanceSave*>::const_iterator itr = toUnbind.begin(); itr != toUnbind.end(); ++itr)
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sInstanceSaveMgr->PlayerUnbindInstance(p->GetGUID(), (*itr)->GetMapId(), (*itr)->GetDifficulty(), true, p);
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@@ -9762,6 +9762,72 @@ uint32 ObjectMgr::GetQuestMoneyReward(uint8 level, uint32 questMoneyDifficulty)
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return 0;
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}
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void ObjectMgr::LoadInstanceSavedGameobjectStateData()
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{
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uint32 oldMSTime = getMSTime();
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CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SELECT_INSTANCE_SAVED_DATA);
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PreparedQueryResult result = CharacterDatabase.Query(stmt);
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if (!result)
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{
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// There's no gameobject with this GUID saved on the DB
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LOG_INFO("sql.sql", ">> Loaded 0 Instance saved gameobject state data. DB table `instance_saved_go_state_data` is empty.");
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return;
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}
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Field* fields;
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uint32 count = 0;
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do
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{
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fields = result->Fetch();
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GameobjectInstanceSavedStateList.push_back({ fields[0].Get<uint32>(), fields[1].Get<uint32>(), fields[2].Get<unsigned short>() });
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count++;
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} while (result->NextRow());
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LOG_INFO("server.loading", ">> Loaded {} instance saved gameobject state data in {} ms", count, GetMSTimeDiffToNow(oldMSTime));
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LOG_INFO("server.loading", " ");
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}
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uint8 ObjectMgr::GetInstanceSavedGameobjectState(uint32 id, uint32 guid)
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{
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for (auto it = GameobjectInstanceSavedStateList.begin(); it != GameobjectInstanceSavedStateList.end(); it++)
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{
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if (it->m_guid == guid && it->m_instance == id)
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{
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return it->m_state;
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}
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}
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return 3; // Any state higher than 2 to get the default state
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}
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bool ObjectMgr::FindInstanceSavedGameobjectState(uint32 id, uint32 guid)
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{
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for (auto it = GameobjectInstanceSavedStateList.begin(); it != GameobjectInstanceSavedStateList.end(); it++)
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{
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if (it->m_guid == guid && it->m_instance == id)
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{
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return true;
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}
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}
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return false;
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}
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void ObjectMgr::SetInstanceSavedGameobjectState(uint32 id, uint32 guid, uint8 state)
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{
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for (auto it = GameobjectInstanceSavedStateList.begin(); it != GameobjectInstanceSavedStateList.end(); it++)
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{
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if (it->m_guid == guid && it->m_instance == id)
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{
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it->m_state = state;
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}
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}
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}
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void ObjectMgr::NewInstanceSavedGameobjectState(uint32 id, uint32 guid, uint8 state)
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{
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GameobjectInstanceSavedStateList.push_back({ id, guid, state });
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}
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void ObjectMgr::SendServerMail(Player* player, uint32 id, uint32 reqLevel, uint32 reqPlayTime, uint32 rewardMoneyA, uint32 rewardMoneyH, uint32 rewardItemA, uint32 rewardItemCountA, uint32 rewardItemH, uint32 rewardItemCountH, std::string subject, std::string body, uint8 active) const
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{
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if (active)
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@@ -1410,6 +1410,11 @@ public:
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[[nodiscard]] uint32 GetQuestMoneyReward(uint8 level, uint32 questMoneyDifficulty) const;
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void SendServerMail(Player* player, uint32 id, uint32 reqLevel, uint32 reqPlayTime, uint32 rewardMoneyA, uint32 rewardMoneyH, uint32 rewardItemA, uint32 rewardItemCountA, uint32 rewardItemH, uint32 rewardItemCountH, std::string subject, std::string body, uint8 active) const;
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void LoadInstanceSavedGameobjectStateData();
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bool FindInstanceSavedGameobjectState(uint32 id, uint32 guid);
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uint8 GetInstanceSavedGameobjectState(uint32 id, uint32 guid);
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void SetInstanceSavedGameobjectState(uint32 id, uint32 guid, uint8 state);
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void NewInstanceSavedGameobjectState(uint32 id, uint32 guid, uint8 state);
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private:
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// first free id for selected id type
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uint32 _auctionId; // pussywizard: accessed by a single thread
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@@ -1579,6 +1584,14 @@ private:
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std::set<uint32> _transportMaps; // Helper container storing map ids that are for transports only, loaded from gameobject_template
|
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|
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QuestMoneyRewardStore _questMoneyRewards;
|
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struct GameobjectInstanceSavedState
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{
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uint32 m_instance;
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uint32 m_guid;
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unsigned short m_state;
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};
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std::vector<GameobjectInstanceSavedState> GameobjectInstanceSavedStateList;
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};
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#define sObjectMgr ObjectMgr::instance()
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@@ -744,6 +744,8 @@ void Group::Disband(bool hideDestroy /* = false */)
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sScriptMgr->OnGroupDisband(this);
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|
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Player* player;
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uint32 instanceId = 0;
|
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|
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for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
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{
|
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if (!isBGGroup() && !isBFGroup())
|
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@@ -753,6 +755,11 @@ void Group::Disband(bool hideDestroy /* = false */)
|
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|
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player = ObjectAccessor::FindConnectedPlayer(citr->guid);
|
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|
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if (player && !instanceId && !isBGGroup() && !isBFGroup())
|
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{
|
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instanceId = player->GetInstanceId();
|
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}
|
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|
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_homebindIfInstance(player);
|
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if (!isBGGroup() && !isBFGroup())
|
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Player::ResetInstances(citr->guid, INSTANCE_RESET_GROUP_LEAVE, false);
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@@ -821,6 +828,14 @@ void Group::Disband(bool hideDestroy /* = false */)
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CharacterDatabase.Execute(stmt);
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}
|
||||
|
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// Cleaning up instance saved data for gameobjects when a group is disbanded
|
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if (instanceId)
|
||||
{
|
||||
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DELETE_INSTANCE_SAVED_DATA);
|
||||
stmt->SetData(0, instanceId);
|
||||
CharacterDatabase.Execute(stmt);
|
||||
}
|
||||
|
||||
sGroupMgr->RemoveGroup(this);
|
||||
delete this;
|
||||
}
|
||||
@@ -2022,6 +2037,16 @@ void Group::SetRaidDifficulty(Difficulty difficulty)
|
||||
}
|
||||
}
|
||||
|
||||
void Group::ResetInstanceSavedGameobjects(uint32 instanceId)
|
||||
{
|
||||
if (instanceId)
|
||||
{
|
||||
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DELETE_INSTANCE_SAVED_DATA);
|
||||
stmt->SetData(0, instanceId);
|
||||
CharacterDatabase.Execute(stmt);
|
||||
}
|
||||
}
|
||||
|
||||
void Group::ResetInstances(uint8 method, bool isRaid, Player* leader)
|
||||
{
|
||||
if (isBGGroup() || isBFGroup() || isLFGGroup())
|
||||
@@ -2049,7 +2074,11 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* leader)
|
||||
toUnbind.push_back(instanceSave);
|
||||
}
|
||||
else
|
||||
{
|
||||
leader->SendResetInstanceFailed(0, instanceSave->GetMapId());
|
||||
}
|
||||
|
||||
ResetInstanceSavedGameobjects(instanceSave->GetInstanceId());
|
||||
}
|
||||
for (std::vector<InstanceSave*>::const_iterator itr = toUnbind.begin(); itr != toUnbind.end(); ++itr)
|
||||
sInstanceSaveMgr->UnbindAllFor(*itr);
|
||||
@@ -2073,7 +2102,11 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* leader)
|
||||
toUnbind.push_back(instanceSave);
|
||||
}
|
||||
else
|
||||
{
|
||||
leader->SendResetInstanceFailed(0, instanceSave->GetMapId());
|
||||
}
|
||||
|
||||
ResetInstanceSavedGameobjects(instanceSave->GetInstanceId());
|
||||
}
|
||||
for (std::vector<InstanceSave*>::const_iterator itr = toUnbind.begin(); itr != toUnbind.end(); ++itr)
|
||||
sInstanceSaveMgr->UnbindAllFor(*itr);
|
||||
|
||||
@@ -314,9 +314,10 @@ public:
|
||||
uint32 GetDifficultyChangePreventionTime() const;
|
||||
DifficultyPreventionChangeType GetDifficultyChangePreventionReason() const { return _difficultyChangePreventionType; }
|
||||
void SetDifficultyChangePrevention(DifficultyPreventionChangeType type);
|
||||
|
||||
void DoForAllMembers(std::function<void(Player*)> const& worker);
|
||||
|
||||
// Reset Instance Gameobjects
|
||||
void ResetInstanceSavedGameobjects(uint32 instanceId);
|
||||
protected:
|
||||
void _homebindIfInstance(Player* player);
|
||||
void _cancelHomebindIfInstance(Player* player);
|
||||
|
||||
@@ -238,6 +238,12 @@ bool InstanceSave::RemovePlayer(ObjectGuid guid, InstanceSaveMgr* ism)
|
||||
return deleteSave;
|
||||
}
|
||||
|
||||
void InstanceSaveMgr::SanitizeInstanceSavedData()
|
||||
{
|
||||
CharacterDatabasePreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SANITIZE_INSTANCE_SAVED_DATA);
|
||||
CharacterDatabase.Execute(stmt);
|
||||
}
|
||||
|
||||
void InstanceSaveMgr::LoadInstances()
|
||||
{
|
||||
uint32 oldMSTime = getMSTime();
|
||||
@@ -270,6 +276,9 @@ void InstanceSaveMgr::LoadInstances()
|
||||
LoadInstanceSaves();
|
||||
LoadCharacterBinds();
|
||||
|
||||
// Sanitize pending rows on Instance_saved_data for data that wasn't deleted properly
|
||||
SanitizeInstanceSavedData();
|
||||
|
||||
LOG_INFO("server.loading", ">> Loaded instances and binds in {} ms", GetMSTimeDiffToNow(oldMSTime));
|
||||
LOG_INFO("server.loading", " ");
|
||||
}
|
||||
|
||||
@@ -182,6 +182,7 @@ public:
|
||||
void CopyBinds(ObjectGuid from, ObjectGuid to, Player* toPlr = nullptr);
|
||||
void UnbindAllFor(InstanceSave* save);
|
||||
|
||||
void SanitizeInstanceSavedData();
|
||||
protected:
|
||||
static uint16 ResetTimeDelay[];
|
||||
static PlayerBindStorage playerBindStorage;
|
||||
|
||||
@@ -1587,6 +1587,9 @@ void World::SetInitialWorldSettings()
|
||||
LOG_INFO("server.loading", "Loading Instance Template...");
|
||||
sObjectMgr->LoadInstanceTemplate();
|
||||
|
||||
LOG_INFO("server.loading", "Loading Instance Saved Gameobject State Data...");
|
||||
sObjectMgr->LoadInstanceSavedGameobjectStateData();
|
||||
|
||||
LOG_INFO("server.loading", "Load Character Cache...");
|
||||
sCharacterCache->LoadCharacterCacheStorage();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user