I don't think these are actually causing any real problems, ASan
complains about them though since it's kind of a code smell I guess and
a potential source of problems. But our case is fine, so cast to silence
them.
* Add a std::string overload for Database::SetMQDetectionFlag
* Replace calls to MakeAnyLenString in client_packet.cpp
At least the SetMQDetectionFlag ones
* Replace MakeAnyLenString calls in client_process
At least SetMQDectectionFlag ones
* Replace MakeAnyLenString in embparser
fmtlib actually is gross here, oh well.
* Replace MakeAnyLenString in merc
* Replace MakeAnyLenString in inventory
Also if'd out an unfinished implementation of Client::GetItemLinkHash
* Replace AppendAnyLenString in zonelist
* Replace AppendAnyLenString in zonelist
* Replace MakeAnyLenString in clientlist
* Nuke MakeAnyLenString/AppendAnyLenString
* Fix formatting string in zonelist
* Convert common/eq_limits.cpp to use make_unique
* Convert common/net/console_server.cpp to use make_unique
* Convert common/net/servertalk_client_connection.cpp to use make_unique
* Convert common/net/servertalk_legacy_client_connection.cpp to use make_unique
* Convert common/net/servertalk_server.cpp to use make_unique
* Convert common/net/websocket_server.cpp to use make_unique
* Convert common/net/websocket_server_connection.cpp to use make_unique
* Convert common/shareddb.cpp to use make_unique
* Convert eqlaunch/worldserver.cpp to use make_unique
* Convert loginserver/server_manager.cpp to use make_unique
* Convert loginserver/world_server.cpp to use make_unique
* Convert queryserv/worldserver.cpp to use make_unique
* Convert ucs/worldserver.cpp to use make_unique
* Convert world/clientlist.cpp to use make_unique
* Convert world/expedition.cpp to use make_unique
* Convert world/launcher_link.cpp to use make_unique
* Convert world/login_server.cpp to use make_unique
* Convert world/main.cpp to use make_unique
* Convert world/ucs.cpp to use make_unique
* Convert world/web_interface.cpp to use make_unique
* Convert world/zonelist.cpp to use make_unique
* Convert world/zoneserver.cpp to use make_unique
* Convert zone/client.cpp to use make_unique
* Convert zone/corpse.cpp to use make_unique
* Convert zone/dynamiczone.cpp to use make_unique
* Convert zone/expedition.cpp to use make_unique
* Convert zone/main.cpp to use make_unique
* Convert zone/mob_ai.cpp to use make_unique
* Convert zone/mob_movement_manager.cpp to use make_unique
* Convert zone/pathfinder_nav_mesh.cpp to use make_unique
* Convert zone/worldserver.cpp to use make_unique
* Insert repository improvements
* Remove no longer necessary code, remove license banner since we have a license at the repo level
* Update template comments
* Add rule configuration for letting animals open doors or not
* Handle one more spot
* Make adjustments and add mob property that serves as a check as to whether a mob entity can open doors or not
* Push attribute to mob window
Added public/private class for oldleadername so we can save the previous leader name when the entity is destroyed then allow us to transfer leadership.
Adjusted DelmemberOOZ and in zone functions to include removal of the old leader when disbanding.
This should eliminate race conditions caused by zones trying to set
a leader when members in different zones quit at the same time
Zone still detects when leader goes offline to trigger a change
since it's easier than having world process expedition member status
updates and perform expedition lookups
This exposes dynamic zone ids for any future changes and will make it
easier to preserve historic dz and expedition data. This also cleans up
some dynamic zone creation for expedition requests
When purging instances the expedition table is no longer updated
since dynamic zone ids are not re-used like instance ids are
Update #dz list commands to show dz id
Add GetDynamicZoneID and get_expedition_by_dz_id quest apis
Add 60s to lockout times sent to clients. Lockout timers
are rounded down to the nearest minute when displayed
This replaces the lockout leeway rule with better behavior
All expedition members are notified not just those in dz
This will only work if the dz is running. It might make more sense to
move this to client or world processing so members are notified even if
the zone instance isn't running
Also supports reducing lockout duration
Add Expedition::AddLockoutDuration
Add Client::AddExpeditionLockoutDuration
Some expeditions require adding to existing lockout durations
during progression. These add the specified seconds to individual
member lockout timers instead of setting a static duration based on
internal expedition lockout like UpdateLockoutDuration.
Increases default from 15 minutes to 25 minutes
This compensates for current default graveyard timer code. Otherwise
instances may shutdown before graveyards can process any corpses.
A better fix needs implemented later to deal with corpses inside
expired dynamic zone/instances. Zones without graveyards should move
corpses to the non-instance version and zones with graveyards should
somehow still be processed (maybe offloaded to world?)
On live, new expedition leaders are only notified if made leader from
the /dzmakeleader command (or from ui). This rule makes it so the new
leader is always messaged on a leader change for cases where previous
leader goes offline or quits
Set expedition's instance id NULL instead of deleting it from the
database when instances are deleted. Only expedition functions
should delete expeditions
This fixes a regression caused by removing foreign key constraints
The expedition_details row was being deleted and not the corresponding
expedition_members and expedition_lockouts rows. Any characters inside
the members table could no longer join expeditions
Add static expedition methods to add or remove character lockouts
Add CreateLockout static helper to ExpeditionLockoutTimer
Refactor existing character lockout removal to allow removal of lockouts
for offline characters (was only used by #dz lockouts remove command)
Fix #dz list member count
Remove extra cross zone message server opcode and struct. Existing
function already exists for normal messages
Group CZClientMessageString struct with other CZ structs