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Remove replay timer argument to CreateExpedition
Breaking change to the current API has_replay_timer column removed from expedition_details table This argument is unnecessary and just creates confusion. Expedition replay timers use a hardcoded name precisely for this purpose and those lockouts are already being checked on creation requests.
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@@ -27,16 +27,16 @@
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uint32_t ExpeditionDatabase::InsertExpedition(
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uint32_t instance_id, const std::string& expedition_name, uint32_t leader_id,
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uint32_t min_players, uint32_t max_players, bool has_replay_lockout)
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uint32_t min_players, uint32_t max_players)
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{
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LogExpeditionsDetail("Inserting new expedition [{}] leader [{}]", expedition_name, leader_id);
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std::string query = fmt::format(SQL(
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INSERT INTO expedition_details
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(instance_id, expedition_name, leader_id, min_players, max_players, has_replay_timer)
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(instance_id, expedition_name, leader_id, min_players, max_players)
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VALUES
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({}, '{}', {}, {}, {}, {});
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), instance_id, expedition_name, leader_id, min_players, max_players, has_replay_lockout);
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({}, '{}', {}, {}, {});
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), instance_id, expedition_name, leader_id, min_players, max_players);
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auto results = database.QueryDatabase(query);
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if (!results.Success())
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@@ -58,7 +58,6 @@ std::string ExpeditionDatabase::LoadExpeditionsSelectQuery()
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expedition_details.leader_id,
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expedition_details.min_players,
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expedition_details.max_players,
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expedition_details.has_replay_timer,
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expedition_details.add_replay_on_join,
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expedition_details.is_locked,
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character_data.name leader_name,
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