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[Feature] Add Parcel Feature for RoF2 Clients (#4198)
* Add Parcel Feature Add the parcel system for RoF2 client * Fixed a duplicate define * Reformat reformating and review changes * Further Formatting * Memory Mgmt Updates Refactored to using unique_ptr/make_unique/etc to avoid manual memory mgmt. Other format changes * Refactor db structure Refactor for db structure of parcels to character_parcels Removal of parcel_merchants Addition of npc_types.is_parcel_merchant Cleanup as a result * Refactor to use item id 99990 for money transfers. Removed the money string function as a result, though simplified the messaging related to money. Other updates based on feedback. * Move prune routine out of scheduler and into a world process. Removed RuleI from #define * Update * Update database.cpp * Update database_update_manifest.cpp * Update main.cpp * Update client_process.cpp * Update parcels.cpp * Remove parcel merchant content to optional sql instead of manifest. --------- Co-authored-by: Akkadius <akkadius1@gmail.com>
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@@ -87,6 +87,7 @@
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#include "../common/path_manager.h"
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#include "../common/events/player_event_logs.h"
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#include "../common/skill_caps.h"
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#include "../common/repositories/character_parcels_repository.h"
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SkillCaps skill_caps;
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ZoneStore zone_store;
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@@ -176,6 +177,9 @@ int main(int argc, char **argv)
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PurgeInstanceTimer.Start(450000);
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Timer EQTimeTimer(600000);
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EQTimeTimer.Start(600000);
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Timer parcel_prune_timer(86400000);
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parcel_prune_timer.Start(86400000);
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// global loads
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LogInfo("Loading launcher list");
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@@ -420,6 +424,20 @@ int main(int argc, char **argv)
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client_list.Process();
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guild_mgr.Process();
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if (parcel_prune_timer.Check()) {
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if (RuleB(Parcel, EnableParcelMerchants) && RuleB(Parcel, EnablePruning)) {
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LogTrading(
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"Parcel Prune process running for parcels over <red>[{}] days",
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RuleI(Parcel, ParcelPruneDelay)
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);
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auto out = std::make_unique<ServerPacket>(ServerOP_ParcelPrune);
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zoneserver_list.SendPacketToBootedZones(out.get());
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database.PurgeCharacterParcels();
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}
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}
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if (player_event_process_timer.Check()) {
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player_event_logs.Process();
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}
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