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Truncate members after conflict checks
This more accurately matches live for the new behavior introduced in the September 16, 2020 patch. All members of a raid/group are still checked for conflicts and the truncation is only allowed if there are none. It might make sense to add a rule for this since ignoring members that would exceed the expedition max from the start makes it more convenient to create expeditions. Members that wouldn't be added anyway don't really need their conflicts checked.
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@ -261,8 +261,8 @@ MySQLRequestResult ExpeditionDatabase::LoadMembersForCreateRequest(
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AND lockout.expedition_name = '{}'
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LEFT JOIN expedition_members member ON character_data.id = member.character_id
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WHERE character_data.name IN ({})
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ORDER BY character_data.id;
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), EscapeString(expedition_name), in_character_names_query);
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ORDER BY FIELD(character_data.name, {})
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), EscapeString(expedition_name), in_character_names_query, in_character_names_query);
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results = database.QueryDatabase(query);
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}
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@ -113,8 +113,9 @@ bool ExpeditionRequest::CanRaidRequest(Raid* raid)
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SystemName, m_max_players, "raid", raid_members.size());
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}
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// live still performs conflict checks for all members even those beyond max
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std::vector<std::string> member_names;
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for (int i = 0; i < raid_members.size() && member_names.size() < m_max_players; ++i)
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for (int i = 0; i < raid_members.size(); ++i)
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{
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member_names.emplace_back(raid_members[i].membername);
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}
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@ -149,8 +150,6 @@ bool ExpeditionRequest::CanGroupRequest(Group* group)
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{
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m_not_all_added_msg = fmt::format(CREATE_NOT_ALL_ADDED, "group", SystemName,
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SystemName, m_max_players, "group", member_names.size());
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member_names.resize(m_max_players);
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}
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return CanMembersJoin(member_names);
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@ -181,7 +180,7 @@ bool ExpeditionRequest::CanMembersJoin(const std::vector<std::string>& member_na
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// maybe it's done intentionally as a way to preview lockout conflicts
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if (requirements_met)
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{
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requirements_met = IsPlayerCountValidated(static_cast<uint32_t>(member_names.size()));
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requirements_met = IsPlayerCountValidated();
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}
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return requirements_met;
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@ -373,7 +372,7 @@ void ExpeditionRequest::SendLeaderMemberEventLockout(
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});
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}
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bool ExpeditionRequest::IsPlayerCountValidated(uint32_t member_count)
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bool ExpeditionRequest::IsPlayerCountValidated()
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{
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// note: offline group members count towards requirement but not added to expedition
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bool requirements_met = true;
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@ -381,12 +380,17 @@ bool ExpeditionRequest::IsPlayerCountValidated(uint32_t member_count)
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auto bypass_status = RuleI(Expedition, MinStatusToBypassPlayerCountRequirements);
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auto gm_bypass = (m_requester && m_requester->GetGM() && m_requester->Admin() >= bypass_status);
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if (!gm_bypass && (member_count < m_min_players || member_count > m_max_players))
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if (m_members.size() > m_max_players)
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{
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// members were sorted at start, truncate after conflict checks to act like live
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m_members.resize(m_max_players);
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}
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else if (!gm_bypass && m_members.size() < m_min_players)
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{
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requirements_met = false;
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SendLeaderMessage(Chat::System, REQUIRED_PLAYER_COUNT, {
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fmt::format_int(member_count).str(),
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fmt::format_int(m_members.size()).str(),
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fmt::format_int(m_min_players).str(),
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fmt::format_int(m_max_players).str()
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});
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@ -59,7 +59,7 @@ private:
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bool CanGroupRequest(Group* group);
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bool CheckMembersForConflicts(const std::vector<std::string>& member_names);
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std::string GetGroupLeaderName(uint32_t group_id);
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bool IsPlayerCountValidated(uint32_t member_count);
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bool IsPlayerCountValidated();
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bool LoadLeaderLockouts();
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void SendLeaderMemberInExpedition(const std::string& member_name, bool is_solo);
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void SendLeaderMemberReplayLockout(const std::string& member_name, const ExpeditionLockoutTimer& lockout, bool is_solo);
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