[Expeditions] Refactor expedition requests (#1301)

Move ExpeditionLockoutTimer to common

This simplifies expedition request conflict checks and uses repository
for the queries instead of processing the query result directly.
This commit is contained in:
hg
2021-03-19 00:42:41 -04:00
committed by GitHub
parent ee4af65268
commit 5b74f1e756
15 changed files with 207 additions and 173 deletions
+58 -86
View File
@@ -21,27 +21,19 @@
#include "expedition_request.h"
#include "client.h"
#include "expedition.h"
#include "expedition_database.h"
#include "expedition_lockout_timer.h"
#include "groups.h"
#include "raids.h"
#include "string_ids.h"
#include "worldserver.h"
extern WorldServer worldserver;
#include "../common/expedition_lockout_timer.h"
#include "../common/repositories/character_expedition_lockouts_repository.h"
#include "../common/repositories/expeditions_repository.h"
constexpr char SystemName[] = "expedition";
struct ExpeditionRequestConflict
{
std::string character_name;
ExpeditionLockoutTimer lockout;
};
ExpeditionRequest::ExpeditionRequest(
std::string expedition_name, uint32_t min_players, uint32_t max_players, bool disable_messages
ExpeditionRequest::ExpeditionRequest(std::string expedition_name,
uint32_t min_players, uint32_t max_players, bool disable_messages
) :
m_expedition_name(expedition_name),
m_expedition_name(std::move(expedition_name)),
m_min_players(min_players),
m_max_players(max_players),
m_disable_messages(disable_messages)
@@ -186,117 +178,97 @@ bool ExpeditionRequest::CanMembersJoin(const std::vector<std::string>& member_na
return requirements_met;
}
bool ExpeditionRequest::LoadLeaderLockouts()
bool ExpeditionRequest::SaveLeaderLockouts(const std::vector<ExpeditionLockoutTimer>& lockouts)
{
// leader's lockouts are used to check member conflicts and later stored in expedition
auto lockouts = ExpeditionDatabase::LoadCharacterLockouts(m_leader_id, m_expedition_name);
bool has_replay_lockout = false;
for (auto& lockout : lockouts)
for (const auto& lockout : lockouts)
{
if (!lockout.IsExpired())
{
m_lockouts.emplace(lockout.GetEventName(), lockout);
m_lockouts[lockout.GetEventName()] = lockout;
// on live if leader has a replay lockout it never bothers checking for event conflicts
if (m_check_event_lockouts && lockout.IsReplayTimer())
if (lockout.IsReplayTimer())
{
m_check_event_lockouts = false;
has_replay_lockout = true;
}
}
}
return true;
return has_replay_lockout;
}
bool ExpeditionRequest::CheckMembersForConflicts(const std::vector<std::string>& member_names)
{
// load data for each member and compare with leader lockouts
auto results = ExpeditionDatabase::LoadMembersForCreateRequest(member_names, m_expedition_name);
if (!results.Success() || !LoadLeaderLockouts())
// order of member_names is preserved by queries for use with max member truncation
auto entries = ExpeditionsRepository::GetCharactersWithExpedition(database, member_names);
if (entries.empty())
{
LogExpeditions("Failed to load data to verify members for expedition request");
LogExpeditions("Failed to load members for expedition request");
return true;
}
bool is_solo = (member_names.size() == 1);
bool has_conflicts = false;
using col = LoadMembersForCreateRequestColumns::eLoadMembersForCreateRequestColumns;
std::vector<ExpeditionRequestConflict> member_lockout_conflicts;
uint32_t last_character_id = 0;
for (auto row = results.begin(); row != results.end(); ++row)
std::vector<uint32_t> character_ids;
for (const auto& character : entries)
{
uint32_t character_id = std::strtoul(row[col::character_id], nullptr, 10);
std::string character_name = row[col::character_name];
bool has_expedition = (row[col::character_expedition_id] != nullptr);
if (character_id != last_character_id)
if (is_solo && character.expedition_id != 0)
{
// defaults to online status, if offline group members implemented this needs to change
m_members.emplace_back(character_id, character_name);
// process event lockout conflict messages from the previous character
for (const auto& member_lockout : member_lockout_conflicts)
{
SendLeaderMemberEventLockout(member_lockout.character_name, member_lockout.lockout);
}
member_lockout_conflicts.clear();
if (has_expedition)
{
has_conflicts = true;
SendLeaderMemberInExpedition(character_name, is_solo);
// solo requests break out early if requester in an expedition
if (is_solo)
{
return has_conflicts;
}
}
// live doesn't bother checking replay lockout here
SendLeaderMemberInExpedition(character.name, is_solo);
return true;
}
last_character_id = character_id;
m_members.emplace_back(character.id, character.name, ExpeditionMemberStatus::Online);
character_ids.emplace_back(character.id);
}
// compare member lockouts with leader lockouts
if (row[col::lockout_uuid]) // lockout results may be null
auto member_lockouts = CharacterExpeditionLockoutsRepository::GetManyCharacterLockoutTimers(
database, character_ids, m_expedition_name, DZ_REPLAY_TIMER_NAME);
// on live if leader has a replay lockout it never checks for event conflicts
bool leader_has_replay_lockout = false;
auto lockout_iter = member_lockouts.find(m_leader_id);
if (lockout_iter != member_lockouts.end())
{
leader_has_replay_lockout = SaveLeaderLockouts(lockout_iter->second);
}
for (const auto& character : entries)
{
if (character.expedition_id != 0)
{
auto expire_time = strtoull(row[col::lockout_expire_time], nullptr, 10);
uint32_t duration = strtoul(row[col::lockout_duration], nullptr, 10);
has_conflicts = true;
SendLeaderMemberInExpedition(character.name, is_solo);
}
ExpeditionLockoutTimer lockout{
row[col::lockout_uuid], m_expedition_name, row[col::lockout_event_name], expire_time, duration
};
if (!lockout.IsExpired())
auto lockout_iter = member_lockouts.find(character.id);
if (lockout_iter != member_lockouts.end())
{
for (const auto& lockout : lockout_iter->second)
{
if (lockout.IsReplayTimer())
if (!lockout.IsExpired())
{
// replay timer conflict messages always show up before event conflicts
has_conflicts = true;
SendLeaderMemberReplayLockout(character_name, lockout, is_solo);
}
else if (m_check_event_lockouts && character_id != m_leader_id)
{
if (m_lockouts.find(lockout.GetEventName()) == m_lockouts.end())
// replay timers were sorted by query so they show up before event conflicts
if (lockout.IsReplayTimer())
{
// leader doesn't have this lockout. queue instead of messaging
// now so message comes after any replay lockout messages
has_conflicts = true;
member_lockout_conflicts.push_back({character_name, lockout});
SendLeaderMemberReplayLockout(character.name, lockout, is_solo);
}
else if (!leader_has_replay_lockout && character.id != m_leader_id &&
m_lockouts.find(lockout.GetEventName()) == m_lockouts.end())
{
// leader doesn't have this lockout
has_conflicts = true;
SendLeaderMemberEventLockout(character.name, lockout);
}
}
}
}
}
// event lockout messages for last processed character
for (const auto& member_lockout : member_lockout_conflicts)
{
SendLeaderMemberEventLockout(member_lockout.character_name, member_lockout.lockout);
}
return has_conflicts;
}