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[Factions] Remove from shared memory and simplify (#3999)
* [Factions] Remove from shared memory and simplify - Removes factions from shared memory and moves to zone based storage of repositories and changes the NPC `faction_list` to also use repositories. - This affects NPC Factions and Faction Associations. * Bug fixes. * Update client.cpp * Update client.cpp * Update client.cpp * Cleanup * Update client.cpp * Update client.cpp * Update client.cpp * Final push * Update CMakeLists.txt * Consolidate reloading. * [Cleanup] PR # 3999 (#4039) * [Fixes for PR # 3999 * [Reload actual in game factions, not just the umbrella data. * syntax * Fix typo * Foix bug where primary_faction not filled in when no hits * Fix typos * Fix splash factions for kills. * Fix typo * Fix more variable names to be accurate * Fix Loads to load new ones as they come in. * Load npc_factions without primary (tasks) and support old task faction * Rename to make way for new LoadFactionAssocition (by faction_id) * Fix some review comments * Add code to load factions for splash tasks and quests. * Fix issue with sign and RewardFaction, fix Log Message --------- Co-authored-by: Paul Coene <noudess@gmail.com>
This commit is contained in:
+11
-10
@@ -1989,6 +1989,17 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
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}
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break;
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}
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case ServerOP_ReloadFactions:
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{
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if (zone && zone->IsLoaded()) {
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zone->SendReloadMessage("Factions");
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content_db.LoadFactionData();
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zone->ReloadNPCFactions();
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zone->ReloadFactionAssociations();
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}
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break;
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}
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case ServerOP_ReloadLevelEXPMods:
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{
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if (zone && zone->IsLoaded()) {
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@@ -3497,16 +3508,6 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
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LogError("Loading items failed!");
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}
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LogInfo("Loading npc faction lists");
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if (!content_db.LoadNPCFactionLists(hotfix_name)) {
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LogError("Loading npcs faction lists failed!");
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}
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LogInfo("Loading faction association hits");
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if (!content_db.LoadFactionAssociation(hotfix_name)) {
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LogError("Loading faction association hits failed!");
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}
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LogInfo("Loading loot tables");
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if (!content_db.LoadLoot(hotfix_name)) {
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LogError("Loading loot failed!");
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