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[Rules] Add rule to allow players to permanently save chat channels to database, up to a limit. (#2706)
* Initial code * Tweak * Rule description tweak * More channel work * More adjustments * Auto-join saved permanent player channels * Fix UCS crash if player has no channels to load from table. * Implemented channel blocking feature * Update database when player channel's owner or password change * First round of requested changes. * Logic tweak to ensure player channels are sets to permanent when appropraite * name_filter table integration and some refactoring * Use new `reserved_channel_names` table to block specific channel names. * Remove some legacy channel block code * Setup required SQL update to create `reserved_channel_names` table. * Update db_update_manifest.txt * Update db_update_manifest.txt * Update chatchannel.cpp * Code review * Database to UCSDatabase * Repository SaveChatChannel * CurrentPlayerChannelCount repository * Cleanup name filter * CreateChannel * Update websocketpp * Increment CURRENT_BINARY_DATABASE_VERSION Set to 9216 * Minor tweaks to blocked channel name checks & other related areas. - Enforce blocked channel names on channel creation. - Also enforce blocked channel names on channel join. - Add channel status check to Debug logging. - Minor formatting adjustments. - Add single quotes to column name value in query. * Minor log change * Increment DB Version * Formatting Tweaks - Made formatting adjustments consistent with KinglyKrab's recommended changes. - This compiles successfully with these changes, but unable to test the changes until this weekend. Co-authored-by: Akkadius <akkadius1@gmail.com>
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@@ -138,7 +138,7 @@ void WorldServer::ProcessMessage(uint16 opcode, EQ::Net::Packet &p)
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}
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else if (Message[0] == '[')
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{
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g_Clientlist->ProcessOPMailCommand(c, Message.substr(1, std::string::npos));
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g_Clientlist->ProcessOPMailCommand(c, Message.substr(1, std::string::npos), true); // Flag as command_directed
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}
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break;
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