/* * Copyright (C) 2016+ AzerothCore , released under GNU GPL v2 license: https://github.com/azerothcore/azerothcore-wotlk/blob/master/LICENSE-GPL2 * Copyright (C) 2008-2016 TrinityCore * Copyright (C) 2005-2009 MaNGOS */ #include "ObjectAccessor.h" #include "CellImpl.h" #include "Corpse.h" #include "Creature.h" #include "DynamicObject.h" #include "GameObject.h" #include "GridNotifiers.h" #include "GridNotifiersImpl.h" #include "Item.h" #include "Map.h" #include "MapInstanced.h" #include "MapManager.h" #include "ObjectDefines.h" #include "ObjectMgr.h" #include "Opcodes.h" #include "Pet.h" #include "Player.h" #include "Vehicle.h" #include "World.h" #include "WorldPacket.h" #include ObjectAccessor::ObjectAccessor() { } ObjectAccessor::~ObjectAccessor() { } ObjectAccessor* ObjectAccessor::instance() { static ObjectAccessor instance; return &instance; } Player* ObjectAccessor::GetObjectInWorld(uint64 guid, Player* /*typeSpecifier*/) { Player* player = HashMapHolder::Find(guid); return player && player->IsInWorld() ? player : nullptr; } WorldObject* ObjectAccessor::GetWorldObject(WorldObject const& p, uint64 guid) { switch (GUID_HIPART(guid)) { case HIGHGUID_PLAYER: return GetPlayer(p, guid); case HIGHGUID_TRANSPORT: case HIGHGUID_MO_TRANSPORT: case HIGHGUID_GAMEOBJECT: return GetGameObject(p, guid); case HIGHGUID_VEHICLE: case HIGHGUID_UNIT: return GetCreature(p, guid); case HIGHGUID_PET: return GetPet(p, guid); case HIGHGUID_DYNAMICOBJECT: return GetDynamicObject(p, guid); case HIGHGUID_CORPSE: return GetCorpse(p, guid); default: return nullptr; } } Object* ObjectAccessor::GetObjectByTypeMask(WorldObject const& p, uint64 guid, uint32 typemask) { switch (GUID_HIPART(guid)) { case HIGHGUID_ITEM: if (typemask & TYPEMASK_ITEM && p.GetTypeId() == TYPEID_PLAYER) return ((Player const&)p).GetItemByGuid(guid); break; case HIGHGUID_PLAYER: if (typemask & TYPEMASK_PLAYER) return GetPlayer(p, guid); break; case HIGHGUID_TRANSPORT: case HIGHGUID_MO_TRANSPORT: case HIGHGUID_GAMEOBJECT: if (typemask & TYPEMASK_GAMEOBJECT) return GetGameObject(p, guid); break; case HIGHGUID_UNIT: case HIGHGUID_VEHICLE: if (typemask & TYPEMASK_UNIT) return GetCreature(p, guid); break; case HIGHGUID_PET: if (typemask & TYPEMASK_UNIT) return GetPet(p, guid); break; case HIGHGUID_DYNAMICOBJECT: if (typemask & TYPEMASK_DYNAMICOBJECT) return GetDynamicObject(p, guid); break; case HIGHGUID_CORPSE: break; } return nullptr; } Corpse* ObjectAccessor::GetCorpse(WorldObject const& u, uint64 guid) { return GetObjectInMap(guid, u.GetMap(), (Corpse*)NULL); } GameObject* ObjectAccessor::GetGameObject(WorldObject const& u, uint64 guid) { return GetObjectInMap(guid, u.GetMap(), (GameObject*)NULL); } Transport* ObjectAccessor::GetTransport(WorldObject const& u, uint64 guid) { if (GUID_HIPART(guid) != HIGHGUID_MO_TRANSPORT && GUID_HIPART(guid) != HIGHGUID_TRANSPORT) return nullptr; GameObject* go = GetGameObject(u, guid); return go ? go->ToTransport() : nullptr; } DynamicObject* ObjectAccessor::GetDynamicObject(WorldObject const& u, uint64 guid) { return GetObjectInMap(guid, u.GetMap(), (DynamicObject*)NULL); } Unit* ObjectAccessor::GetUnit(WorldObject const& u, uint64 guid) { return GetObjectInMap(guid, u.GetMap(), (Unit*)NULL); } Creature* ObjectAccessor::GetCreature(WorldObject const& u, uint64 guid) { return GetObjectInMap(guid, u.GetMap(), (Creature*)NULL); } Pet* ObjectAccessor::GetPet(WorldObject const& u, uint64 guid) { return GetObjectInMap(guid, u.GetMap(), (Pet*)NULL); } Player* ObjectAccessor::GetPlayer(WorldObject const& u, uint64 guid) { return GetObjectInMap(guid, u.GetMap(), (Player*)NULL); } Creature* ObjectAccessor::GetCreatureOrPetOrVehicle(WorldObject const& u, uint64 guid) { if (IS_PET_GUID(guid)) return GetPet(u, guid); if (IS_CRE_OR_VEH_GUID(guid)) return GetCreature(u, guid); return nullptr; } Pet* ObjectAccessor::FindPet(uint64 guid) { return GetObjectInWorld(guid, (Pet*)NULL); } Player* ObjectAccessor::FindPlayer(uint64 guid) { return GetObjectInWorld(guid, (Player*)NULL); } Player* ObjectAccessor::FindPlayerInOrOutOfWorld(uint64 guid) { return GetObjectInOrOutOfWorld(guid, (Player*)NULL); } Unit* ObjectAccessor::FindUnit(uint64 guid) { return GetObjectInWorld(guid, (Unit*)NULL); } Player* ObjectAccessor::FindConnectedPlayer(uint64 const& guid) { return HashMapHolder::Find(guid); } Player* ObjectAccessor::FindPlayerByName(std::string const& name, bool checkInWorld) { /*ACORE_READ_GUARD(HashMapHolder::LockType, *HashMapHolder::GetLock()); std::string nameStr = name; std::transform(nameStr.begin(), nameStr.end(), nameStr.begin(), ::tolower); HashMapHolder::MapType const& m = GetPlayers(); for (HashMapHolder::MapType::const_iterator iter = m.begin(); iter != m.end(); ++iter) { if (!iter->second->IsInWorld()) continue; std::string currentName = iter->second->GetName(); std::transform(currentName.begin(), currentName.end(), currentName.begin(), ::tolower); if (nameStr.compare(currentName) == 0) return iter->second; }*/ // pussywizard: optimization std::string nameStr = name; std::transform(nameStr.begin(), nameStr.end(), nameStr.begin(), ::tolower); std::map::iterator itr = playerNameToPlayerPointer.find(nameStr); if (itr != playerNameToPlayerPointer.end()) if (!checkInWorld || itr->second->IsInWorld()) return itr->second; return nullptr; } void ObjectAccessor::SaveAllPlayers() { ACORE_READ_GUARD(HashMapHolder::LockType, *HashMapHolder::GetLock()); HashMapHolder::MapType const& m = GetPlayers(); for (HashMapHolder::MapType::const_iterator itr = m.begin(); itr != m.end(); ++itr) itr->second->SaveToDB(false, false); } Corpse* ObjectAccessor::GetCorpseForPlayerGUID(uint64 guid) { ACORE_READ_GUARD(ACE_RW_Thread_Mutex, i_corpseLock); Player2CorpsesMapType::iterator iter = i_player2corpse.find(guid); if (iter == i_player2corpse.end()) return nullptr; ASSERT(iter->second->GetType() != CORPSE_BONES); return iter->second; } void ObjectAccessor::RemoveCorpse(Corpse* corpse, bool final) { ASSERT(corpse && corpse->GetType() != CORPSE_BONES); if (!final) { ACORE_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock); Player2CorpsesMapType::iterator iter = i_player2corpse.find(corpse->GetOwnerGUID()); if (iter == i_player2corpse.end()) return; i_player2corpse.erase(iter); AddDelayedCorpseAction(corpse, 0); return; } //TODO: more works need to be done for corpse and other world object if (Map* map = corpse->FindMap()) { // xinef: ok, should be called in both cases corpse->DestroyForNearbyPlayers(); if (corpse->IsInGrid()) map->RemoveFromMap(corpse, false); else { corpse->RemoveFromWorld(); corpse->ResetMap(); } } else corpse->RemoveFromWorld(); // Critical section { ACORE_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock); // build mapid*cellid -> guid_set map CellCoord cellCoord = acore::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY()); sObjectMgr->DeleteCorpseCellData(corpse->GetMapId(), cellCoord.GetId(), GUID_LOPART(corpse->GetOwnerGUID())); } delete corpse; // pussywizard: as it is delayed now, delete is moved here (previously in ConvertCorpseForPlayer) } void ObjectAccessor::AddCorpse(Corpse* corpse) { ASSERT(corpse && corpse->GetType() != CORPSE_BONES); // Critical section { ACORE_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock); ASSERT(i_player2corpse.find(corpse->GetOwnerGUID()) == i_player2corpse.end()); i_player2corpse[corpse->GetOwnerGUID()] = corpse; // build mapid*cellid -> guid_set map CellCoord cellCoord = acore::ComputeCellCoord(corpse->GetPositionX(), corpse->GetPositionY()); sObjectMgr->AddCorpseCellData(corpse->GetMapId(), cellCoord.GetId(), GUID_LOPART(corpse->GetOwnerGUID()), corpse->GetInstanceId()); } } void ObjectAccessor::AddCorpsesToGrid(GridCoord const& gridpair, GridType& grid, Map* map) { ACORE_READ_GUARD(ACE_RW_Thread_Mutex, i_corpseLock); for (Player2CorpsesMapType::iterator iter = i_player2corpse.begin(); iter != i_player2corpse.end(); ++iter) { // We need this check otherwise a corpose may be added to a grid twice if (iter->second->IsInGrid()) continue; if (iter->second->GetGridCoord() == 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(uint64 player_guid, bool insignia /*=false*/) { 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 return nullptr; } #if defined(ENABLE_EXTRAS) && defined(ENABLE_EXTRA_LOGS) sLog->outStaticDebug("Deleting Corpse and spawned bones."); #endif // Map can be NULL Map* map = corpse->FindMap(); bool inWorld = corpse->IsInWorld(); // remove corpse from player_guid -> corpse map and from current map RemoveCorpse(corpse); // remove corpse from DB SQLTransaction trans = CharacterDatabase.BeginTransaction(); corpse->DeleteFromDB(trans); CharacterDatabase.CommitTransaction(trans); 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 && corpse->IsPositionValid() && inWorld && (insignia || (map->IsBattlegroundOrArena() ? sWorld->getBoolConfig(CONFIG_DEATH_BONES_BG_OR_ARENA) : sWorld->getBoolConfig(CONFIG_DEATH_BONES_WORLD))) && !map->IsRemovalGrid(corpse->GetPositionX(), corpse->GetPositionY())) { // Create bones, don't change Corpse bones = new Corpse; bones->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_CORPSE), map); for (uint8 i = OBJECT_FIELD_TYPE + 1; i < CORPSE_END; ++i) // don't overwrite guid and object type bones->SetUInt32Value(i, corpse->GetUInt32Value(i)); bones->SetGridCoord(corpse->GetGridCoord()); // bones->m_time = m_time; // don't overwrite time // bones->m_type = m_type; // don't overwrite type bones->Relocate(corpse->GetPositionX(), corpse->GetPositionY(), corpse->GetPositionZ(), corpse->GetOrientation()); bones->SetPhaseMask(corpse->GetPhaseMask(), false); bones->SetUInt32Value(CORPSE_FIELD_FLAGS, CORPSE_FLAG_UNK2 | CORPSE_FLAG_BONES); bones->SetUInt64Value(CORPSE_FIELD_OWNER, 0); for (uint8 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 if (insignia) // pussywizard: in case of insignia we need bones right now, map is the same so not a problem map->AddToMap(bones); else { bones->ResetMap(); sObjectAccessor->AddDelayedCorpseAction(bones, 1, map->GetId(), map->GetInstanceId()); } // pussywizard: for deleting bones ACORE_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock); i_playerBones.push_back(bones->GetGUID()); } // all references to the corpse should be removed at this point //delete corpse; // pussywizard: deleting corpse is delayed (crashfix) 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); } // pussywizard: for deleting bones std::list::iterator next2; ACORE_WRITE_GUARD(ACE_RW_Thread_Mutex, i_corpseLock); for (std::list::iterator itr = i_playerBones.begin(); itr != i_playerBones.end(); itr = next2) { next2 = itr; ++next2; Corpse* c = GetObjectInWorld((*itr), (Corpse*)NULL); if (c) { if (!c->IsExpired(now)) continue; if (Map* map = c->FindMap()) { if (c->IsInGrid()) map->RemoveFromMap(c, false); else { c->DestroyForNearbyPlayers(); c->RemoveFromWorld(); c->ResetMap(); } } else c->RemoveFromWorld(); } i_playerBones.erase(itr); } } void ObjectAccessor::AddDelayedCorpseAction(Corpse* corpse, uint8 action, uint32 mapId, uint32 instanceId) { ACORE_GUARD(ACE_Thread_Mutex, DelayedCorpseLock); i_delayedCorpseActions.push_back(DelayedCorpseAction(corpse, action, mapId, instanceId)); } void ObjectAccessor::ProcessDelayedCorpseActions() { ACORE_GUARD(ACE_Thread_Mutex, DelayedCorpseLock); for (std::list::iterator itr = i_delayedCorpseActions.begin(); itr != i_delayedCorpseActions.end(); ++itr) { DelayedCorpseAction a = (*itr); switch (a._action) { case 0: // remove corpse RemoveCorpse(a._corpse, true); break; case 1: // add bones if (Map* map = sMapMgr->FindMap(a._mapId, a._instanceId)) if (!map->IsRemovalGrid(a._corpse->GetPositionX(), a._corpse->GetPositionY())) { a._corpse->SetMap(map); map->AddToMap(a._corpse); } break; } } i_delayedCorpseActions.clear(); } void ObjectAccessor::Update(uint32 /*diff*/) { UpdateDataMapType update_players; UpdatePlayerSet player_set; while (!i_objects.empty()) { Object* obj = *i_objects.begin(); ASSERT(obj && obj->IsInWorld()); i_objects.erase(i_objects.begin()); obj->BuildUpdate(update_players, player_set); } WorldPacket packet; // here we allocate a std::vector with a size of 0x10000 for (UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter) { iter->second.BuildPacket(&packet); iter->first->GetSession()->SendPacket(&packet); packet.clear(); // clean the string } } void Map::BuildAndSendUpdateForObjects() { UpdateDataMapType update_players; UpdatePlayerSet player_set; while (!i_objectsToUpdate.empty()) { Object* obj = *i_objectsToUpdate.begin(); ASSERT(obj && obj->IsInWorld()); i_objectsToUpdate.erase(i_objectsToUpdate.begin()); obj->BuildUpdate(update_players, player_set); } WorldPacket packet; // here we allocate a std::vector with a size of 0x10000 for (UpdateDataMapType::iterator iter = update_players.begin(); iter != update_players.end(); ++iter) { iter->second.BuildPacket(&packet); iter->first->GetSession()->SendPacket(&packet); packet.clear(); // clean the string } } void ObjectAccessor::UnloadAll() { for (Player2CorpsesMapType::const_iterator itr = i_player2corpse.begin(); itr != i_player2corpse.end(); ++itr) { itr->second->RemoveFromWorld(); delete itr->second; } } std::map ObjectAccessor::playerNameToPlayerPointer; /// Global definitions for the hashmap storage template class HashMapHolder; template class HashMapHolder; template class HashMapHolder; template class HashMapHolder; template class HashMapHolder; template class HashMapHolder; template Player* ObjectAccessor::GetObjectInWorld(uint32 mapid, float x, float y, uint64 guid, Player* /*fake*/); template Pet* ObjectAccessor::GetObjectInWorld(uint32 mapid, float x, float y, uint64 guid, Pet* /*fake*/); template Creature* ObjectAccessor::GetObjectInWorld(uint32 mapid, float x, float y, uint64 guid, Creature* /*fake*/); template Corpse* ObjectAccessor::GetObjectInWorld(uint32 mapid, float x, float y, uint64 guid, Corpse* /*fake*/); template GameObject* ObjectAccessor::GetObjectInWorld(uint32 mapid, float x, float y, uint64 guid, GameObject* /*fake*/); template DynamicObject* ObjectAccessor::GetObjectInWorld(uint32 mapid, float x, float y, uint64 guid, DynamicObject* /*fake*/);