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https://github.com/mod-playerbots/azerothcore-wotlk.git
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Refactoring part 2 [W.I.P]
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@@ -1,180 +0,0 @@
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/*
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* Copyright (C)
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Common.h"
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#include "GroupMgr.h"
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#include "InstanceSaveMgr.h"
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#include "World.h"
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#include "DBCStores.h"
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GroupMgr::GroupMgr()
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{
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_nextGroupId = 0;
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}
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GroupMgr::~GroupMgr()
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{
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for (GroupContainer::iterator itr = GroupStore.begin(); itr != GroupStore.end(); ++itr)
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delete itr->second;
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}
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void GroupMgr::InitGroupIds()
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{
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_nextGroupId = 1;
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QueryResult result = CharacterDatabase.Query("SELECT MAX(guid) FROM groups");
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if (result)
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{
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uint32 maxId = (*result)[0].GetUInt32();
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_groupIds.resize(maxId+1);
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}
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}
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void GroupMgr::RegisterGroupId(uint32 groupId)
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{
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// Allocation was done in InitGroupIds()
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_groupIds[groupId] = true;
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// Groups are pulled in ascending order from db and _nextGroupId is initialized with 1,
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// so if the instance id is used, increment
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if (_nextGroupId == groupId)
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++_nextGroupId;
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}
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uint32 GroupMgr::GenerateGroupId()
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{
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uint32 newGroupId = _nextGroupId;
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// find the lowest available id starting from the current _nextGroupId
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while (_nextGroupId < 0xFFFFFFFF && ++_nextGroupId < _groupIds.size() && _groupIds[_nextGroupId]);
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if (_nextGroupId == 0xFFFFFFFF)
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{
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sLog->outError("Group ID overflow!! Can't continue, shutting down server.");
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World::StopNow(ERROR_EXIT_CODE);
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}
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return newGroupId;
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}
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Group* GroupMgr::GetGroupByGUID(uint32 groupId) const
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{
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GroupContainer::const_iterator itr = GroupStore.find(groupId);
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if (itr != GroupStore.end())
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return itr->second;
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return NULL;
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}
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void GroupMgr::AddGroup(Group* group)
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{
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GroupStore[group->GetLowGUID()] = group;
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}
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void GroupMgr::RemoveGroup(Group* group)
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{
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GroupStore.erase(group->GetLowGUID());
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}
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void GroupMgr::LoadGroups()
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{
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{
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uint32 oldMSTime = getMSTime();
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// Delete all groups whose leader does not exist
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CharacterDatabase.DirectExecute("DELETE FROM groups WHERE leaderGuid NOT IN (SELECT guid FROM characters)");
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// Delete all groups with less than 2 members (or less than 1 for lfg groups)
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CharacterDatabase.DirectExecute("DELETE groups FROM groups LEFT JOIN ((SELECT guid, count(*) as cnt FROM group_member GROUP BY guid) t) ON groups.guid = t.guid WHERE t.guid IS NULL OR (t.cnt<=1 AND groups.groupType <> 12)");
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// Delete invalid lfg_data
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CharacterDatabase.DirectExecute("DELETE lfg_data FROM lfg_data LEFT JOIN groups ON lfg_data.guid = groups.guid WHERE groups.guid IS NULL OR groups.groupType <> 12");
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// CharacterDatabase.DirectExecute("DELETE groups FROM groups LEFT JOIN lfg_data ON groups.guid = lfg_data.guid WHERE groups.groupType=12 AND lfg_data.guid IS NULL"); // group should be left so binds are cleared when disbanded
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InitGroupIds();
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// 0 1 2 3 4 5 6 7 8 9
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QueryResult result = CharacterDatabase.Query("SELECT g.leaderGuid, g.lootMethod, g.looterGuid, g.lootThreshold, g.icon1, g.icon2, g.icon3, g.icon4, g.icon5, g.icon6"
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// 10 11 12 13 14 15 16 17 18
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", g.icon7, g.icon8, g.groupType, g.difficulty, g.raiddifficulty, g.masterLooterGuid, g.guid, lfg.dungeon, lfg.state FROM groups g LEFT JOIN lfg_data lfg ON lfg.guid = g.guid ORDER BY g.guid ASC");
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if (!result)
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{
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sLog->outString(">> Loaded 0 group definitions. DB table `groups` is empty!");
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sLog->outString();
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}
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else
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{
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uint32 count = 0;
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do
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{
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Field* fields = result->Fetch();
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Group* group = new Group;
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if (!group->LoadGroupFromDB(fields))
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{
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delete group;
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continue;
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}
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AddGroup(group);
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RegisterGroupId(group->GetLowGUID());
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++count;
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}
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while (result->NextRow());
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sLog->outString(">> Loaded %u group definitions in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog->outString();
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}
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}
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sLog->outString("Loading Group members...");
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{
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uint32 oldMSTime = getMSTime();
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// Delete all rows from group_member with no group
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CharacterDatabase.DirectExecute("DELETE FROM group_member WHERE guid NOT IN (SELECT guid FROM groups)");
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// Delete all members that does not exist
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CharacterDatabase.DirectExecute("DELETE FROM group_member WHERE memberGuid NOT IN (SELECT guid FROM characters)");
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// 0 1 2 3 4
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QueryResult result = CharacterDatabase.Query("SELECT guid, memberGuid, memberFlags, subgroup, roles FROM group_member ORDER BY guid");
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if (!result)
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{
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sLog->outString(">> Loaded 0 group members. DB table `group_member` is empty!");
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sLog->outString();
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}
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else
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{
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uint32 count = 0;
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do
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{
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Field* fields = result->Fetch();
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Group* group = GetGroupByGUID(fields[0].GetUInt32());
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if (group)
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group->LoadMemberFromDB(fields[1].GetUInt32(), fields[2].GetUInt8(), fields[3].GetUInt8(), fields[4].GetUInt8());
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//else
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// sLog->outError("GroupMgr::LoadGroups: Consistency failed, can't find group (storage id: %u)", fields[0].GetUInt32());
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++count;
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}
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while (result->NextRow());
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sLog->outString(">> Loaded %u group members in %u ms", count, GetMSTimeDiffToNow(oldMSTime));
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sLog->outString();
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}
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}
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}
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