/// <summary>Initializes all data for a zone - spawns, zone points, AA, etc.</summary> private bool Init(ushort zoneId, ZoneInstanceType ziType) { // Load the zone along with associated zone points, spawns, spawn groups, spawn group entries and NPCs. // TODO: Probably will want to load this differently when zone state persistance is in (join to a state table for spawns?) DataLoadOptions dlo = new DataLoadOptions(); dlo.LoadWith<Zone>(z => z.ZonePoints); dlo.LoadWith<Zone>(z => z.Doors); dlo.LoadWith<Zone>(z => z.Spawns); dlo.LoadWith<Internals.Data.Spawn>(s => s.SpawnGroup); dlo.LoadWith<SpawnGroup>(sg => sg.SpawnGroupEntries); dlo.AssociateWith<SpawnGroup>(sg => sg.SpawnGroupEntries.OrderBy(sge => sge.Chance)); // sort the spawnGroupEntries by chance dlo.LoadWith<SpawnGroupEntry>(sge => sge.Npc); dlo.LoadWith<Npc>(npc => npc.Loot); dlo.LoadWith<Loot>(l => l.LootEntries); dlo.LoadWith<LootEntry>(le => le.LootDrops); dlo.LoadWith<LootDrop>(ld => ld.Item); // TODO: can we trim how much of an item comes back? using (EmuDataContext dbCtx = new EmuDataContext()) { dbCtx.ObjectTrackingEnabled = false; // only loading referential data dbCtx.LoadOptions = dlo; // TODO: use profiler to make sure we get it all in one call //dbCtx.Log = new Log4NetWriter(typeof(ZoneServer)); _zone = dbCtx.Zones.Single(z => z.ZoneID == zoneId); } this.Zone.InitNewZoneStruct(); _instanceType = ziType; // Load map & water map _map = new Map(); _waterMap = new WaterMap(); try { if (!_map.LoadMapFromFile(_zone.ShortName)) return false; if (!_waterMap.LoadMapFromFile(_zone.ShortName)) _waterMap = null; } catch (Exception e) { _log.Error("Error during map loading", e); } _mobMgr.Init(); // Must be done prior to any doors, mobs or player init if (_zone.Doors.Count > 0) { foreach (Door d in _zone.Doors) d.EntityId = GetNewEntityId(); // Assign each door an entity Id _log.InfoFormat("Loaded {0} doors", _zone.Doors.Count); } else _log.Warn("No doors loaded"); // TODO: Load Spawn Conditions SpawnTimerCallback(null); // Load spawns NOW _log.InfoFormat("Loaded {0} Spawn", _mobMgr.MobCount); // TODO: Implement zone state persistance // TODO: Load corpses // TODO: Load traps // TODO: Load ground spawns // TODO: Load objects (tradeskill containers, maybe books, etc.) _maxSpellId = WorldSvc.GetMaxSpellId(); if (_maxSpellId == 0) _log.Error("Max SpellId equals zero. Problem with spell loading in world?"); // TODO: Load blocked spells // TODO: Load guilds, factions, titles, AA, Tributes, corpse timers? // TODO: Load merchant data // TODO: Load petition data // TODO: Load graveyard // TODO: Load timezone data // TODO: Implement server time keeping in world and then sync up here (see end of orig Init and bootup routines) // Just before we finish, start up the various timers _spawnTimer.Change(30000, SPAWN_TIMER_INTERVAL); // We've already populated the spawn list, so wait a bit _spawnQueueTimer.Change(5000, SPAWN_QUEUE_TIMER_INTERVAL); // wait 5 sec before worrying about queued spawn packets _doorTimer.Change(10000, DOOR_TIMER_INTERVAL); // wait 10 sec before worrying about doors // Initialize weather timer if (_zone.Weather <= 3 && _zone.Weather > 0) { Random rand = new Random(); _weatherTimer.Change(0, (rand.Next(1800, 7200) + 30) * 2000); } return true; }
/// <summary>Unloads all data associated with the zone. Used when dynamic zone is shut down.</summary> private void Unload() { _staleAuthRemovalTimer.Change(Timeout.Infinite, Timeout.Infinite); _shutdownTimer.Change(Timeout.Infinite, Timeout.Infinite); _spawnTimer.Change(Timeout.Infinite, Timeout.Infinite); _spawnQueueTimer.Change(Timeout.Infinite, Timeout.Infinite); _weatherTimer.Change(Timeout.Infinite, Timeout.Infinite); _doorTimer.Change(Timeout.Infinite, Timeout.Infinite); _zone = null; _map = null; _waterMap = null; _mobMgr.Clear(); }