* Fix some warlock talent work
[getmangos.git] / src / game / InstanceSaveMgr.cpp
blob8fa06c3cb5f41950e2b8bc1b15ce7ef2ef681e16
1 /*
2 * Copyright (C) 2005,2006,2007 MaNGOS <http://getmangos.com/>
4 * This program is free software; you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation; either version 2 of the License, or
7 * (at your option) any later version.
9 * This program is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with this program; if not, write to the Free Software
16 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
19 #include "InstanceSaveMgr.h"
20 #include "Common.h"
21 #include "Database/SQLStorage.h"
23 #include "Player.h"
24 #include "GridNotifiers.h"
25 #include "WorldSession.h"
26 #include "Log.h"
27 #include "GridStates.h"
28 #include "CellImpl.h"
29 #include "Map.h"
30 #include "MapManager.h"
31 #include "MapInstanced.h"
32 #include "InstanceSaveMgr.h"
33 #include "Timer.h"
34 #include "GridNotifiersImpl.h"
35 #include "Config/ConfigEnv.h"
36 #include "Transports.h"
37 #include "ObjectAccessor.h"
38 #include "ObjectMgr.h"
39 #include "World.h"
40 #include "Group.h"
41 #include "InstanceData.h"
42 #include "ProgressBar.h"
44 INSTANTIATE_SINGLETON_1( InstanceSaveManager );
46 InstanceSaveManager::InstanceSaveManager() : lock_instLists(false)
50 InstanceSaveManager::~InstanceSaveManager()
52 // it is undefined whether this or objectmgr will be unloaded first
53 // so we must be prepared for both cases
54 lock_instLists = true;
55 for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
57 InstanceSave *save = itr->second;
58 for(InstanceSave::PlayerListType::iterator itr = save->m_playerList.begin(), next = itr; itr != save->m_playerList.end(); itr = next)
60 ++next;
61 (*itr)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true);
63 save->m_playerList.clear();
64 for(InstanceSave::GroupListType::iterator itr = save->m_groupList.begin(), next = itr; itr != save->m_groupList.end(); itr = next)
66 ++next;
67 (*itr)->UnbindInstance(save->GetMapId(), save->GetDifficulty(), true);
69 save->m_groupList.clear();
70 delete save;
75 - adding instance into manager
76 - called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
78 InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, uint8 difficulty, time_t resetTime, bool canReset, bool load)
80 InstanceSave *save = GetInstanceSave(instanceId);
81 if(save) return save;
83 const MapEntry* entry = sMapStore.LookupEntry(mapId);
84 if(!entry || instanceId == 0)
86 sLog.outError("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d!", mapId, instanceId);
87 return NULL;
90 if(!resetTime)
92 // initialize reset time
93 // for normal instances if no creatures are killed the instance will reset in two hours
94 if(entry->map_type == MAP_RAID || difficulty == DIFFICULTY_HEROIC)
95 resetTime = GetResetTimeFor(mapId);
96 else
98 resetTime = time(NULL) + 2 * HOUR;
99 // normally this will be removed soon after in InstanceMap::Add, prevent error
100 ScheduleReset(true, resetTime, InstResetEvent(0, mapId, instanceId));
104 sLog.outDebug("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);
106 save = new InstanceSave(mapId, instanceId, difficulty, resetTime, canReset);
107 if(!load) save->SaveToDB();
109 m_instanceSaveById[instanceId] = save;
110 return save;
113 InstanceSave *InstanceSaveManager::GetInstanceSave(uint32 InstanceId)
115 InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(InstanceId);
116 return itr != m_instanceSaveById.end() ? itr->second : NULL;
119 void InstanceSaveManager::DeleteInstanceFromDB(uint32 instanceid)
121 CharacterDatabase.BeginTransaction();
122 CharacterDatabase.PExecute("DELETE FROM instance WHERE id = '%u'", instanceid);
123 CharacterDatabase.PExecute("DELETE FROM character_instance WHERE instance = '%u'", instanceid);
124 CharacterDatabase.PExecute("DELETE FROM group_instance WHERE instance = '%u'", instanceid);
125 CharacterDatabase.CommitTransaction();
126 // respawn times should be deleted only when the map gets unloaded
129 void InstanceSaveManager::RemoveInstanceSave(uint32 InstanceId)
131 InstanceSaveHashMap::iterator itr = m_instanceSaveById.find( InstanceId );
132 if(itr != m_instanceSaveById.end())
134 // save the resettime for normal instances only when they get unloaded
135 if(time_t resettime = itr->second->GetResetTimeForDB())
136 CharacterDatabase.PExecute("UPDATE instance SET resettime = '"I64FMTD"' WHERE id = '%u'", (uint64)resettime, InstanceId);
137 delete itr->second;
138 m_instanceSaveById.erase(itr);
142 InstanceSave::InstanceSave(uint16 MapId, uint32 InstanceId, uint8 difficulty,
143 time_t resetTime, bool canReset)
144 : m_mapid(MapId), m_instanceid(InstanceId), m_resetTime(resetTime),
145 m_difficulty(difficulty), m_canReset(canReset)
149 InstanceSave::~InstanceSave()
151 // the players and groups must be unbound before deleting the save
152 assert(m_playerList.empty() && m_groupList.empty());
156 Called from AddInstanceSave
158 void InstanceSave::SaveToDB()
160 // save instance data too
161 std::string data;
163 Map *map = MapManager::Instance().FindMap(m_instanceid, GetMapId());
164 if(map)
166 assert(map->IsDungeon());
167 InstanceData *iData = ((InstanceMap *)map)->GetInstanceData();
168 if(iData && iData->Save())
170 data = iData->Save();
171 CharacterDatabase.escape_string(data);
175 CharacterDatabase.PExecute("INSERT INTO instance VALUES ('%u', '%u', '"I64FMTD"', '%u', '%s')", m_instanceid, GetMapId(), (uint64)GetResetTimeForDB(), GetDifficulty(), data.c_str());
178 time_t InstanceSave::GetResetTimeForDB()
180 // only save the reset time for normal instances
181 const MapEntry *entry = sMapStore.LookupEntry(GetMapId());
182 if(!entry || entry->map_type == MAP_RAID || GetDifficulty() == DIFFICULTY_HEROIC)
183 return 0;
184 else
185 return GetResetTime();
188 // to cache or not to cache, that is the question
189 InstanceTemplate const* InstanceSave::GetTemplate()
191 return objmgr.GetInstanceTemplate(m_mapid);
194 MapEntry const* InstanceSave::GetMapEntry()
196 return sMapStore.LookupEntry(m_mapid);
199 void InstanceSave::DeleteFromDB()
201 InstanceSaveManager::DeleteInstanceFromDB(GetInstanceId());
204 /* true if the instance save is still valid */
205 bool InstanceSave::UnloadIfEmpty()
207 if(m_playerList.empty() && m_groupList.empty())
209 if(!sInstanceSaveManager.lock_instLists)
210 sInstanceSaveManager.RemoveInstanceSave(GetInstanceId());
211 return false;
213 else
214 return true;
217 void InstanceSaveManager::_DelHelper(DatabaseType &db, const char *fields, const char *table, const char *queryTail,...)
219 Tokens fieldTokens = StrSplit(fields, ", ");
220 assert(fieldTokens.size() != 0);
222 va_list ap;
223 char szQueryTail [MAX_QUERY_LEN];
224 va_start(ap, queryTail);
225 vsnprintf( szQueryTail, MAX_QUERY_LEN, queryTail, ap );
226 va_end(ap);
228 QueryResult *result = db.PQuery("SELECT %s FROM %s %s", fields, table, szQueryTail);
229 if(result)
233 Field *fields = result->Fetch();
234 std::ostringstream ss;
235 for(size_t i = 0; i < fieldTokens.size(); i++)
237 std::string fieldValue = fields[i].GetCppString();
238 db.escape_string(fieldValue);
239 ss << (i != 0 ? " AND " : "") << fieldTokens[i] << " = '" << fieldValue << "'";
241 db.DirectPExecute("DELETE FROM %s WHERE %s", table, ss.str().c_str());
242 } while (result->NextRow());
243 delete result;
247 void InstanceSaveManager::CleanupInstances()
249 barGoLink bar(2);
250 bar.step();
252 // load reset times and clean expired instances
253 sInstanceSaveManager.LoadResetTimes();
255 // clean character/group - instance binds with invalid group/characters
256 _DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN characters ON character_instance.guid = characters.guid WHERE characters.guid IS NULL");
257 _DelHelper(CharacterDatabase, "group_instance.leaderGuid, instance", "group_instance", "LEFT JOIN characters ON group_instance.leaderGuid = characters.guid LEFT JOIN groups ON group_instance.leaderGuid = groups.leaderGuid WHERE characters.guid IS NULL OR groups.leaderGuid IS NULL");
259 // clean instances that do not have any players or groups bound to them
260 _DelHelper(CharacterDatabase, "id, map, difficulty", "instance", "LEFT JOIN character_instance ON character_instance.instance = id LEFT JOIN group_instance ON group_instance.instance = id WHERE character_instance.instance IS NULL AND group_instance.instance IS NULL");
262 // clean invalid instance references in other tables
263 _DelHelper(CharacterDatabase, "character_instance.guid, instance", "character_instance", "LEFT JOIN instance ON character_instance.instance = instance.id WHERE instance.id IS NULL");
264 _DelHelper(CharacterDatabase, "group_instance.leaderGuid, instance", "group_instance", "LEFT JOIN instance ON group_instance.instance = instance.id WHERE instance.id IS NULL");
266 // creature_respawn and gameobject_respawn are in another database
267 // first, obtain total instance set
268 std::set< uint32 > InstanceSet;
269 QueryResult *result = CharacterDatabase.Query("SELECT id FROM instance");
270 if( result )
274 Field *fields = result->Fetch();
275 InstanceSet.insert(fields[0].GetUInt32());
277 while (result->NextRow());
278 delete result;
281 // creature_respawn
282 result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM creature_respawn WHERE instance <> 0");
283 if( result )
287 Field *fields = result->Fetch();
288 if(InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
289 WorldDatabase.DirectPExecute("DELETE FROM creature_respawn WHERE instance = '%u'", fields[0].GetUInt32());
291 while (result->NextRow());
292 delete result;
295 // gameobject_respawn
296 result = WorldDatabase.Query("SELECT DISTINCT(instance) FROM gameobject_respawn WHERE instance <> 0");
297 if( result )
301 Field *fields = result->Fetch();
302 if(InstanceSet.find(fields[0].GetUInt32()) == InstanceSet.end())
303 WorldDatabase.DirectPExecute("DELETE FROM gameobject_respawn WHERE instance = '%u'", fields[0].GetUInt32());
305 while (result->NextRow());
306 delete result;
309 bar.step();
310 sLog.outString();
311 sLog.outString( ">> Initialized %u instances", (uint32)InstanceSet.size());
314 void InstanceSaveManager::PackInstances()
316 // this routine renumbers player instance associations in such a way so they start from 1 and go up
317 // TODO: this can be done a LOT more efficiently
319 // obtain set of all associations
320 std::set< uint32 > InstanceSet;
322 // all valid ids are in the instance table
323 // any associations to ids not in this table are assumed to be
324 // cleaned already in CleanupInstances
325 QueryResult *result = CharacterDatabase.Query("SELECT id FROM instance");
326 if( result )
330 Field *fields = result->Fetch();
331 InstanceSet.insert(fields[0].GetUInt32());
333 while (result->NextRow());
334 delete result;
337 barGoLink bar( InstanceSet.size() + 1);
338 bar.step();
340 uint32 InstanceNumber = 1;
341 // we do assume std::set is sorted properly on integer value
342 for (std::set< uint32 >::iterator i = InstanceSet.begin(); i != InstanceSet.end(); ++i)
344 if (*i != InstanceNumber)
346 // remap instance id
347 WorldDatabase.PExecute("UPDATE creature_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
348 WorldDatabase.PExecute("UPDATE gameobject_respawn SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
349 CharacterDatabase.PExecute("UPDATE corpse SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
350 CharacterDatabase.PExecute("UPDATE character_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
351 CharacterDatabase.PExecute("UPDATE instance SET id = '%u' WHERE id = '%u'", InstanceNumber, *i);
352 CharacterDatabase.PExecute("UPDATE group_instance SET instance = '%u' WHERE instance = '%u'", InstanceNumber, *i);
355 ++InstanceNumber;
356 bar.step();
359 sLog.outString();
360 sLog.outString( ">> Instance numbers remapped, next instance id is %u", InstanceNumber );
363 void InstanceSaveManager::LoadResetTimes()
365 time_t now = time(NULL);
366 time_t today = (now / DAY) * DAY;
368 // NOTE: Use DirectPExecute for tables that will be queried later
370 // get the current reset times for normal instances (these may need to be updated)
371 // these are only kept in memory for InstanceSaves that are loaded later
372 // resettime = 0 in the DB for raid/heroic instances so those are skipped
373 typedef std::map<uint32, std::pair<uint32, uint64> > ResetTimeMapType;
374 ResetTimeMapType InstResetTime;
375 QueryResult *result = CharacterDatabase.Query("SELECT id, map, resettime FROM instance WHERE resettime > 0");
376 if( result )
380 if(uint64 resettime = (*result)[2].GetUInt64())
382 uint32 id = (*result)[0].GetUInt32();
383 uint32 mapid = (*result)[1].GetUInt32();
384 InstResetTime[id] = std::pair<uint32, uint64>(mapid, resettime);
387 while (result->NextRow());
388 delete result;
390 // update reset time for normal instances with the max creature respawn time + X hours
391 result = WorldDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance");
392 if( result )
396 Field *fields = result->Fetch();
397 uint32 instance = fields[1].GetUInt32();
398 uint64 resettime = fields[0].GetUInt64() + 2 * HOUR;
399 ResetTimeMapType::iterator itr = InstResetTime.find(instance);
400 if(itr != InstResetTime.end() && itr->second.second != resettime)
402 CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '"I64FMTD"' WHERE id = '%u'", resettime, instance);
403 itr->second.second = resettime;
406 while (result->NextRow());
407 delete result;
410 // schedule the reset times
411 for(ResetTimeMapType::iterator itr = InstResetTime.begin(); itr != InstResetTime.end(); ++itr)
412 if(itr->second.second > now)
413 ScheduleReset(true, itr->second.second, InstResetEvent(0, itr->second.first, itr->first));
416 // load the global respawn times for raid/heroic instances
417 uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
418 m_resetTimeByMapId.resize(sMapStore.GetNumRows()+1);
419 result = CharacterDatabase.Query("SELECT mapid, resettime FROM instance_reset");
420 if(result)
424 Field *fields = result->Fetch();
425 uint32 mapid = fields[0].GetUInt32();
426 if(!objmgr.GetInstanceTemplate(mapid))
428 sLog.outError("InstanceSaveManager::LoadResetTimes: invalid mapid %u in instance_reset!", mapid);
429 CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u'", mapid);
430 continue;
433 // update the reset time if the hour in the configs changes
434 uint64 oldresettime = fields[1].GetUInt64();
435 uint64 newresettime = (oldresettime / DAY) * DAY + diff;
436 if(oldresettime != newresettime)
437 CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"I64FMTD"' WHERE mapid = '%u'", newresettime, mapid);
439 m_resetTimeByMapId[mapid] = newresettime;
440 } while(result->NextRow());
441 delete result;
444 // clean expired instances, references to them will be deleted in CleanupInstances
445 // must be done before calculating new reset times
446 _DelHelper(CharacterDatabase, "id, map, difficulty", "instance", "LEFT JOIN instance_reset ON mapid = map WHERE (instance.resettime < '"I64FMTD"' AND instance.resettime > '0') OR (NOT instance_reset.resettime IS NULL AND instance_reset.resettime < '"I64FMTD"')", (uint64)now, (uint64)now);
448 // calculate new global reset times for expired instances and those that have never been reset yet
449 // add the global reset times to the priority queue
450 for(uint32 i = 0; i < sInstanceTemplate.MaxEntry; i++)
452 InstanceTemplate* temp = (InstanceTemplate*)objmgr.GetInstanceTemplate(i);
453 if(!temp) continue;
454 // only raid/heroic maps have a global reset time
455 const MapEntry* entry = sMapStore.LookupEntry(temp->map);
456 if(!entry || !entry->HasResetTime())
457 continue;
459 uint32 period = temp->reset_delay * DAY;
460 assert(period != 0);
461 time_t t = m_resetTimeByMapId[temp->map];
462 if(!t)
464 // initialize the reset time
465 t = today + period + diff;
466 CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','"I64FMTD"')", i, (uint64)t);
469 if(t < now)
471 // assume that expired instances have already been cleaned
472 // calculate the next reset time
473 t = (t / DAY) * DAY;
474 t += ((today - t) / period + 1) * period + diff;
475 CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"I64FMTD"' WHERE mapid = '%u'", (uint64)t, i);
478 m_resetTimeByMapId[temp->map] = t;
480 // schedule the global reset/warning
481 uint8 type = 1;
482 static int tim[4] = {3600, 900, 300, 60};
483 for(; type < 4; type++)
484 if(t - tim[type-1] > now) break;
485 ScheduleReset(true, t - tim[type-1], InstResetEvent(type, i));
489 void InstanceSaveManager::ScheduleReset(bool add, time_t time, InstResetEvent event)
491 if(add) m_resetTimeQueue.insert(std::pair<time_t, InstResetEvent>(time, event));
492 else
494 // find the event in the queue and remove it
495 ResetTimeQueue::iterator itr;
496 std::pair<ResetTimeQueue::iterator, ResetTimeQueue::iterator> range;
497 range = m_resetTimeQueue.equal_range(time);
498 for(itr = range.first; itr != range.second; ++itr)
499 if(itr->second == event) { m_resetTimeQueue.erase(itr); return; }
500 // in case the reset time changed (should happen very rarely), we search the whole queue
501 if(itr == range.second)
503 for(itr = m_resetTimeQueue.begin(); itr != m_resetTimeQueue.end(); ++itr)
504 if(itr->second == event) { m_resetTimeQueue.erase(itr); return; }
505 if(itr == m_resetTimeQueue.end())
506 sLog.outError("InstanceSaveManager::ScheduleReset: cannot cancel the reset, the event(%d,%d,%d) was not found!", event.type, event.mapid, event.instanceId);
511 void InstanceSaveManager::Update()
513 time_t now = time(NULL), t;
514 while(!m_resetTimeQueue.empty() && (t = m_resetTimeQueue.begin()->first) < now)
516 InstResetEvent &event = m_resetTimeQueue.begin()->second;
517 if(event.type == 0)
519 // for individual normal instances, max creature respawn + X hours
520 _ResetInstance(event.mapid, event.instanceId);
521 m_resetTimeQueue.erase(m_resetTimeQueue.begin());
523 else
525 // global reset/warning for a certain map
526 time_t resetTime = GetResetTimeFor(event.mapid);
527 _ResetOrWarnAll(event.mapid, event.type != 4, resetTime - now);
528 if(event.type != 4)
530 // schedule the next warning/reset
531 event.type++;
532 static int tim[4] = {3600, 900, 300, 60};
533 ScheduleReset(true, resetTime - tim[event.type-1], event);
535 m_resetTimeQueue.erase(m_resetTimeQueue.begin());
540 void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
542 // unbind all players bound to the instance
543 // do not allow UnbindInstance to automatically unload the InstanceSaves
544 lock_instLists = true;
545 InstanceSave::PlayerListType &pList = itr->second->m_playerList;
546 while(!pList.empty())
548 Player *player = *(pList.begin());
549 player->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
551 InstanceSave::GroupListType &gList = itr->second->m_groupList;
552 while(!gList.empty())
554 Group *group = *(gList.begin());
555 group->UnbindInstance(itr->second->GetMapId(), itr->second->GetDifficulty(), true);
557 m_instanceSaveById.erase(itr++);
558 lock_instLists = false;
561 void InstanceSaveManager::_ResetInstance(uint32 mapid, uint32 instanceId)
563 sLog.outDebug("InstanceSaveMgr::_ResetInstance %u, %u", mapid, instanceId);
564 Map *map = (MapInstanced*)MapManager::Instance().GetBaseMap(mapid);
565 if(!map->Instanceable())
566 return;
568 InstanceSaveHashMap::iterator itr = m_instanceSaveById.find(instanceId);
569 if(itr != m_instanceSaveById.end()) _ResetSave(itr);
570 DeleteInstanceFromDB(instanceId); // even if save not loaded
572 Map* iMap = ((MapInstanced*)map)->FindMap(instanceId);
573 if(iMap && iMap->IsDungeon()) ((InstanceMap*)iMap)->Reset(INSTANCE_RESET_RESPAWN_DELAY);
574 else objmgr.DeleteRespawnTimeForInstance(instanceId); // even if map is not loaded
577 void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, uint32 timeLeft)
579 // global reset for all instances of the given map
580 // note: this isn't fast but it's meant to be executed very rarely
581 Map *map = (MapInstanced*)MapManager::Instance().GetBaseMap(mapid);
582 if(!map->Instanceable())
583 return;
584 uint64 now = (uint64)time(NULL);
586 if(!warn)
588 // this is called one minute before the reset time
589 InstanceTemplate* temp = (InstanceTemplate*)objmgr.GetInstanceTemplate(mapid);
590 if(!temp || !temp->reset_delay)
592 sLog.outError("InstanceSaveManager::ResetOrWarnAll: no instance template or reset delay for map %d", mapid);
593 return;
596 // remove all binds to instances of the given map
597 for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();)
599 if(itr->second->GetMapId() == mapid)
600 _ResetSave(itr);
601 else
602 ++itr;
605 // delete them from the DB, even if not loaded
606 CharacterDatabase.BeginTransaction();
607 CharacterDatabase.PExecute("DELETE FROM character_instance USING character_instance LEFT JOIN instance ON character_instance.instance = id WHERE map = '%u'", mapid);
608 CharacterDatabase.PExecute("DELETE FROM group_instance USING group_instance LEFT JOIN instance ON group_instance.instance = id WHERE map = '%u'", mapid);
609 CharacterDatabase.PExecute("DELETE FROM instance WHERE map = '%u'", mapid);
610 CharacterDatabase.CommitTransaction();
612 // calculate the next reset time
613 uint32 diff = sWorld.getConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
614 uint32 period = temp->reset_delay * DAY;
615 uint64 next_reset = ((now + timeLeft + MINUTE) / DAY * DAY) + period + diff;
616 // update it in the DB
617 CharacterDatabase.PExecute("UPDATE instance_reset SET resettime = '"I64FMTD"' WHERE mapid = '%d'", next_reset, mapid);
620 MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
621 MapInstanced::InstancedMaps::iterator mitr;
622 for(mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
624 Map *map = mitr->second;
625 if(!map->IsDungeon()) continue;
626 if(warn) ((InstanceMap*)map)->SendResetWarnings(timeLeft);
627 else ((InstanceMap*)map)->Reset(INSTANCE_RESET_GLOBAL);
630 // TODO: delete creature/gameobject respawn times even if the maps are not loaded
633 uint32 InstanceSaveManager::GetNumBoundPlayersTotal()
635 uint32 ret = 0;
636 for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
637 ret += itr->second->GetPlayerCount();
638 return ret;
641 uint32 InstanceSaveManager::GetNumBoundGroupsTotal()
643 uint32 ret = 0;
644 for(InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end(); ++itr)
645 ret += itr->second->GetGroupCount();
646 return ret;