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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.
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@@ -433,6 +433,7 @@ void SharedTask::MemberLeftGame(ClientListEntry *cle)
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* Serializes Members into the SerializeBuffer
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* Starts with count then followed by names null-termed
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* In the future this will include monster mission shit
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* This should probably send the SharedMember struct or something more like it, fine for now
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*/
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void SharedTask::SerializeMembers(SerializeBuffer &buf, bool include_leader) const
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{
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