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:
Hanabi
2022-05-24 14:33:45 +01:00
committed by GitHub
parent 305a2689e9
commit a6a2ca8ef7
22 changed files with 502 additions and 6 deletions

View File

@@ -744,6 +744,8 @@ void Group::Disband(bool hideDestroy /* = false */)
sScriptMgr->OnGroupDisband(this);
Player* player;
uint32 instanceId = 0;
for (member_citerator citr = m_memberSlots.begin(); citr != m_memberSlots.end(); ++citr)
{
if (!isBGGroup() && !isBFGroup())
@@ -753,6 +755,11 @@ void Group::Disband(bool hideDestroy /* = false */)
player = ObjectAccessor::FindConnectedPlayer(citr->guid);
if (player && !instanceId && !isBGGroup() && !isBFGroup())
{
instanceId = player->GetInstanceId();
}
_homebindIfInstance(player);
if (!isBGGroup() && !isBFGroup())
Player::ResetInstances(citr->guid, INSTANCE_RESET_GROUP_LEAVE, false);
@@ -821,6 +828,14 @@ void Group::Disband(bool hideDestroy /* = false */)
CharacterDatabase.Execute(stmt);
}
// Cleaning up instance saved data for gameobjects when a group is disbanded
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);