本文整理汇总了C++中GetResetTimeFor函数的典型用法代码示例。如果您正苦于以下问题:C++ GetResetTimeFor函数的具体用法?C++ GetResetTimeFor怎么用?C++ GetResetTimeFor使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetResetTimeFor函数的17个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: time
void DungeonResetScheduler::Update()
{
time_t now = time(nullptr);
while (!m_resetTimeQueue.empty() && m_resetTimeQueue.begin()->first < now)
{
DungeonResetEvent& event = m_resetTimeQueue.begin()->second;
if (event.type == RESET_EVENT_NORMAL_DUNGEON)
{
// for individual normal instances, max creature respawn + X hours
m_InstanceSaves._ResetInstance(event.mapid, event.instanceId);
}
else
{
// global reset/warning for a certain map
time_t resetTime = GetResetTimeFor(event.mapid);
uint32 timeLeft = uint32(std::max(int32(resetTime - now), 0));
bool warn = event.type != RESET_EVENT_INFORM_LAST && event.type != RESET_EVENT_FORCED_INFORM_LAST;
m_InstanceSaves._ResetOrWarnAll(event.mapid, warn, timeLeft);
if (event.type != RESET_EVENT_INFORM_LAST && event.type != RESET_EVENT_FORCED_INFORM_LAST)
{
// schedule the next warning/reset
event.type = ResetEventType(event.type + 1);
ScheduleReset(true, resetTime - resetEventTypeDelay[event.type], event);
}
else
{
// re-schedule the next/new global reset/warning
// calculate the next reset time
InstanceTemplate const* instanceTemplate = ObjectMgr::GetInstanceTemplate(event.mapid);
MANGOS_ASSERT(instanceTemplate);
time_t next_reset = DungeonResetScheduler::CalculateNextResetTime(instanceTemplate, resetTime);
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u'", uint64(next_reset), uint32(event.mapid));
SetResetTimeFor(event.mapid, next_reset);
ResetEventType type = RESET_EVENT_INFORM_1;
for (; type < RESET_EVENT_INFORM_LAST; type = ResetEventType(type + 1))
if (next_reset > time_t(now + resetEventTypeDelay[type]))
break;
// add new scheduler event to the queue
event.type = type;
ScheduleReset(true, next_reset - resetEventTypeDelay[event.type], event);
}
}
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
}
}
开发者ID:killerwife,项目名称:mangos-tbc,代码行数:50,代码来源:MapPersistentStateMgr.cpp
示例2: time
void DungeonResetScheduler::Update()
{
time_t now = time(NULL);
while(!m_resetTimeQueue.empty() && (m_resetTimeQueue.begin()->first) < now)
{
DungeonResetEvent &event = m_resetTimeQueue.begin()->second;
if (event.type == RESET_EVENT_NORMAL_DUNGEON)
{
// for individual normal instances, max creature respawn + X hours
m_InstanceSaves._ResetInstance(event.mapid, event.instanceId);
}
else
{
// global reset/warning for a certain map
time_t resetTime = GetResetTimeFor(event.mapid,event.difficulty);
//MapDifficultyEntry const* mapDiff = GetMapDifficultyData(event.mapid,event.difficulty);
m_InstanceSaves._ResetOrWarnAll(event.mapid, event.difficulty, event.type != RESET_EVENT_INFORM_LAST, resetTime);
if(event.type != RESET_EVENT_INFORM_LAST)
{
// schedule the next warning/reset
event.type = ResetEventType(event.type+1);
ScheduleReset(true, resetTime - resetEventTypeDelay[event.type], event);
}
else
{
// re-schedule the next/new global reset/warning
// calculate the next reset time
MapDifficultyEntry const* mapDiff = GetMapDifficultyData(event.mapid,event.difficulty);
MANGOS_ASSERT(mapDiff);
time_t next_reset = DungeonResetScheduler::CalculateNextResetTime(mapDiff);
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", (uint64)next_reset, uint32(event.mapid), uint32(event.difficulty));
SetResetTimeFor(event.mapid, event.difficulty, next_reset);
ResetEventType type = RESET_EVENT_INFORM_1;
for (; type < RESET_EVENT_INFORM_LAST; type = ResetEventType(type + 1))
if (next_reset > time_t(now + resetEventTypeDelay[type]))
break;
// add new scheduler event to the queue
event.type = type;
ScheduleReset(true, next_reset - resetEventTypeDelay[event.type], event);
}
}
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
}
}
开发者ID:mayaren888,项目名称:mangos,代码行数:50,代码来源:MapPersistentStateMgr.cpp
示例3: PlayerUnbindInstanceNotExtended
void InstanceSaveManager::_ResetSave(InstanceSaveHashMap::iterator &itr)
{
lock_instLists = true;
InstanceSave::PlayerListType &pList = itr->second->m_playerList;
for (InstanceSave::PlayerListType::iterator iter = pList.begin(), iter2; iter != pList.end(); )
{
iter2 = iter++;
PlayerUnbindInstanceNotExtended(*iter2, itr->second->GetMapId(), itr->second->GetDifficulty(), ObjectAccessor::GetObjectInOrOutOfWorld(MAKE_NEW_GUID(*iter2, 0, HIGHGUID_PLAYER), (Player*)NULL));
}
// delete stuff if no players left (noone extended id)
if (pList.empty())
{
// delete character_instance per id, delete instance per id
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_INSTANCE);
stmt->setUInt32(0, itr->second->GetInstanceId());
CharacterDatabase.Execute(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INSTANCE_BY_INSTANCE);
stmt->setUInt32(0, itr->second->GetInstanceId());
CharacterDatabase.Execute(stmt);
// clear respawn times if the map is already unloaded and won't do it by itself
if (!sMapMgr->FindMap(itr->second->GetMapId(), itr->second->GetInstanceId()))
Map::DeleteRespawnTimesInDB(itr->second->GetMapId(), itr->second->GetInstanceId());
delete itr->second;
m_instanceSaveById.erase(itr);
}
else
{
// delete character_instance per id where extended = 0, transtaction with set extended = 0, transaction is used to avoid mysql thread races
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_INSTANCE_NOT_EXTENDED);
stmt->setUInt32(0, itr->second->GetInstanceId());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_CHAR_INSTANCE_SET_NOT_EXTENDED);
stmt->setUInt32(0, itr->second->GetInstanceId());
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
// update reset time and extended reset time for instance save
itr->second->SetResetTime(GetResetTimeFor(itr->second->GetMapId(), itr->second->GetDifficulty()));
itr->second->SetExtendedResetTime(GetExtendedResetTimeFor(itr->second->GetMapId(), itr->second->GetDifficulty()));
}
lock_instLists = false;
}
开发者ID:Matt-One,项目名称:azerothcore-wotlk,代码行数:48,代码来源:InstanceSaveMgr.cpp
示例4: TC_LOG_ERROR
/*
- adding instance into manager
- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
*/
InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load)
{
if (InstanceSave* old_save = GetInstanceSave(instanceId))
return old_save;
const MapEntry* entry = sMapStore.LookupEntry(mapId);
if (!entry)
{
TC_LOG_ERROR(LOG_FILTER_GENERAL, "InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId);
return NULL;
}
if (instanceId == 0)
{
TC_LOG_ERROR(LOG_FILTER_GENERAL, "InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId);
return NULL;
}
if (difficulty >= (entry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY))
{
TC_LOG_ERROR(LOG_FILTER_GENERAL, "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty);
return NULL;
}
if (!resetTime)
{
// initialize reset time
// for normal instances if no creatures are killed the instance will reset in two hours
if (entry->map_type == MAP_RAID || difficulty > DUNGEON_DIFFICULTY_NORMAL)
resetTime = GetResetTimeFor(mapId, difficulty);
else
{
resetTime = time(NULL) + 2 * HOUR;
// normally this will be removed soon after in InstanceMap::Add, prevent error
ScheduleReset(true, resetTime, InstResetEvent(0, mapId, difficulty, instanceId));
}
}
TC_LOG_DEBUG(LOG_FILTER_MAPS, "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);
InstanceSave* save = new InstanceSave(mapId, instanceId, difficulty, resetTime, canReset);
if (!load)
save->SaveToDB();
m_instanceSaveById[instanceId] = save;
sScriptMgr->AllInstanceAdd(save);
return save;
}
开发者ID:ddark,项目名称:ecl,代码行数:52,代码来源:InstanceSaveMgr.cpp
示例5: TC_LOG_ERROR
/*
- adding instance into manager
- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
*/
InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, time_t resetTime, bool canReset, bool load)
{
if (InstanceSave* old_save = GetInstanceSave(instanceId))
return old_save;
const MapEntry* entry = sMapStore.LookupEntry(mapId);
if (!entry)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId);
return NULL;
}
if (instanceId == 0)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId);
return NULL;
}
DifficultyEntry const* difficultyEntry = sDifficultyStore.LookupEntry(difficulty);
if (!difficultyEntry || difficultyEntry->InstanceType != entry->InstanceType)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty);
return NULL;
}
if (!resetTime)
{
// initialize reset time
// for normal instances if no creatures are killed the instance will reset in two hours
if (entry->IsRaid() || difficulty > DIFFICULTY_NORMAL)
resetTime = GetResetTimeFor(mapId, difficulty);
else
{
resetTime = time(NULL) + 2 * HOUR;
// normally this will be removed soon after in InstanceMap::Add, prevent error
ScheduleReset(true, resetTime, InstResetEvent(0, mapId, difficulty, instanceId));
}
}
TC_LOG_DEBUG("maps", "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);
InstanceSave* save = new InstanceSave(mapId, instanceId, difficulty, resetTime, canReset);
if (!load)
save->SaveToDB();
m_instanceSaveById[instanceId] = save;
return save;
}
开发者ID:Rastrian,项目名称:DeathCore_6.x-1,代码行数:52,代码来源:InstanceSaveMgr.cpp
示例6: time
void InstanceSaveManager::Update()
{
time_t now = time(NULL);
time_t t, t2;
while (!m_resetTimeQueue.empty())
{
t = m_resetTimeQueue.begin()->first;
if (t >= now)
break;
// if m_resetTime has new resetTime, then write it to Queue, not delete the active instance..
InstResetEvent &event = m_resetTimeQueue.begin()->second;
time_t resetTime = GetResetTimeFor(event.mapid, event.difficulty);
if (InstanceSave* save = GetInstanceSave(event.instanceId))
{
if (t2 = save->GetResetTime())
if (t2 >= t)
{
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
m_resetTimeQueue.insert(std::pair<time_t, InstResetEvent>(t2, event));
break;
}
}
if (event.type == 0)
{
// for individual normal instances, max creature respawn + X hours
_ResetInstance(event.mapid, event.instanceId);
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
}
else
{
// global reset/warning for a certain map
_ResetOrWarnAll(event.mapid, event.difficulty, event.type != 4, resetTime);
if (event.type != 4)
{
// schedule the next warning/reset
++event.type;
ScheduleReset(true, resetTime - ResetTimeDelay[event.type - 1], event);
}
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
}
}
}
开发者ID:Delicate90,项目名称:ArkCORE-NG,代码行数:45,代码来源:InstanceSaveMgr.cpp
示例7: time
void InstanceSaveManager::Update()
{
time_t now = time(NULL);
time_t t;
bool resetOccurred = false;
while (!m_resetTimeQueue.empty())
{
t = m_resetTimeQueue.begin()->first;
if (t >= now)
break;
InstResetEvent &event = m_resetTimeQueue.begin()->second;
if (event.type)
{
// global reset/warning for a certain map
time_t resetTime = GetResetTimeFor(event.mapid, event.difficulty);
bool warn = event.type < 5;
_ResetOrWarnAll(event.mapid, event.difficulty, warn, resetTime);
if (warn)
{
// schedule the next warning/reset
++event.type;
ScheduleReset(resetTime - ResetTimeDelay[event.type-1], event);
}
else
resetOccurred = true;
}
m_resetTimeQueue.erase(m_resetTimeQueue.begin());
}
// pussywizard: send updated calendar and raid info
if (resetOccurred)
{
sLog->outString("Instance ID reset occurred, sending updated calendar and raid info to all players!");
WorldPacket dummy;
for (SessionMap::const_iterator itr = sWorld->GetAllSessions().begin(); itr != sWorld->GetAllSessions().end(); ++itr)
if (Player* plr = itr->second->GetPlayer())
{
itr->second->HandleCalendarGetCalendar(dummy);
plr->SendRaidInfo();
}
}
}
开发者ID:Matt-One,项目名称:azerothcore-wotlk,代码行数:44,代码来源:InstanceSaveMgr.cpp
示例8: GetResetTimeFor
/*
- adding instance into manager
- called from InstanceMap::Add, _LoadBoundInstances, LoadGroups
*/
InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, time_t resetTime, bool canReset, bool load)
{
if (InstanceSave* old_save = GetInstanceSave(instanceId))
return old_save;
const MapEntry* entry = sMapStore.LookupEntry(mapId);
if (!entry)
{
sLog->outError("InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId);
return NULL;
}
if (instanceId == 0)
{
sLog->outError("InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId);
return NULL;
}
if (!resetTime)
{
// initialize reset time
// for normal instances if no creatures are killed the instance will reset in two hours
if (entry->map_type == MAP_RAID)
resetTime = GetResetTimeFor(mapId);
else
{
resetTime = time(NULL) + 2 * HOUR;
// normally this will be removed soon after in InstanceMap::Add, prevent error
ScheduleReset(true, resetTime, InstResetEvent(0, mapId, instanceId));
}
}
sLog->outDebug(LOG_FILTER_MAPS, "InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d", mapId, instanceId);
InstanceSave* save = new InstanceSave(mapId, instanceId, resetTime, canReset);
if (!load)
save->SaveToDB();
m_instanceSaveById[instanceId] = save;
return save;
}
开发者ID:Maduse,项目名称:Trinity-Zero,代码行数:45,代码来源:InstanceSaveMgr.cpp
示例9: ASSERT
/*
- adding instance into manager
*/
InstanceSave* InstanceSaveManager::AddInstanceSave(uint32 mapId, uint32 instanceId, Difficulty difficulty, bool startup /*=false*/)
{
ASSERT(!GetInstanceSave(instanceId));
const MapEntry* entry = sMapStore.LookupEntry(mapId);
if (!entry)
{
sLog->outError("InstanceSaveManager::AddInstanceSave: wrong mapid = %d, instanceid = %d!", mapId, instanceId);
return NULL;
}
if (instanceId == 0)
{
sLog->outError("InstanceSaveManager::AddInstanceSave: mapid = %d, wrong instanceid = %d!", mapId, instanceId);
return NULL;
}
if (difficulty >= (entry->IsRaid() ? MAX_RAID_DIFFICULTY : MAX_DUNGEON_DIFFICULTY))
{
sLog->outError("InstanceSaveManager::AddInstanceSave: mapid = %d, instanceid = %d, wrong dificalty %u!", mapId, instanceId, difficulty);
return NULL;
}
time_t resetTime, extendedResetTime;
if (entry->map_type == MAP_RAID || difficulty > DUNGEON_DIFFICULTY_NORMAL)
{
resetTime = GetResetTimeFor(mapId, difficulty);
extendedResetTime = GetExtendedResetTimeFor(mapId, difficulty);
}
else
{
resetTime = time(NULL) + 3*DAY; // normals expire after 3 days even if someone is still bound to them, cleared on startup
extendedResetTime = 0;
}
InstanceSave* save = new InstanceSave(mapId, instanceId, difficulty, resetTime, extendedResetTime);
if (!startup)
save->InsertToDB();
m_instanceSaveById[instanceId] = save;
return save;
}
开发者ID:Matt-One,项目名称:azerothcore-wotlk,代码行数:44,代码来源:InstanceSaveMgr.cpp
示例10: time
//.........这里部分代码省略.........
InstResetTimeMapDiffType::iterator itr = instResetTime.find(instance);
if(itr != instResetTime.end() && itr->second.second != resettime)
{
CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", uint64(resettime), instance);
itr->second.second = resettime;
}
}
while (result->NextRow());
delete result;
}
// schedule the reset times
for(InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
if(itr->second.second > now)
ScheduleReset(true, itr->second.second, InstanceResetEvent(0, PAIR32_LOPART(itr->second.first),Difficulty(PAIR32_HIPART(itr->second.first)),itr->first));
}
// load the global respawn times for raid/heroic instances
uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset");
if(result)
{
do
{
Field *fields = result->Fetch();
uint32 mapid = fields[0].GetUInt32();
Difficulty difficulty = Difficulty(fields[1].GetUInt32());
uint64 oldresettime = fields[2].GetUInt64();
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
if(!mapDiff)
{
sLog.outError("InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);
CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u' AND difficulty = '%u'", mapid,difficulty);
continue;
}
// update the reset time if the hour in the configs changes
uint64 newresettime = (oldresettime / DAY) * DAY + diff;
if(oldresettime != newresettime)
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", newresettime, mapid, difficulty);
SetResetTimeFor(mapid,difficulty,newresettime);
} while(result->NextRow());
delete result;
}
// clean expired instances, references to them will be deleted in CleanupInstances
// must be done before calculating new reset times
m_InstanceSaves._CleanupExpiredInstancesAtTime(now);
// calculate new global reset times for expired instances and those that have never been reset yet
// add the global reset times to the priority queue
for(MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
{
uint32 map_diff_pair = itr->first;
uint32 mapid = PAIR32_LOPART(map_diff_pair);
Difficulty difficulty = Difficulty(PAIR32_HIPART(map_diff_pair));
MapDifficulty const* mapDiff = &itr->second;
if (!mapDiff->resetTime)
continue;
// the reset_delay must be at least one day
uint32 period = uint32(mapDiff->resetTime / DAY * sWorld.getConfig(CONFIG_FLOAT_RATE_INSTANCE_RESET_TIME)) * DAY;
if (period < DAY)
period = DAY;
time_t t = GetResetTimeFor(mapid,difficulty);
if(!t)
{
// initialize the reset time
t = today + period + diff;
CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','%u','"UI64FMTD"')", mapid, difficulty, (uint64)t);
}
if(t < now)
{
// assume that expired instances have already been cleaned
// calculate the next reset time
t = (t / DAY) * DAY;
t += ((today - t) / period + 1) * period + diff;
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty= '%u'", (uint64)t, mapid, difficulty);
}
SetResetTimeFor(mapid,difficulty,t);
// schedule the global reset/warning
uint8 type = 1;
static int tim[4] = {3600, 900, 300, 60};
for(; type < 4; type++)
if(t - tim[type-1] > now)
break;
for(ResetTimeMapDiffInstances::const_iterator in_itr = mapDiffResetInstances.lower_bound(map_diff_pair);
in_itr != mapDiffResetInstances.upper_bound(map_diff_pair); ++in_itr)
{
ScheduleReset(true, t - tim[type-1], InstanceResetEvent(type, mapid, difficulty, in_itr->second));
}
}
}
开发者ID:bombapiter,项目名称:mangos,代码行数:101,代码来源:InstanceSaveMgr.cpp
示例11: time
//.........这里部分代码省略.........
result = CharacterDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance");
if( result )
{
do
{
Field *fields = result->Fetch();
uint32 instance = fields[1].GetUInt32();
time_t resettime = time_t(fields[0].GetUInt64() + 2 * HOUR);
InstResetTimeMapDiffType::iterator itr = instResetTime.find(instance);
if(itr != instResetTime.end() && itr->second.second != resettime)
{
CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", uint64(resettime), instance);
itr->second.second = resettime;
}
}
while (result->NextRow());
delete result;
}
// schedule the reset times
for(InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
if(itr->second.second > now)
ScheduleReset(true, itr->second.second, InstanceResetEvent(RESET_EVENT_DUNGEON, PAIR32_LOPART(itr->second.first),Difficulty(PAIR32_HIPART(itr->second.first)),itr->first));
}
// load the global respawn times for raid/heroic instances
uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset");
if(result)
{
do
{
Field *fields = result->Fetch();
uint32 mapid = fields[0].GetUInt32();
Difficulty difficulty = Difficulty(fields[1].GetUInt32());
uint64 oldresettime = fields[2].GetUInt64();
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid,difficulty);
if(!mapDiff)
{
sLog.outError("InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);
CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u' AND difficulty = '%u'", mapid,difficulty);
continue;
}
// update the reset time if the hour in the configs changes
uint32 offset = sMapStore.LookupEntry(mapid)->instanceResetOffset;
uint64 start_point = INSTANCE_RESET_SCHEDULE_START_TIME + offset + diff;
uint64 newresettime = start_point + uint32((oldresettime - start_point) / DAY) * DAY;
if(oldresettime != newresettime)
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty = '%u'", newresettime, mapid, difficulty);
SetResetTimeFor(mapid,difficulty,newresettime);
} while(result->NextRow());
delete result;
}
// clean expired instances, references to them will be deleted in CleanupInstances
// must be done before calculating new reset times
m_InstanceSaves._CleanupExpiredInstancesAtTime(now);
// calculate new global reset times for expired instances and those that have never been reset yet
// add the global reset times to the priority queue
for(MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
{
uint32 map_diff_pair = itr->first;
uint32 mapid = PAIR32_LOPART(map_diff_pair);
Difficulty difficulty = Difficulty(PAIR32_HIPART(map_diff_pair));
MapDifficulty const* mapDiff = &itr->second;
// skip mapDiff without global reset time
if (!mapDiff->resetTime)
continue;
uint32 period = GetMaxResetTimeFor(mapDiff);
time_t t = GetResetTimeFor(mapid,difficulty);
if(!t || t < now)
{
bool existsInDB = bool(t);
uint32 offset = sMapStore.LookupEntry(mapid)->instanceResetOffset;
uint64 start_point = INSTANCE_RESET_SCHEDULE_START_TIME + offset + diff;
t = start_point + uint32(ceil(float(now - start_point) / period) * period);
if(existsInDB)
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u' AND difficulty= '%u'", (uint64)t, mapid, difficulty);
else
CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','%u','"UI64FMTD"')", mapid, difficulty, (uint64)t);
}
SetResetTimeFor(mapid,difficulty,t);
// schedule the global reset/warning
ResetEventType type = RESET_EVENT_INFORM_1;
for(; type < RESET_EVENT_INFORM_LAST; type = ResetEventType(type+1))
if(t - resetEventTypeDelay[type] > now)
break;
ScheduleReset(true, t - resetEventTypeDelay[type], InstanceResetEvent(type, mapid, difficulty, 0));
}
}
开发者ID:nos4r2zod,项目名称:mangos,代码行数:101,代码来源:InstanceSaveMgr.cpp
示例12: time
//.........这里部分代码省略.........
}
while (result->NextRow());
delete result;
}
// schedule the reset times
for (ResetTimeMapType::iterator itr = InstResetTime.begin(); itr != InstResetTime.end(); ++itr)
if (itr->second.second > now)
ScheduleReset(true, itr->second.second, DungeonResetEvent(RESET_EVENT_NORMAL_DUNGEON, itr->second.first, itr->first));
}
// load the global respawn times for raid/heroic instances
uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
m_resetTimeByMapId.resize(sMapStore.GetNumRows() + 1);
result = CharacterDatabase.Query("SELECT mapid, resettime FROM instance_reset");
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 mapid = fields[0].GetUInt32();
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry || !mapEntry->IsDungeon() || !ObjectMgr::GetInstanceTemplate(mapid))
{
sLog.outError("MapPersistentStateManager::LoadResetTimes: invalid mapid %u in instance_reset!", mapid);
CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u'", mapid);
continue;
}
// update the reset time if the hour in the configs changes
uint64 oldresettime = fields[1].GetUInt64();
uint64 newresettime = (oldresettime / DAY) * DAY + diff;
if (oldresettime != newresettime)
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u'", newresettime, mapid);
SetResetTimeFor(mapid, newresettime);
}
while (result->NextRow());
delete result;
}
// clean expired instances, references to them will be deleted in CleanupInstances
// must be done before calculating new reset times
m_InstanceSaves._CleanupExpiredInstancesAtTime(now);
// calculate new global reset times for expired instances and those that have never been reset yet
// add the global reset times to the priority queue
for (uint32 i = 0; i < sInstanceTemplate.GetMaxEntry(); i++)
{
InstanceTemplate const* temp = ObjectMgr::GetInstanceTemplate(i);
if (!temp)
continue;
// only raid/heroic maps have a global reset time
MapEntry const* mapEntry = sMapStore.LookupEntry(temp->map);
if (!mapEntry || !mapEntry->IsDungeon() || !mapEntry->HasResetTime())
continue;
uint32 period = GetMaxResetTimeFor(temp);
time_t t = GetResetTimeFor(temp->map);
if (!t)
{
// initialize the reset time
// generate time by config on first server launch
tm localTm = *localtime(&now);
localTm.tm_hour = sWorld.getConfig(CONFIG_UINT32_QUEST_DAILY_RESET_HOUR);
localTm.tm_min = 0;
localTm.tm_sec = 0;
if (period > DAY) // resets bigger than 1 day start on config day
localTm.tm_mday += ((7 - localTm.tm_wday + sWorld.getConfig(CONFIG_UINT32_ARENA_FIRST_RESET_DAY)) % 7);
else // resets day and less start on next day
localTm.tm_mday += 1;
localTm.tm_isdst = -1;
t = mktime(&localTm);
CharacterDatabase.DirectPExecute("INSERT INTO instance_reset VALUES ('%u','" UI64FMTD "')", temp->map, (uint64)t);
}
if (t < now || t > nextWeek)
{
// assume that expired instances have already been cleaned
// calculate the next reset time
t = (t / DAY) * DAY;
t += ((today - t) / period + 1) * period + diff;
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '" UI64FMTD "' WHERE mapid = '%u'", (uint64)t, temp->map);
}
SetResetTimeFor(temp->map, t);
// schedule the global reset/warning
ResetEventType type = RESET_EVENT_INFORM_1;
for (; type < RESET_EVENT_INFORM_LAST; type = ResetEventType(type + 1))
if (t > time_t(now + resetEventTypeDelay[type]))
break;
ScheduleReset(true, t - resetEventTypeDelay[type], DungeonResetEvent(type, temp->map, 0));
}
}
开发者ID:krullgor,项目名称:mangos-tbc,代码行数:101,代码来源:MapPersistentStateMgr.cpp
示例13: time
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, bool warn, time_t resetTime)
{
// global reset for all instances of the given map
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry->Instanceable())
return;
time_t now = time(NULL);
if (!warn)
{
// remove all binds to instances of the given map
for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();)
{
if (itr->second->GetMapId() == mapid)
_ResetSave(itr);
else
++itr;
}
// delete them from the DB, even if not loaded
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
// calculate the next reset time
uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
uint32 period = uint32(((GetResetTimeFor(mapid) * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY);
if (period < DAY)
period = DAY;
uint32 next_reset = uint32(((resetTime + MINUTE) / DAY * DAY) + period + diff);
SetResetTimeFor(mapid, next_reset);
ScheduleReset(true, time_t(next_reset-3600), InstResetEvent(1, mapid, 0));
// Update it in the DB
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt32(0, next_reset);
stmt->setUInt16(1, uint16(mapid));
CharacterDatabase.Execute(stmt);
}
// note: this isn't fast but it's meant to be executed very rarely
Map const* map = sMapMgr->CreateBaseMap(mapid);
MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
MapInstanced::InstancedMaps::iterator mitr;
uint32 timeLeft;
for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
{
Map* map2 = mitr->second;
if (!map2->IsDungeon())
continue;
if (warn)
{
if (now <= resetTime)
timeLeft = 0;
else
timeLeft = uint32(now - resetTime);
((InstanceMap*)map2)->SendResetWarnings(timeLeft);
}
else
((InstanceMap*)map2)->Reset(INSTANCE_RESET_GLOBAL);
}
// TODO: delete creature/gameobject respawn times even if the maps are not loaded
}
开发者ID:Maduse,项目名称:Trinity-Zero,代码行数:79,代码来源:InstanceSaveMgr.cpp
示例14: time
void InstanceResetScheduler::LoadResetTimes()
{
time_t now = time(NULL);
time_t today = (now / DAY) * DAY;
// NOTE: Use DirectPExecute for tables that will be queried later
// get the current reset times for normal instances (these may need to be updated)
// these are only kept in memory for InstanceSaves that are loaded later
// resettime = 0 in the DB for raid instances so those are skipped
typedef std::map<uint32, std::pair<uint32, time_t> > ResetTimeMapType;
ResetTimeMapType InstResetTime;
QueryResult *result = CharacterDatabase.Query("SELECT id, map, resettime FROM instance WHERE resettime > 0");
if( result )
{
do
{
if(time_t resettime = time_t((*result)[2].GetUInt64()))
{
uint32 id = (*result)[0].GetUInt32();
uint32 mapid = (*result)[1].GetUInt32();
InstResetTime[id] = std::pair<uint32, uint64>(mapid, resettime);
}
}
while (result->NextRow());
delete result;
// update reset time for normal instances with the max creature respawn time + X hours
result = WorldDatabase.Query("SELECT MAX(respawntime), instance FROM creature_respawn WHERE instance > 0 GROUP BY instance");
if( result )
{
do
{
Field *fields = result->Fetch();
uint32 instance = fields[1].GetUInt32();
time_t resettime = time_t(fields[0].GetUInt64() + 2 * HOUR);
ResetTimeMapType::iterator itr = InstResetTime.find(instance);
if(itr != InstResetTime.end() && itr->second.second != resettime)
{
CharacterDatabase.DirectPExecute("UPDATE instance SET resettime = '"UI64FMTD"' WHERE id = '%u'", uint64(resettime), instance);
itr->second.second = resettime;
}
}
while (result->NextRow());
delete result;
}
// schedule the reset times
for(ResetTimeMapType::iterator itr = InstResetTime.begin(); itr != InstResetTime.end(); ++itr)
if(itr->second.second > now)
ScheduleReset(true, itr->second.second, InstanceResetEvent(RESET_EVENT_DUNGEON, itr->second.first, itr->first));
}
// load the global respawn times for raid instances
uint32 diff = sWorld.getConfig(CONFIG_UINT32_INSTANCE_RESET_TIME_HOUR) * HOUR;
m_resetTimeByMapId.resize(sMapStore.GetNumRows()+1);
result = CharacterDatabase.Query("SELECT mapid, resettime FROM instance_reset");
if(result)
{
do
{
Field *fields = result->Fetch();
uint32 mapid = fields[0].GetUInt32();
if(!ObjectMgr::GetInstanceTemplate(mapid))
{
sLog.outError("InstanceSaveManager::LoadResetTimes: invalid mapid %u in instance_reset!", mapid);
CharacterDatabase.DirectPExecute("DELETE FROM instance_reset WHERE mapid = '%u'", mapid);
continue;
}
// update the reset time if the hour in the configs changes
uint64 oldresettime = fields[1].GetUInt64();
uint64 newresettime = (oldresettime / DAY) * DAY + diff;
if(oldresettime != newresettime)
CharacterDatabase.DirectPExecute("UPDATE instance_reset SET resettime = '"UI64FMTD"' WHERE mapid = '%u'", newresettime, mapid);
m_resetTimeByMapId[mapid] = newresettime;
} while(result->NextRow());
delete result;
}
// clean expired instances, references to them will be deleted in CleanupInstances
// must be done before calculating new reset times
m_InstanceSaves._CleanupExpiredInstancesAtTime(now);
// calculate new global reset times for expired instances and those that have never been reset yet
// add the global reset times to the priority queue
for(uint32 i = 0; i < sInstanceTemplate.MaxEntry; i++)
{
// only raid maps have a global reset time
InstanceTemplate const* temp = ObjectMgr::GetInstanceTemplate(i);
if(!temp || !temp->reset_delay)
continue;
uint32 period = GetMaxResetTimeFor(temp);
time_t t = GetResetTimeFor(temp->map);
if(!t)
{
// initialize the reset time
//.........这里部分代码省略.........
开发者ID:magomags,项目名称:mangoszero,代码行数:101,代码来源:InstanceSaveMgr.cpp
示例15: ResetTimeMapDiffType
//.........这里部分代码省略.........
if (itr->second.second > now)
ScheduleReset(true, itr->second.second, InstResetEvent(0, PAIR32_LOPART(itr->second.first), Difficulty(PAIR32_HIPART(itr->second.first)), itr->first));
}
// load the global respawn times for raid/heroic instances
uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
if (QueryResult result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset"))
{
do
{
Field* fields = result->Fetch();
uint32 mapid = fields[0].GetUInt16();
Difficulty difficulty = Difficulty(fields[1].GetUInt8());
uint64 oldresettime = fields[2].GetUInt64();
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty);
if (!mapDiff)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
CharacterDatabase.DirectExecute(stmt);
continue;
}
// update the reset time if the hour in the configs changes
uint64 newresettime = (oldresettime / DAY) * DAY + diff;
if (oldresettime != newresettime)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt64(0, uint64(newresettime));
stmt->setUInt16(1, uint16(mapid));
stmt->setUInt8(2, uint8(difficulty));
CharacterDatabase.DirectExecute(stmt);
}
InitializeResetTimeFor(mapid, difficulty, newresettime);
} while (result->NextRow());
}
// calculate new global reset times for expired instances and those that have never been reset yet
// add the global reset times to the priority queue
for (MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
{
uint32 map_diff_pair = itr->first;
uint32 mapid = PAIR32_LOPART(map_diff_pair);
Difficulty difficulty = Difficulty(PAIR32_HIPART(map_diff_pair));
MapDifficulty const* mapDiff = &itr->second;
if (!mapDiff->resetTime)
continue;
// the reset_delay must be at least one day
uint32 period = uint32(((mapDiff->resetTime * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY);
if (period < DAY)
period = DAY;
time_t t = GetResetTimeFor(mapid, difficulty);
if (!t)
{
// initialize the reset time
t = today + period + diff;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
stmt->setUInt64(2, uint64(t));
CharacterDatabase.DirectExecute(stmt);
}
if (t < now)
{
// assume that expired instances have already been cleaned
// calculate the next reset time
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