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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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@@ -28,4 +28,23 @@ inline AI* GetGnomereganAI(T* obj)
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return GetInstanceAI<AI>(obj, GnomereganScriptName);
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}
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enum DataTypes
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{
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TYPE_GRUBBIS = 0,
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MAX_ENCOUNTERS = 1
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};
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enum GameObjects
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{
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GO_CAVE_IN_1 = 146085,
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GO_CAVE_IN_2 = 146086,
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GO_WORKSHOP_DOOR = 90858,
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GO_FINAL_CHAMBER_DOOR = 142207,
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};
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enum NPCs
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{
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NPC_EMI_SHORTFUSE = 7998
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};
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#endif
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@@ -37,6 +37,74 @@ public:
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instance_gnomeregan_InstanceMapScript(Map* map) : InstanceScript(map)
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{
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}
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void OnCreatureCreate(Creature* creature) override
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{
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switch (creature->GetEntry())
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{
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case NPC_EMI_SHORTFUSE:
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if (_encounters[TYPE_GRUBBIS] == DONE)
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{
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creature->DespawnOrUnsummon();
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}
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break;
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}
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}
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void OnGameObjectCreate(GameObject* gameobject) override
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{
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switch (gameobject->GetEntry())
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{
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case GO_CAVE_IN_1:
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case GO_CAVE_IN_2:
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case GO_WORKSHOP_DOOR:
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case GO_FINAL_CHAMBER_DOOR:
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gameobject->UpdateSaveToDb(true);
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break;
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}
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}
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void SetData(uint32 type, uint32 data) override
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{
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switch (type)
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{
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case TYPE_GRUBBIS:
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_encounters[type] = data;
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break;
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}
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if (data == DONE)
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SaveToDB();
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}
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std::string GetSaveData() override
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{
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std::ostringstream saveStream;
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saveStream << "D E " << _encounters[0];
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return saveStream.str();
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}
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void Load(const char* in) override
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{
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if (!in)
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return;
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char dataHead1, dataHead2;
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std::istringstream loadStream(in);
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loadStream >> dataHead1 >> dataHead2;
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if (dataHead1 == 'D' && dataHead2 == 'E')
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{
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for (uint8 i = 0; i < MAX_ENCOUNTERS; ++i)
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{
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loadStream >> _encounters[i];
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if (_encounters[i] == IN_PROGRESS)
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_encounters[i] = NOT_STARTED;
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}
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}
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}
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private:
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uint32 _encounters[MAX_ENCOUNTERS];
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};
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};
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