* Plumbing
* Batch processing in world
* Cleanup
* Cleanup
* Update player_event_logs.cpp
* Add player zoning event
* Use generics
* Comments
* Add events
* Add more events
* AA_GAIN, AA_PURCHASE, FORAGE_SUCCESS, FORAGE_FAILURE
* FISH_SUCCESS, FISH_FAILURE, ITEM_DESTROY
* Add charges to ITEM_DESTROY
* WENT_ONLINE, WENT_OFFLINE
* LEVEL_GAIN, LEVEL_LOSS
* LOOT_ITEM
* MERCHANT_PURCHASE
* MERCHANT_SELL
* SKILL_UP
* Add events
* Add more events
* TASK_ACCEPT, TASK_COMPLETE, and TASK_UPDATE
* GROUNDSPAWN_PICKUP
* SAY
* REZ_ACCEPTED
* COMBINE_FAILURE and COMBINE_SUCCESS
* DROPPED_ITEM
* DEATH
* SPLIT_MONEY
* TRADER_PURCHASE and TRADER_SELL
* DISCOVER_ITEM
* Convert GM_COMMAND to use new macro
* Convert ZONING event to use macro
* Revert some code changes
* Revert "Revert some code changes"
This reverts commit d53682f997e89a053a660761085913245db91e9d.
* Add cereal generation support to repositories
* TRADE
* Formatting
* Cleanup
* Relocate discord_manager to discord folder
* Discord sending plumbing
* Rename UCS's Database class to UCSDatabase to be more specific and not collide with base Database class for repository usage
* More discord sending plumbing
* More discord message formatting work
* More discord formatting work
* Discord formatting of events
* Format WENT_ONLINE, WENT_OFFLINE
* Add merchant purchase event
* Handle Discord MERCHANT_SELL formatter
* Update player_event_discord_formatter.cpp
* Tweaks
* Implement retention truncation
* Put mutex locking on batch queue, put processor on its own thread
* Process on initial bootup
* Implement optional QS processing, implement keepalive from world to QS
* Reload player event settings when logs are reloaded in game
* Set settings defaults
* Update player_event_logs.cpp
* Update player_event_logs.cpp
* Set retention days on boot
* Update player_event_logs.cpp
* Player Handin Event Testing.
Testing player handin stuff.
* Cleanup.
* Finish NPC Handin.
* set a reference to the client inside of the trade object as well for plugins to process
* Fix for windows _inline
* Bump to cpp20 default, ignore excessive warnings on windows
* Bump FMT to 6.1.2 for cpp20 compat and swap fmt::join for Strings::Join
* Windows compile fixes
* Update CMakeLists.txt
* Update CMakeLists.txt
* Update CMakeLists.txt
* Create 2022_12_19_player_events_tables.sql
* [Formatters] Work on Discord Formatters
* Handin money.
* Format header
* [Formatters] Work on Discord Formatters
* Format
* Format
* [Formatters] More Formatter work, need to test further.
* [Formatters] More Work on Formatters.
* Add missing #endif
* [Formatters] Work on Formatters, fix Bot formatting in ^create help
* NPC Handin Discord Formatter
* Update player_event_logs.cpp
* Discover Item Discord Formatter
* Dropped Item Discord Formatter
* Split Money Discord Formatter
* Trader Discord Formatters
* Cleanup.
* Trade Event Discord Formatter Groundwork
* SAY don't record GM commands
* GM_Command don't record #help
* Update player_event_logs.cpp
* Fill in more event data
* Post rebase fixes
* Post rebase fix
* Discord formatting adjustments
* Add event deprecation or unimplemented tag support
* Trade events
* Add return money and sanity checks.
* Update schema
* Update ucs.cpp
* Update client.cpp
* Update 2022_12_19_player_events_tables.sql
* Implement archive single line
* Replace hackers table and functions with PossibleHack player event
* Replace very old eventlog table since the same events are covered by player event logs
* Update bot_command.cpp
* Record NPC kill events ALL / Named / Raid
* Add BatchEventProcessIntervalSeconds rule
* Naming
* Update CMakeLists.txt
* Update database_schema.h
* Remove logging function and methods
* DB version
* Cleanup SendPlayerHandinEvent
---------
Co-authored-by: Kinglykrab <kinglykrab@gmail.com>
Co-authored-by: Aeadoin <109764533+Aeadoin@users.noreply.github.com>
* Shared tasks WIP; lots of logging; shared tasks and tasks work internally the same for now; lots to cleanup yet
* Update task_manager.cpp
* Add tables
* World message handler
* Zone message handler
* More messaging
* More rearranging
* Task creation work (wip)
* Tweaks
* Decoupled things, added a shared task manager, moved logic to the manager, created the shared task object, now creating a sense of state on creation and members, zero validation, happy path
* Cleanup unnecessary getter
* More work on shared task persistence and state loading
* Add int64 support into repositories
* More state handling, creation loads all tables
* Wrap up shared task state creation and removal
* Move more lookup operations to preloading (memory). Restore shared task state during world bootup
* Implement shared task updates
* Add members other than just leader in task confirmations
* Update shared_task_manager.cpp
* Hook task cancellation for shared task removal (middleware)
* Remove dynamic_zone_id from SharedTasks model in repositories (for now) since we will likely be one to many with DZ objects
* Get members to show up in the window on creation
* Add opcodes, cleanup
* Add opcode handlers
* Split some methods out, self removal of shared task and updating members
* Implement offline shared task sync
* Style changes
* Send memberlist on initial login; implement remove player from shared task window
* Refactorings, cleanup
* Implement make leader in shared tasks window
* Implement add player, sync shared task state after add
* Add opcodes for remaining clients
* Shared task invite dialogue window implementation and response handling (including validation)
* Logging
* Remove comment
* Some cleanup
* Pass NPC context through shared task request logic
* Remove extra SharedTaskMember fields
* Add message constants
* Remove static
* Only use dz for expedition request
This passes expedition creation parameters through DynamicZone instead
of injecting ExpeditionRequest since it can hold creation data now
* Store expedition leader on dz
This shifts to using the leader object that exists in the core dynamic
zone object. It will be moved to the dynamic zone table later with other
columns that should just be on the dz to make loading easier.
Expeditions are probably the only dz type that will use this for window
updates and command auth. Other systems on live do fill the window but
don't keep it updated
* Store expedition name on dz
This uses the name stored on dz (for window packets) instead of
duplicating it. This will be moved completely to dz table later
* Store uuid on dynamic zone
This lets dynamic zones generate the uuid instead of expeditions. Other
dz type systems may want to make use of this. Lockouts should also be
moved to dynamic zones at some point in the future so this will be
necessary for that
* Move expedition db columns to dz
These columns should just belong to the core dynamic zone. This will
simplify loading from the database and in the future a separate
expedition table may no longer be necessary.
* Move window packet methods to dz
It makes more sense for these methods to be in the core
This will also allow support for other systems to use the window, though
live behavior that updates the window for shared task missions when not
in an expedition is likely unintended since it's not updated on changes.
* Store dynamic zone ids on clients
These will now be used for client dynamic zone lookups to remove
dependency on any dz type system caches
* Move member management to dz
This moves server messaging for adding and removing members to internal
dynamic zone methods
Set default dz member status to Unknown
* Move member status caching to dz
This moves world member status caching into internal dz methods
Zone member updates for created expeditions are now async and sent after
world replies with member statuses. Prior to this two memberlist packets
were sent to members in other zones on creation to update statuses.
This also fixes a bug with member statuses being wrong for offline raid
members in the zone that created an expedition. Note that live kicks
offline players out of raids so this is only to support emu behavior.
* Move member status updates to dz
* Set dz member status on all client dzs
This also renames the zone entry dz update method and moves window
update to a dynamic zone method. Eventually expedition components
should just be merged with dz and handled as another dz type
* Save instance safe return on characters
Add character_instance_safereturns table and repository
Previously dz safe return only worked for online characters via the dz
kicktimer or offline characters with a workaround that moved them when
an expedition was deleted. There were various edge cases that would
cause characters to be moved to bind instead (succoring after removal,
camping before kick timer, removed while offline, bulk kickplayers
removal with some offline)
This updates a character's instance safereturn every time they enter a
zone. If a character enters world in an instance that expired or are no
longer part of they'll be moved to their instance safereturn (if the
safereturn data is for the same zone-instance). Bind is still a fallback
This may also be used for non-dz instancing so it's named generically
This removes the expedition MoveMembersToSafeReturn workaround which
deprecates the is_current_member column of dynamic_zone_members and
will be removed in a followup patch.
* Remove is_current_member from dz members
This was only being used in the workaround to move past members to
dz safereturns if they were still inside the dz but not online
* Let dz check leader in world
This moves expedition leader processing in world to the dynamic zone.
This is a step in phasing out the separate expedition class for things
that can run off the dynamic zone core with simple dz type checks
This greatly simplifies checking leader on member and status changes
without needing callbacks. Other dz types that may use the dz leader
object can just handle it directly on the dz the same as expeditions
* Let dz handle member expire warnings
This moves expire warning checks to dz. This will make it easier for
other dz types to issue expire warnings if needed
* Use separate dynamic zone cache
Dynamic zones are no longer member objects of expeditions and have been
placed into their own cache. This was done so other dz types can be
cached without relying on their systems. Client and zone dz Lookups are
now independent of any system
This continues the process of phasing out a separate expedition cache.
Eventually expeditions can just be run directly as dynamic zones
internally with a few dz type checks.
Add dz serialization methods (cereal) for passing server dz creation
Modify #dz list to show cache and database separately. Also adds #dz
cache reload. This command will reload expeditions too since they
currently hold references to the dz in their own zone cache.
Add a dynamic zone processing class to world to process all types and
move expedition processing to it
* Move expedition makeleader processing to dz
* Let dz handle expedition deletions
This removes the need for separate expedition cache in world
This will greatly simplify world dynamic zone caching and processing.
Dynamic zones that are expeditions can just handle this directly. Once
lockouts and other components are completely moved to dynamic zones the
separate expedition cache in zone will also no longer be necessary
* Remove ExpeditionBase class
Since world no longer caches expeditions this will not be necessary
* Fix windows compile
* Implement task dz creation
Prototype dz creation for shared tasks
* Add and remove shared task members from dz
Also keep leader updated (used in choose zone window)
* Fix client crash on failed shared task
* Fix linux compile and warning
* Check client nullptr for dz message
This was accidently removed when expedition makeleader was moved
* Disable dz creation for solo tasks
* Add shared task repository headers to CMakeLists
* Add shared task dynamic zones table
* Add shared task dz database persistence
* Get members from db on shared task dz creation
This fixes a case where removing a member from a shared task dz would
fail if the member's name was empty. This could happen if the shared
task dz was created while a member was offline.
This also changes the dz member removal method to only check id. It
might be possible to change all dz member validations to only check
ids since names are primarily for window updates, but shared task dz
member names need to be non-empty anyway to support possible live-like
dz window usage in the future.
* Add character message methods to world
Add simple and eqstr message methods to ClientList
Add shared task manager methods to message all members or leader
* Add SyncClientSharedTaskState and nested sync strategies to cover M3 work
* Fix whitespace
* Implement task request cooldown timer
This implements the task request cooldown (15 seconds) that live uses
when a task is accepted. This will also need to be set when shared
tasks are offered (likely due to additional group/raid validations)
* Implement shared task selector validation
This implements the validation and filtering that occurs before the task
selection window is sent to a client for shared tasks
To keep things live-like, task selectors that contain a shared task will
be run through shared task validation and drop non-shared tasks. Live
doesn't mix types in task selections and this makes validation simpler.
Also note that live sends shared task selectors via a different opcode
than solo tasks but that has not been implemented yet
* Add separate shared task select opcodes
Live uses separate opcodes for solo and shared task selection windows
* Convert ActivityType to enum class
* Refactor task selector serialization
This adds serializer methods to task and task objective structs for the
task selection windows. This combines the duplicate task selector
methods to reduce code duplication and simplify serialization
* Add shared task selector
This sends shared task selection window using the shared task specific
opcode and adds an opcode handler for shared task accepts which are sent
by client in response to setting selection window to shared task type.
* Refactor task objective serialization
This adds a serialization method to the task objective struct for
serializing objectives in the window list and combines the separate
client-based methods to reduce duplicated code.
* Add task level spread and player count columns
* Implement shared task accept validation
This adds a common method for shared task character request queries
* Add task replay and request timer columns
* Add character task timers table
* Use shared task accept time on clients
This overrides client task accept time with shared task's creation time.
This is needed for accurate window task timers and lockout messages
especially for characters added to shared tasks post creation
* Implement task timer lockouts
This implements replay and request task timers for solo and shared tasks
* Add solo and shared task timer validation
* Remove logging of padding array
This gets interpreted as a c string which may not be null terminated
* Implement /kickplayers task
This also fixes current CancelTask behavior for leader which was
performing kickplayers functionality through the remove task button
* Implement /taskquit command
* Implement shared task invite validation
Remove active invitation before invite accept validation
* Remove local client db persistence during SyncClientSharedTaskRemoveLocalIfNotExists
* Add missing accept time arg to assign task
* Only validate non-zero task invite requirements
* Fix task error log crash
* Separate task cooldown timer messaging
* Use method to check for client shared task
* Avoid unneeded task invite validation query
Only need to query character data for levels for non-zero level spread
* Implement /tasktimers command
May want to add some type of throttled caching mechanism for this in
the future
* Add /tasktimers rate limiter
* Intercept shared task completion; more work to come
* Change SharedTaskActivityState and SharedTasks time objects to datetime
* Add updated_time updates to SharedTaskActivities
* Mark shared tasks as complete when all activities are completed
* Save a database query on shared task completion and use the active record in memory
* Don't record shared task completions to the quest log
* Implement RecordSharedTaskCompletion, add tables, repositories
* Update shared_task_manager.cpp
* Update shared_task_manager.cpp
* Add shared task replay timers
This is still not feature complete. On live any past members that ever
joined the shared task will receive a replay timer when it's completed
* Create FindCharactersInSharedTasks that searches through memory
* Remove namespace shorthand and formatting
* More minor cleanup
* Implement PurgeAllSharedTasks via #task command
* Add #task purgetimers
* Decrease m_keepalive time between processes
* Remove type ordering in /tasktimer query
* Add comment for task packet reward multiplier
This is likely a reward multiplier that changes text color based on
value to represent any scaled bonus or penalty
* Add replay timers to past members
This implements the live behavior that adds replay timers to any
previous member of a shared task. This likely exists to avoid possible
exploits.
Shared task member history is stored in memory and is used to assign
replay timers. This history will be lost on world crashes or restarts
but is simpler than saving past member state in database.
This also makes world send shared task replay timer messages since
past members need to be messaged now
* Move PurgeTaskTimers client method to tasks.cpp
* Remove dz members when purging shared tasks
Server dz states need to be updated before shared tasks are deleted
* Use exact name in shared task invites
This removes the wildcards from shared task invite character queries
which was sometimes selecting the wrong character
Taskadd validation is called even for invalid characters to allow for
proper messages to occur
* Clear declined active shared task invitations
This also notifies leader for declined shared task invites
* Store shared task member names
This adds back the character name field to SharedTaskMember. This should
make serialization easier in the future and reduce database lookups when
names are needed for /task commands
* Implement /taskplayerlist command
* Replace queries with member name lookups
Now that shared task members store names these queries are unnecessary
This also adds not-a-member messages for /taskremove and /taskmakeleader
* Implement shared task member change packet
This avoids sending the full member list to members when a single member
is added or removed and lets the client generate chat messages for it.
* Serialize shared task member list from world
This uses cereal to serialize the full member list from world and
removes the zone query workarounds
* Initialize client task state array
This was causing sql query errors on client state reloads
The client task information array was uninitialized resulting in being
filled with 0xcdcdcdcd values in msvc debug builds. Under release builds
this may have resulted in indeterminate values
A better fix would be to refactor some of this legacy code
* Add shared task command messages
Add messages for non-leader task commands
This adds taskadd, taskremove, taskmakeleader, and taskquit messages
The leader receives double messages for taskremove like live due to the
client generated message as well as the explicit one. It also receives
double server messages if the leader /taskremoves self.
* Replace some task messages with eqstrs
This also updates to use live colors
* Avoid shared task invite leader lookup query
Since member names are stored now this query is also unnecessary
* Avoid reloading client state on shared task accept
This was unnecessarily reloading client task state when added to a
shared task.
This also resulted in all active tasks being resent to shared task
members on creation. The shared task itself is the only task that
needs to be sent which is handled by AcceptNewTask.
* Remove active shared task invite on zone
Live doesn't re-send shared task invites after zoning like it does for
expeditions so there's no need to keep these around. This fixes active
invitations never getting reset on characters that zone or go offline.
* Choose new shared task leader if leader removed
* Add separate shared task kickplayers method
* Enable EVENT_CAST_ON for clients
This will be required for a shared task objective (The Creator) in DoN
* Revert "Avoid reloading client state on shared task accept"
This reverts commit 3af14fee2de8b109ffb6c2b2fc67731e1531a665.
Without this clients added to a task after some objectives have been
completed don't get updated state. Will need to investigate this later
* Disallow looting inside a dz by non-members
Non-members of a dynamic zone should not be allowed to loot npcs inside
it. This should have been disabled for expeditions already but was still
allowed due to an oversight (or live behavior changed). This is less
critical for shared tasks since members can be added and removed at will
without leaving a dz but still an important feature.
* Change load where criteria
* Increase task completion emote column size
* Use eqstr for task item reward message
* Implement radiant and ebon crystal rewards
This adds reward columns for radiant and ebon crystals to the tasks
table and updates task description serialization
* Send task completion emote before rewards
This matches live and makes it a little easier to see item rewards when
tasks have a long completion emote. This also changes it to send via the
same normal message opcode that live uses.
* Do not send a shared task in completed task history
* Allow EVENT_TASK_STAGE_COMPLETE for quest goals
This invokes event_task_stage_complete for task elements flagged with a
quest controlled goal method. It should be expected behavior that a
completed task stage always fires this event even if a quest controls it
* Add SyncSharedTaskZoneClientDoneCountState
* Swap return for continue in this case
* Formatting
* Simplify
* Formatting
* Formatting
* Formatting
* Remove errant check
* Formatting, add setter for shared tasks
* Remove debugging
* Comments in PR
* More PR follow up
* Formatting
* Cleanup
* Update packet comments
* Comments
* More cleanup
* Send command error message if not in shared task
/taskadd is the only command with this feedback on live. Newer live
clients also generate this instead of the server sending the message
* Implement expire_time on SharedTask object and add a purge on world bootup
* Comment
* Add SyncClientSharedTaskStateToLocal where clients fall out of sync and no longer have a task locally
* Clamp shared task activity updates to max done count and discard updates out of bounds
* Fix packet send
* Revert packet send
* Adjust clamping OOO for completed time check. Add completed tables to purge truncation
* Refactor kill update logic so that shared task kill updates only update one client instead of all clients
* Cleanup how we're checking for active tasks
* Forward task sets that contain shared tasks
This forwards task sets that contain a shared task to shared task
selector validation like normal task selectors
* Change eqstr for empty solo task offers
This is the message live appears to use if all task offers are filtered
out by solo task validation
* Fix max active tasks client message
This message starts at the third argument. It was maybe intended to be
an npc say message but live just sends it as a normal eqstr with the
first two arguments nulled.
* Load client task state after zoning complete
This fixes a possible race where a character removed from a shared task
while zoning would be stuck with an incorrect character activities state
after zoning was completed.
This was caused by the character loading task state to early on zone
entry but never receiving the remove player message from world since
they are missing from the world cle until zoning is completed.
Loading client state after zone connection is completed makes sure the
client has the latest state and available to the world cle
* Send message to clients removed while zoning
This message should usually only be sent to characters that were
removed from a shared task while zoning but will occur for any sync
state removals where a message wouldn't have already occured.
* Post rebase fix
* HG comment for checking active task
* Addressing HG comments around zeroing out a shared task id
* Remove errant comment
* Post rebase database manifest updates
* Update eqemu_logsys_log_aliases.h
* More rebase catches
* Bump database version for last commit
Co-authored-by: hg <4683435+hgtw@users.noreply.github.com>
This moves members from expeditions so other systems can use them
Replace expedition_members table with dynamic_zone_members
Move 'EnableInDynamicZoneStatus' rule to DynamicZone namespace
Modify #dz list to show dz members (not instance players) and type name
Move various queries to repository methods
This starts some changes that move storage of things from expeditions to
dynamic zone class so other systems can possibly use them. This will also
make it easier to move window packet creation methods to DynamicZone.
For now these will remain on the expeditions table in the database. This
can be re-evaluated once other components are moved and seeing how other
systems may want to handle their player requirements.
World now caches and tracks member statuses so it can send them to zones
that request them on startup. Prior to this the cle would be searched in
world for every zone startup caching request, now it's only searched once
when a new expedition is created.
Bulk loading statuses removed since it would only be needed on world
startup now and likely have no clients in the client list anyway.
This also lets world choose non-linkdead members on expedition leader
changes and better detect when a leader change needs to occur
* Rename dz member id field
The name of the struct is enough to make this implicit
* Rename dz member enum and struct
Rename ExpeditionMember to DynamicZoneMember
Rename ExpeditionMemberStatus to DynamicZoneMemberStatus
* Rename dz window packet structs
This makes it more clear the window may be used by any dynamic zone
system not just expeditions (live missions fill the window when
player doesn't have an active expedition).
* Rename dz window packet fields
Add common expedition base class
Use repository for zone and world expedition caching
World now stores members and leader as Member objects instead of ids
This improves readability of the caching methods and lets world cache
expedition dzs and members like zone. World also now caches expeditions
as unique_ptr which will be necessary for future dz callback lambdas
that capture 'this' so addresses don't change on cache vector resizes.
This creates an abstract class in common so zone and world can share
most of the implementation. World now has access to the same dz data and
api as zone.
Rename CharacterChange to AddRemoveCharacter for clarity
Rename GetRemainingDuration to GetDurationRemaining for consistency
Move dynamic zone queries to custom repository methods
Use internal dz messages to process duration and location changes
Add world DynamicZone class (later this will inherit from a base)
Add FindDynamicZoneByID to get dz from zone and world system caches
Move ExpeditionLockoutTimer to common
This simplifies expedition request conflict checks and uses repository
for the queries instead of processing the query result directly.
* Rename dynamic zone source files
* Store description and leader name on dz
Removes the DynamicZoneInfo struct used for switch list window. This
data can be stored on DynamicZone and kept updated by its owning system
* Separate create compass packet method
Cleanup MarkSingleCompassLoc
This removes the is_pending column from character lockouts table
Synchronizing character lockout timers with the expedition's when zoning
into the dynamic zone simplifies adding missing lockouts to new members.
This also matches live behavior that replaces any character lockout
timers from another expedition with ones from the current expedition
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
It isn't necessary to send this packet to current members when a new
expedition member is added. The member list packet changes the current
player count on the window
This fixes unnecessary packets and compass updates being sent for
invited members and better matches live's packet update pattern
This also fixes duplicate updates being sent to the added member
Live only sends a MemberListName update for members added through a
swap (player count doesn't change). For members added through an
invite it sends expedition info and a full member list update
A full member list update is sent for both cases in this patch. This
is because MemberListName currently always adds members with status
"unknown". This is either due to unknown packet fields or a change
in future clients
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
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
This is a breaking api change
eq.get_expedition_by_instance_id(instance_id) is replaced with
eq.get_expedition_by_zone_instance(zone_id, instance_id)
This replaces the FindCachedExpeditionByInstanceID method of
obtaining expeditions via instance id with a new method that
requires the dz zone id as well
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.
Add Group and Raid method DoesAnyMemberHaveExpeditionLockout
This is required by some expeditions that perform a manual check for
custom dialogue (Ikkinz group expeditions)
This implements the new behavior from live's September 16, 2020
(test server's September 8, 2020) patch
Expeditions can be created even when the client's group or raid
exceeds the expedition's max player requirement. Members are added
until the max player count is reached and the rest are ignored.
Raid members are added ordered by their raid group number with
ungrouped members having the lowest priority
Rename expedition request method ValidateMembers to CanMembersJoin
Change some expedition messages to System color (live changes)
Remove logging unsanitized input
Make unsigned comparison not compare < 0
Cleanup some FormatName and string usage. Some of these strings could
probably be moved instead
Remove unnecessary expedition lookup in a world message handler
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
Some live expeditions update a lockout's duration during progression
The current AddLockout method replaces lockout timers. This updates the
expiration of an existing lockout by modifying the original duration
Only members are updated and not the internal expedition timer by
default. This is so new members receive the original duration like live
Add SetLootEventByNPCTypeID and SetLootEventBySpawnID quest apis
These associate events with npcs or entities inside the dz to prevent
them from being looted by characters that didn't receive the event
lockout from the current expedition.
This fixes an exploit that allowed a player that already had a lockout
from another expedition being added to loot after the event is complete
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 optimizes character status requests by only sending a single
bulk request to world for characters in all expeditions instead of
sending a separate request for each expedition on zone startup
This optimizes caching all expeditions by loading dynamic zone data and
expedition members in bulk instead of for each expedition separately.
This reduces the number of queries from 1+2n to 3 total.
Expedition members are now joined in the initial query since empty
expeditions aren't cached anyway. Optional internal lockouts for all
cached expeditions are loaded in a single bulk query afterwards.
Dynamic Zone data is also loaded as a single bulk query afterwards to
simplify processing and keep dz database logic separated. It might be
worth investigating if joining dz data in the initial expeditions load
query is worth refactoring for.
Make quest compass a vec3 to remove include dependency
Quest compass location doesn't require a zone id since it can only be
set in the zone that it's drawn in. Drop the DynamicZoneLocation member
and forward declare to remove the dependency on header.
Move ExpeditionInvite struct to zone common header
Including expedition.h in client.h just to use the ExpeditionInvite struct
is an unnecessary header dependency that increases incremental build time.
This allows expedition classes to be forward declared in client header.
Since world now tracks empty expeditions it can determine when to
shutdown dynamic zone instances when the rule is enabled rather than
letting zones do it.
Zones are no longer able to delete expeditions. World now tracks empty
expeditions in cache and only deletes them when it detects an
expedition's dynamic zone instance has no more clients inside.
This fixes an exploit where lockouts couldn't be applied to expeditions
after all members were removed because zones were deleting the expedition
immediately. Clients still inside the dz were able to complete events
before being kicked from the instance while not having an expedition.
Expeditions are no longer purged from database in the world purge
instance timer to avoid a possible race with this new system