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Remove member history from expeditions
Expedition uuids are now used to check if characters may re-join
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@@ -47,6 +47,8 @@ namespace ExpeditionDatabase
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std::vector<ExpeditionLockoutTimer> LoadCharacterLockouts(uint32_t character_id, const std::string& expedition_name);
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std::unordered_map<uint32_t, std::unordered_map<std::string, ExpeditionLockoutTimer>>
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LoadMultipleExpeditionLockouts(const std::vector<uint32_t>& expedition_ids);
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void DeleteAllMembers(uint32_t expedition_id);
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void DeleteMember(uint32_t expedition_id, uint32_t character_id);
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void DeleteAllCharacterLockouts(uint32_t character_id);
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void DeleteAllCharacterLockouts(uint32_t character_id, const std::string& expedition_name);
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void DeleteCharacterLockout(uint32_t character_id, const std::string& expedition_name, const std::string& event_name);
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@@ -69,8 +71,6 @@ namespace ExpeditionDatabase
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void InsertMembers(uint32_t expedition_id, const std::vector<ExpeditionMember>& members);
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void UpdateLeaderID(uint32_t expedition_id, uint32_t leader_id);
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void UpdateLockState(uint32_t expedition_id, bool is_locked);
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void UpdateMemberRemoved(uint32_t expedition_id, uint32_t character_id);
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void UpdateAllMembersRemoved(uint32_t expedition_id);
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void UpdateReplayLockoutOnJoin(uint32_t expedition_id, bool add_on_join);
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};
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@@ -89,7 +89,6 @@ namespace LoadExpeditionColumns
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is_locked,
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leader_name,
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member_id,
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is_current_member,
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member_name
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};
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};
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