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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.
This commit is contained in:
+12
-17
@@ -38,13 +38,11 @@ struct ExpeditionRequestConflict
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};
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ExpeditionRequest::ExpeditionRequest(
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std::string expedition_name, uint32_t min_players, uint32_t max_players,
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bool has_replay_timer, bool disable_messages
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std::string expedition_name, uint32_t min_players, uint32_t max_players, bool disable_messages
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) :
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m_expedition_name(expedition_name),
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m_min_players(min_players),
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m_max_players(max_players),
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m_has_replay_timer(has_replay_timer),
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m_disable_messages(disable_messages)
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{
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}
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@@ -183,7 +181,7 @@ bool ExpeditionRequest::LoadLeaderLockouts()
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m_lockouts.emplace(lockout.GetEventName(), lockout);
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// on live if leader has a replay lockout it never bothers checking for event conflicts
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if (m_check_event_lockouts && m_has_replay_timer && lockout.IsReplayTimer())
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if (m_check_event_lockouts && lockout.IsReplayTimer())
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{
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m_check_event_lockouts = false;
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}
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@@ -260,23 +258,20 @@ bool ExpeditionRequest::CheckMembersForConflicts(const std::vector<std::string>&
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character_id, lockout.GetEventName(), lockout.GetSecondsRemaining(), leeway_seconds
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);
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}
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else
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else if (lockout.IsReplayTimer())
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{
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// replay timer conflict messages always show up before event conflicts
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if (/*m_has_replay_timer && */lockout.IsReplayTimer())
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has_conflicts = true;
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SendLeaderMemberReplayLockout(character_name, lockout, is_solo);
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}
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else if (m_check_event_lockouts && character_id != m_leader_id)
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{
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if (m_lockouts.find(lockout.GetEventName()) == m_lockouts.end())
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{
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// leader doesn't have this lockout. queue instead of messaging
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// now so message comes after any replay lockout messages
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has_conflicts = true;
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SendLeaderMemberReplayLockout(character_name, lockout, is_solo);
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}
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else if (m_check_event_lockouts && character_id != m_leader_id)
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{
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if (m_lockouts.find(lockout.GetEventName()) == m_lockouts.end())
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{
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// leader doesn't have this lockout. queue instead of messaging
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// now so message comes after any replay lockout messages
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has_conflicts = true;
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member_lockout_conflicts.emplace_back(ExpeditionRequestConflict{character_name, lockout});
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}
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member_lockout_conflicts.emplace_back(ExpeditionRequestConflict{character_name, lockout});
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}
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}
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}
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