The requestor should at least be able to see the new shared task and get

a member list

There are still a few issues that need to be solved this way.
We could try searching for the members in zone (by name ...) or we could
just fire off to world and world will have to send a special full
serialization so the new zone could load the state. Or at this point we
could just assume that we have saved the state to the DB (which hasn't
been coded yet) and any out of zone members will have to depend on
loading it up from the DB.
This commit is contained in:
Michael Cook (mackal)
2019-05-26 00:38:28 -04:00
parent 977c3ca3dc
commit c5bf71f221
11 changed files with 116 additions and 101 deletions
+1
View File
@@ -433,6 +433,7 @@ void SharedTask::MemberLeftGame(ClientListEntry *cle)
* Serializes Members into the SerializeBuffer
* Starts with count then followed by names null-termed
* In the future this will include monster mission shit
* This should probably send the SharedMember struct or something more like it, fine for now
*/
void SharedTask::SerializeMembers(SerializeBuffer &buf, bool include_leader) const
{