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white.sheikh
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mangoszero-server
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src/game/Object/ObjectAccessor.cpp
318 строк
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01 янв 2023, 00:29
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01 янв 2023, 00:29
ce8b12f
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/** * MaNGOS is a full featured server for World of Warcraft, supporting * the following clients: 1.12.x, 2.4.3, 3.3.5a, 4.3.4a and 5.4.8 * * Copyright (C) 2005-2023 MaNGOS <https://getmangos.eu> * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA * * World of Warcraft, and all World of Warcraft or Warcraft art, images, * and lore are copyrighted by Blizzard Entertainment, Inc. */ #include "ObjectAccessor.h" #include "ObjectMgr.h" #include "Policies/Singleton.h" #include "Player.h" #include "Item.h" #include "Corpse.h" #include "MapManager.h" #include "Map.h" #include "CellImpl.h" #include "GridNotifiersImpl.h" #include "ObjectGuid.h" #include "World.h" #include <algorithm> #define CLASS_LOCK MaNGOS::ClassLevelLockable<ObjectAccessor, ACE_Recursive_Thread_Mutex> INSTANTIATE_SINGLETON_2(ObjectAccessor, CLASS_LOCK); INSTANTIATE_CLASS_MUTEX(ObjectAccessor, ACE_Recursive_Thread_Mutex); ObjectAccessor::ObjectAccessor() : i_playerMap(), i_corpseMap(), i_corpseGuard() { } ObjectAccessor::~ObjectAccessor() { for (Player2CorpsesMapType::const_iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); ++itr) { itr->second->RemoveFromWorld(); delete itr->second; } } Unit* ObjectAccessor::GetUnit(WorldObject const& u, ObjectGuid guid) { if (!guid) { return nullptr; } if (guid.IsPlayer()) { return FindPlayer(guid); } if (!u.IsInWorld()) { return nullptr; } return u.GetMap()->GetAnyTypeCreature(guid); } Corpse* ObjectAccessor::GetCorpseInMap(ObjectGuid guid, uint32 mapid) { Corpse* ret = i_corpseMap.Find(guid); if (!ret) { return nullptr; } if (ret->GetMapId() != mapid) { return nullptr; } return ret; } Player* ObjectAccessor::FindPlayer(ObjectGuid guid, bool inWorld /*= true*/) { if (!guid) { return nullptr; } Player* plr = i_playerMap.Find(guid); if (!plr || (!plr->IsInWorld() && inWorld)) { return nullptr; } return plr; } Player* ObjectAccessor::FindPlayerByName(const char* name) { ACE_READ_GUARD_RETURN(HashMapHolder<Player>::LockType, guard, i_playerMap.GetLock(), nullptr) for (auto& iter : i_playerMap.GetContainer()) if (iter.second->IsInWorld() && (::strcmp(name, iter.second->GetName()) == 0)) { return iter.second; } return nullptr; } //This method should not be here void ObjectAccessor::SaveAllPlayers() { SessionMap const& smap = sWorld.GetAllSessions(); SessionMap::const_iterator iter; for (iter = smap.begin(); iter != smap.end(); ++iter) { if (Player* player = iter->second->GetPlayer()) { if (player->IsInWorld()) { player->SaveToDB(); } } } } void ObjectAccessor::KickPlayer(ObjectGuid guid) { if (Player* p = FindPlayer(guid, false)) { WorldSession* s = p->GetSession(); s->KickPlayer(); // mark session to remove at next session list update s->LogoutPlayer(false); // logout player without waiting next session list update } } Corpse* ObjectAccessor::GetCorpseForPlayerGUID(ObjectGuid guid) { ACE_GUARD_RETURN(LockType, guard, i_corpseGuard, nullptr) Player2CorpsesMapType::iterator iter = i_player2corpse.find(guid); if (iter == i_player2corpse.end()) { return nullptr; } MANGOS_ASSERT(iter->second->GetType() != CORPSE_BONES); return iter->second; } void ObjectAccessor::RemoveCorpse(Corpse* corpse) { MANGOS_ASSERT(corpse && corpse->GetType() != CORPSE_BONES); ACE_GUARD(LockType, guard, i_corpseGuard) Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGuid()); if (iter == i_player2corpse.end()) { return; } // build mapid*cellid -> guid_set map CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY()); uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord; sObjectMgr.DeleteCorpseCellData(corpse->GetMapId(), cell_id, corpse->GetOwnerGuid().GetCounter()); corpse->RemoveFromWorld(); i_player2corpse.erase(iter); } void ObjectAccessor::AddCorpse(Corpse* corpse) { MANGOS_ASSERT(corpse && corpse->GetType() != CORPSE_BONES); ACE_GUARD(LockType, guard, i_corpseGuard) MANGOS_ASSERT(i_player2corpse.find(corpse->GetOwnerGuid()) == i_player2corpse.end()); i_player2corpse[corpse->GetOwnerGuid()] = corpse; // build mapid*cellid -> guid_set map CellPair cell_pair = MaNGOS::ComputeCellPair(corpse->GetPositionX(), corpse->GetPositionY()); uint32 cell_id = (cell_pair.y_coord * TOTAL_NUMBER_OF_CELLS_PER_MAP) + cell_pair.x_coord; sObjectMgr.AddCorpseCellData(corpse->GetMapId(), cell_id, corpse->GetOwnerGuid().GetCounter(), corpse->GetInstanceId()); } void ObjectAccessor::AddCorpsesToGrid(GridPair const& gridpair, GridType& grid, Map* map) { ACE_GUARD(LockType, guard, i_corpseGuard) for (Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter) if (iter->second->GetGrid() == gridpair) { // verify, if the corpse in our instance (add only corpses which are) if (map->Instanceable()) { if (iter->second->GetInstanceId() == map->GetInstanceId()) { grid.AddWorldObject(iter->second); } } else { grid.AddWorldObject(iter->second); } } } Corpse* ObjectAccessor::ConvertCorpseForPlayer(ObjectGuid player_guid, bool insignia) { Corpse* corpse = GetCorpseForPlayerGUID(player_guid); if (!corpse) { // in fact this function is called from several places // even when player doesn't have a corpse, not an error // sLog.outError("Try remove corpse that not in map for GUID %ul", player_guid); return nullptr; } DEBUG_LOG("Deleting Corpse and spawning bones."); // remove corpse from player_guid -> corpse map RemoveCorpse(corpse); // remove resurrectable corpse from grid object registry (loaded state checked into call) // do not load the map if it's not loaded Map* map = sMapMgr.FindMap(corpse->GetMapId(), corpse->GetInstanceId()); if (map) { map->Remove(corpse, false); } // remove corpse from DB corpse->DeleteFromDB(); Corpse* bones = nullptr; // create the bones only if the map and the grid is loaded at the corpse's location // ignore bones creating option in case insignia if (map && (insignia || (map->IsBattleGround() ? sWorld.getConfig(CONFIG_BOOL_DEATH_BONES_BG) : sWorld.getConfig(CONFIG_BOOL_DEATH_BONES_WORLD))) && !map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY())) { // Create bones, don't change Corpse bones = new Corpse; bones->Create(corpse->GetGUIDLow()); for (int i = 3; i < CORPSE_END; ++i) // don't overwrite guid and object type { bones->SetUInt32Value(i, corpse->GetUInt32Value(i)); } bones->SetGrid(corpse->GetGrid()); // bones->m_time = m_time; // don't overwrite time // bones->m_inWorld = m_inWorld; // don't overwrite world state // bones->m_type = m_type; // don't overwrite type bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation()); bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES); bones->SetGuidValue(CORPSE_FIELD_OWNER, ObjectGuid()); for (int i = 0; i < EQUIPMENT_SLOT_END; ++i) { if (corpse->GetUInt32Value(CORPSE_FIELD_ITEM + i)) { bones->SetUInt32Value(CORPSE_FIELD_ITEM + i, 0); } } // add bones in grid store if grid loaded where corpse placed map->Add(bones); } // all references to the corpse should be removed at this point delete corpse; return bones; } void ObjectAccessor::RemoveOldCorpses() { time_t now = time(nullptr); Player2CorpsesMapType::iterator next; for (Player2CorpsesMapType::iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); itr = next) { next = itr; ++next; if (!itr->second->IsExpired(now)) { continue; } ConvertCorpseForPlayer(itr->first); } } Corpse* ObjectAccessor::FindCorpse(ObjectGuid guid) { if (!guid) { return nullptr; } return i_corpseMap.Find(guid); }