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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>
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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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Player* player;
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uint32 instanceId = 0;
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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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player = ObjectAccessor::FindConnectedPlayer(citr->guid);
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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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_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)
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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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sGroupMgr->RemoveGroup(this);
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delete this;
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}
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@@ -2022,6 +2037,16 @@ void Group::SetRaidDifficulty(Difficulty difficulty)
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}
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}
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void Group::ResetInstanceSavedGameobjects(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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void Group::ResetInstances(uint8 method, bool isRaid, Player* leader)
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{
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if (isBGGroup() || isBFGroup() || isLFGGroup())
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@@ -2049,7 +2074,11 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* leader)
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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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leader->SendResetInstanceFailed(0, instanceSave->GetMapId());
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}
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ResetInstanceSavedGameobjects(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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@@ -2073,7 +2102,11 @@ void Group::ResetInstances(uint8 method, bool isRaid, Player* leader)
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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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leader->SendResetInstanceFailed(0, instanceSave->GetMapId());
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}
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ResetInstanceSavedGameobjects(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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