[Feature] Add RoF2 Guild features (#3699)

* [Feature] Add additional Guild Features

This adds the following guild features and design pattern
- the existing guild system was used
- guild features are based on RoF2 within source with translaters used to converted between client differences
- backward compatible with Ti and UF, and allows for mixed client servers
- Guild Back for Ti and UF is based on RoF2 Permissions for banking if Guild Leader does not use Ti/UF
- Guild Ranks and Permissions are enabled.
- Guild Tributes are enabled.
- Event logging via rules for donating tribute items and plat
- Rules to limit Guild Tributes based on max level of server
- Rewrote guild communications to client using specific opcodes
-- Server no longer sends a guild member list on each zone
-- Guild window is updated when a member levels, rank changes, zone changes, banker/alt status using individual opcodes
-- When a member is removed or added to a guild, a single opcode is sent to each guild member
-- This reduces network traffic considerably

Known issues:
- Visual bug only. Guild Tributes window will display a 0 for level if tribute is above max level rule setting.
- Visual bug only. Guild Mgmt Window will not display an online member if the player has 'show offline' unchecked and a guild member zones within the Notes/Tribute tab.  This is resolved by selecting and de-selecting the 'Show Offline' checkbox.

* Updated RoF2 Guild Comms

Updated RoF2 Guild Comms
Update RoF2 Opcodes
Rewrote RoF2 Guild Communications using specific opcodes.
Added database changes - they are irreversible

* Formatting

* Update base_guild_members_repository.h

* Format GuildInfo

* Format GuildAction enum

* Formatting in clientlist

* quantity vs quantity

* desc vs description

* Format structs

* Inline struct values

* Formatting

* Formatting

* Formatting fixes

* Formatting items

* Formatting

* Formatting

* struct formatting updates

* Updated formatting

* Updated
- std:string items
- naming conventions
- magic numbers

* Repo refactors
Other formatting updates

* Remove test guild commands

* Updated #guild info command

* Add new repo methods for Neckolla ReplaceOne and ReplaceMany

* Fix guild_tributes repo

* Update database_update_manifest.cpp

* Phase 1 of final testing with RoF2 -> RoF2.
Next phase will be inter compatibility review

* Remove #guild testing commands

* Fix uf translator error
Rewrite LoadGuilds

* Use extended repository

* FIx guild window on member add

* LoadGuild Changes

* Update guild_base.cpp

* Few small fixes for display issue with UF

* Update guild_base.cpp

* Update guild_members_repository.h

* Update zoneserver.cpp

* Update guild.cpp

* Update entity.h

* Switch formatting

* Formatting

* Update worldserver.cpp

* Switch formatting

* Formatting switch statement

* Update guild.cpp

* Formatting in guild_base

* We don't need to validate m_db everywhere

* More formatting / spacing issues

* Switch format

* Update guild_base.cpp

* Fix an UF issue displaying incorrect guildtag as <>

* Updated several constants, fixed a few issues with Ti/UF and guild tributes not being removed or sent when a member is removed/disbands from a guild.

* Formatting and logging updates

* Fix for Loadguilds and permissions after repo updates.

* Cleanup unnecessary m_db checks

* Updated logging to use player_event_logs

* Updated to use the single opcodes for guild traffic for Ti/UF/RoF2.  Several enhancements for guild functionality for more reusable code and readability.

* Update to fix Demote Self and guild invites declining when option set to not accept guild invites

* Potential fix for guild notes/tribute display issues when client has 'Show Offline' unchecked.

* Updates to fox recent master changes

Updates to fix recent master changes

* Updates in response to comments

* Further Updates in response to comments

* Comment updates and refactor for SendAppearance functions

* Comment updates

* Update client spawn process for show guild name

Add show guild tag to default spawn process

* Update to use zone spawn packets for RoF2
Removed several unused functions as a result
Updated MemberRankUpdate to properly update guild_show on rank change.
Updated OP_GuildURLAndChannel opcode for UF/RoF2

* Cleanup of world changes
Created function for repetitive zonelist sendpackets to only booted zones
Re-Inserted accidental delete of scanclosemobs

* Fixes

* Further world cleanup

* Fix a few test guild bank cases for backward compat
Removed a duplicate db call
Fixed a fallthrough issue

* Update guild_mgr.cpp

* Cleanup

---------

Co-authored-by: Akkadius <akkadius1@gmail.com>
This commit is contained in:
Mitch Freeman
2024-02-10 05:27:58 -04:00
committed by GitHub
parent dacebca9dd
commit 91f5932c6d
80 changed files with 8152 additions and 2463 deletions
+230
View File
@@ -57,6 +57,7 @@ Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#include "dialogue_window.h"
#include "bot_command.h"
#include "../common/events/player_event_logs.h"
#include "../common/repositories/guild_tributes_repository.h"
extern EntityList entity_list;
extern Zone* zone;
@@ -781,8 +782,18 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
case ServerOP_DeleteGuild:
case ServerOP_GuildCharRefresh:
case ServerOP_GuildMemberUpdate:
case ServerOP_GuildPermissionUpdate:
case ServerOP_GuildRankUpdate:
case ServerOP_GuildRankNameChange:
case ServerOP_LFGuildUpdate:
case ServerOP_GuildMemberLevelUpdate:
case ServerOP_GuildMemberPublicNote:
case ServerOP_GuildChannel:
case ServerOP_GuildURL:
case ServerOP_GuildMemberRemove:
case ServerOP_GuildMemberAdd:
case ServerOP_GuildSendGuildList:
case ServerOP_GuildMembersList:
{
guild_mgr.ProcessWorldPacket(pack);
break;
@@ -3613,6 +3624,225 @@ void WorldServer::HandleMessage(uint16 opcode, const EQ::Net::Packet &p)
DataBucket::HandleWorldMessage(pack);
break;
}
case ServerOP_GuildTributeUpdate: {
GuildTributeUpdate* in = (GuildTributeUpdate*)pack->pBuffer;
auto guild = guild_mgr.GetGuildByGuildID(in->guild_id);
if (guild) {
guild->tribute.favor = in->favor;
guild->tribute.id_1 = in->tribute_id_1;
guild->tribute.id_2 = in->tribute_id_2;
guild->tribute.id_1_tier = in->tribute_id_1_tier;
guild->tribute.id_2_tier = in->tribute_id_2_tier;
guild->tribute.time_remaining = in->time_remaining;
guild->tribute.enabled = in->enabled;
}
EQApplicationPacket* outapp = new EQApplicationPacket(OP_GuildSendActiveTributes, sizeof(GuildTributeSendActive_Struct));
GuildTributeSendActive_Struct* out = (GuildTributeSendActive_Struct*)outapp->pBuffer;
out->not_used = in->guild_id;
out->guild_favor = in->favor;
out->tribute_enabled = in->enabled;
out->tribute_timer = in->time_remaining;
out->tribute_id_1 = in->tribute_id_1;
out->tribute_id_2 = in->tribute_id_2;
out->tribute_id_1_tier = in->tribute_id_1_tier;
out->tribute_id_2_tier = in->tribute_id_2_tier;
entity_list.QueueClientsGuild(outapp, in->guild_id);
safe_delete(outapp);
break;
}
case ServerOP_GuildTributeActivate: {
GuildTributeUpdate* in = (GuildTributeUpdate*)pack->pBuffer;
auto guild = guild_mgr.GetGuildByGuildID(in->guild_id);
if (guild) {
guild->tribute.favor = in->favor;
guild->tribute.id_1 = in->tribute_id_1;
guild->tribute.id_2 = in->tribute_id_2;
guild->tribute.id_1_tier = in->tribute_id_1_tier;
guild->tribute.id_2_tier = in->tribute_id_2_tier;
guild->tribute.time_remaining = in->time_remaining;
guild->tribute.enabled = in->enabled;
}
EQApplicationPacket* outapp = new EQApplicationPacket(OP_GuildTributeToggleReply, sizeof(GuildTributeSendActive_Struct));
GuildTributeSendActive_Struct* out = (GuildTributeSendActive_Struct*)outapp->pBuffer;
out->not_used = in->guild_id;
out->guild_favor = in->favor;
out->tribute_enabled = in->enabled;
out->tribute_timer = in->time_remaining;
out->tribute_id_1 = in->tribute_id_1;
out->tribute_id_2 = in->tribute_id_2;
out->tribute_id_1_tier = in->tribute_id_1_tier;
out->tribute_id_2_tier = in->tribute_id_2_tier;
entity_list.QueueClientsGuild(outapp, in->guild_id);
safe_delete(outapp);
for (auto& c : entity_list.GetClientList()) {
if (c.second->IsInGuild(in->guild_id)) {
c.second->DoGuildTributeUpdate();
}
}
break;
}
case ServerOP_GuildTributeUpdateDonations:
{
GuildTributeUpdate* in = (GuildTributeUpdate*)pack->pBuffer;
EQApplicationPacket* outapp = new EQApplicationPacket(OP_GuildOptInOut, sizeof(GuildTributeOptInOutReply_Struct));
GuildTributeOptInOutReply_Struct* data = (GuildTributeOptInOutReply_Struct*)outapp->pBuffer;
data->guild_id = in->guild_id;
strn0cpy(data->player_name, in->player_name, sizeof(data->player_name));
data->no_donations = in->member_favor;
data->tribute_toggle = in->member_enabled ? true : false;
data->tribute_trophy_toggle = 0; //not yet implemented
data->time = in->member_time;
data->command = 1;
entity_list.QueueClientsGuild(outapp, in->guild_id);
safe_delete(outapp);
//my new items
outapp = new EQApplicationPacket(OP_GuildTributeToggleReply, sizeof(GuildTributeSendActive_Struct));
GuildTributeSendActive_Struct *out = (GuildTributeSendActive_Struct *) outapp->pBuffer;
auto guild = guild_mgr.GetGuildByGuildID(in->guild_id);
out->not_used = in->guild_id;
out->guild_favor = guild->tribute.favor;
out->tribute_enabled = guild->tribute.enabled;
out->tribute_timer = guild->tribute.time_remaining;
out->tribute_id_1 = guild->tribute.id_1;
out->tribute_id_2 = guild->tribute.id_2;
out->tribute_id_1_tier = guild->tribute.id_1_tier;
out->tribute_id_2_tier = guild->tribute.id_2_tier;
entity_list.QueueClientsGuild(outapp, in->guild_id);
safe_delete(outapp)
break;
}
case ServerOP_GuildTributeOptInToggle:
{
GuildTributeMemberToggle* in = (GuildTributeMemberToggle*)pack->pBuffer;
EQApplicationPacket* outapp = new EQApplicationPacket(OP_GuildOptInOut, sizeof(GuildTributeOptInOutReply_Struct));
GuildTributeOptInOutReply_Struct* data = (GuildTributeOptInOutReply_Struct*)outapp->pBuffer;
data->guild_id = in->guild_id;
strn0cpy(data->player_name, in->player_name, sizeof(data->player_name));
data->no_donations = in->no_donations;
data->tribute_toggle = in->tribute_toggle ? true : false;
data->tribute_trophy_toggle = 0; //not yet implemented
data->time = in->member_last_donated;
data->command = in->command;
entity_list.QueueClientsGuild(outapp, in->guild_id);
safe_delete(outapp);
auto guild = guild_mgr.GetGuildByGuildID(in->guild_id);
auto client = entity_list.GetClientByCharID(in->char_id);
if (guild && client) {
client->SetGuildTributeOptIn(in->tribute_toggle ? true : false);
EQApplicationPacket* outapp = new EQApplicationPacket(OP_GuildTributeToggleReply, sizeof(GuildTributeSendActive_Struct));
GuildTributeSendActive_Struct* out = (GuildTributeSendActive_Struct*)outapp->pBuffer;
out->not_used = in->guild_id;
out->guild_favor = guild->tribute.favor;
out->tribute_enabled = guild->tribute.enabled;
out->tribute_timer = guild->tribute.time_remaining;
out->tribute_id_1 = guild->tribute.id_1;
out->tribute_id_2 = guild->tribute.id_2;
out->tribute_id_1_tier = guild->tribute.id_1_tier;
out->tribute_id_2_tier = guild->tribute.id_2_tier;
client->QueuePacket(outapp);
safe_delete(outapp);
//send deactivate and then activate
client->DoGuildTributeUpdate();
}
break;
}
case ServerOP_GuildTributeFavAndTimer:
{
GuildTributeFavorTimer_Struct* in = (GuildTributeFavorTimer_Struct*)pack->pBuffer;
auto guild = guild_mgr.GetGuildByGuildID(in->guild_id);
if (guild) {
guild->tribute.favor = in->guild_favor;
guild->tribute.time_remaining = in->tribute_timer;
auto outapp = new EQApplicationPacket(OP_GuildTributeFavorAndTimer, sizeof(GuildTributeFavorTimer_Struct));
GuildTributeFavorTimer_Struct* gtsa = (GuildTributeFavorTimer_Struct*)outapp->pBuffer;
gtsa->guild_id = in->guild_id;
gtsa->guild_favor = guild->tribute.favor;
gtsa->tribute_timer = guild->tribute.time_remaining;
gtsa->trophy_timer = 0; //not yet implemented
entity_list.QueueClientsGuild(outapp, in->guild_id);
safe_delete(outapp);
}
break;
}
case ServerOP_RequestGuildActiveTributes:
{
GuildTributeUpdate* in = (GuildTributeUpdate*)pack->pBuffer;
auto guild = guild_mgr.GetGuildByGuildID(in->guild_id);
if (guild) {
auto outapp = new EQApplicationPacket(OP_GuildSendActiveTributes, sizeof(GuildTributeSendActive_Struct));
GuildTributeSendActive_Struct* gtsa = (GuildTributeSendActive_Struct*)outapp->pBuffer;
guild->tribute.enabled = in->enabled;
guild->tribute.favor = in->favor;
guild->tribute.id_1 = in->tribute_id_1;
guild->tribute.id_2 = in->tribute_id_2;
guild->tribute.id_1_tier = in->tribute_id_1_tier;
guild->tribute.id_2_tier = in->tribute_id_2_tier;
guild->tribute.time_remaining = in->time_remaining;
gtsa->guild_favor = guild->tribute.favor;
gtsa->tribute_timer = guild->tribute.time_remaining;
gtsa->tribute_enabled = guild->tribute.enabled;
gtsa->tribute_id_1 = guild->tribute.id_1;
gtsa->tribute_id_1_tier = guild->tribute.id_1_tier;
gtsa->tribute_id_2 = guild->tribute.id_2;
gtsa->tribute_id_2_tier = guild->tribute.id_2_tier;
entity_list.QueueClientsGuild(outapp, in->guild_id);
safe_delete(outapp);
}
break;
}
case ServerOP_RequestGuildFavorAndTimer:
{
GuildTributeFavorTimer_Struct* in = (GuildTributeFavorTimer_Struct*)pack->pBuffer;
auto guild = guild_mgr.GetGuildByGuildID(in->guild_id);
if (guild) {
guild->tribute.favor = in->guild_favor;
guild->tribute.time_remaining = in->tribute_timer;
auto outapp = new EQApplicationPacket(OP_GuildTributeFavorAndTimer, sizeof(GuildTributeFavorTimer_Struct));
GuildTributeFavorTimer_Struct* gtsa = (GuildTributeFavorTimer_Struct*)outapp->pBuffer;
gtsa->guild_id = in->guild_id;
gtsa->guild_favor = guild->tribute.favor;
gtsa->tribute_timer = guild->tribute.time_remaining;
gtsa->trophy_timer = 0; //not yet implemented
entity_list.QueueClientsGuild(outapp, in->guild_id);
safe_delete(outapp);
}
break;
}
default: {
LogInfo("Unknown ZS Opcode [{}] size [{}]", (int)pack->opcode, pack->size);
break;