This removes the separate Expedition class and moves lockout code and
/dz command handlers into DynamicZone classes. It also refactors some
code to reduce bloat and some database usage.
This completes the effort of moving everything to DynamicZone that
started when implementing shared tasks. It also makes sense to do this
since expeditions are just dynamic zones internally despite dzs being
used for other types. Expedition specific things are just handled with
dz type checks.
Functionally nothing should change. This is mainly internal refactoring
and moving code around along with some bug fixes and reduced database
usage.
Main changes:
- The `expeditions` database table has been removed
- Expeditions no longer use a separate id, the expedition id is just the dz id
- Expedition lock state and replay timer option were moved to the
`dynamic_zones` table
- Expeditions no longer have a separate cache from dynamic zones
- Expedition creation no longer has every zone query the database to cache it
- Expedition internal lockouts are now stored on DynamicZone
- The `expedition_lockouts` table has been renamed to `dynamic_zone_lockouts`
- Fixed a small bug with the UpdateLockoutDuration api where the
internal lockout would get the time added twice in memory in the
initiating zone (this api is likely rarely used)
- Fixed an issue where use of the group/raid DoesAnyMemberHaveExpeditionLockout
api would query once for every out of zone character.
- This api now checks all members in the current zone first and only
performs a single bulk query for out of zone members if that check
is exhausted
- Deprecated the max_check_count param of DoesAnyMemberHaveExpeditionLockout,
the quest api still exists to avoid api break but a passed arg has no effect
* 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>
This required some minor shared task refactoring
- Shared task expiration handling was moved to world. Previously this
was handled by zone and had clients self remove when a shared task
expired. This resulted in wrong messages when a task ended.
- FailTask is now implemented for shared tasks which previously only
made the client quit the shared task. It now fails the task for all
members by ending the shared task.
The `Client::EndSharedTask` api will end the client's current shared
task (removing all members). This is similiar to the `FailTask` api
except it doesn't require a `task_id` and the red task fail banner is
optional (live doesn't use it for shared tasks).
The global `end_dz_task` api was added for when a client context isn't
available. This will end a shared task if the current zone is a dynamic
zone for a shared task mission. Currently only shared tasks use dynamic
zones but this api can be expanded if support is added for tasks/quests.
The global `get_dz_task_id` was added to conveniently get the task id
for the current dynamic zone if it's used for a mission. Note this is
a database hit since that information is not available at zone level.
* Combine task_activity item and npc fields
This will make tooling easier.
While denormalizing goallists may not be ideal, it decouples tasks from
rewards which share the table and removes a redundant column in favor
of a using the delimited string which better matches live packet data.
* [Tasks] Deprecate goallists table, migrate reward goal lists, simplify logic
* Update 2022_09_25_task_concat_matchlists.sql
* Update 2022_09_25_task_concat_matchlists.sql
* Tweaks
* Fix reward column name in conversion script
* Task reward stacking
* Update task_client_state.cpp
* Implement stack counts
* Fix reward item instance memory leak
* Validate reward item instance
* Fix item reward message
* Fix findtask
Co-authored-by: Akkadius <akkadius1@gmail.com>
* Make utils/scripts/generators/repository-generator.pl aware of more
datatypes
This adds support for unsigned and more integer types. It also avoids
using parsing functions that require casting (still needed in some
cases)
Having the data types in the Repository structs better map to the types
in the database will allow us to avoid casting when we pull data out of
them. And as a benefit, assume something is wrong if we do :)
Hopefully clean up some warnings due to casting too.
Co-authored-by: Akkadius <akkadius1@gmail.com>
Some live tasks make new elements available without requiring all
currently active ones to be completed first.
This adds the `req_activity_id` field to task activities which will mark
an element active if its required activity id is completed. If a valid
value is set then it's used instead of checking the current step.
The `step` field may still be set on rows with a valid `req_activity_id`
to specify its logical step and prevent later steps from becoming active
until completed. It's only ignored when deciding if the current element
is active.
The legacy task logic for unlocking activities was completely refactored
for this. A common method has been added so both zone and world can make
use of it to determine which elements are currently active. The previous
step system should remain unchanged.
The world logic for locking shared tasks when an element became active
did not account for "sequential" mode (all steps 0), unordered steps, or
gaps in step numbers. This also resolves that issue.
This wasn't safe since the erase would invalidate iterators used
internally by the range loops.
Shared tasks with no members are now also cleaned up
Make GetMembers return reference instead of copy (this is used a lot)
Add rule for shared task terminate time for easier debugging
This allows shared tasks to create dz instances automatically through
the `dz_template_id` field instead of using quest scripts. Quest apis
were also added to create expeditions from template ids.
Functionally nothing should change in this patch. This refactors a lot
of formatting and code duplication in requests and member removals.
The long SharedTaskMessage namespace and its constants were contributing
to a lot of formatting that was difficult to read. These were shortened
since they're not all shared task specific anyway (though they should
probably just be moved to string_ids.h with other eqstrs now)
Shared task requests were refactored a little to remove an unnecessary
function that filled potential members. The separate functions used for
/taskquit and /taskremove were also combined into a single function to
remove a member while preserving live message differences.
* Add shared task element locking
This adds the `lock_activity_id` field to the tasks table which will
automatically lock a shared task when that element becomes active.
A method was added to world analogous to zone's UnlockActivities to
determine when an activity is active with respect to task steps.
Also adds quest apis to manually lock or unlock a client's shared task
* Add comment
Shared task replay timers used to be based on the task start time
(reducing the final lockout timer by elapsed task time).
Live changed this in the 2022 April 20 patch:
"Replay timers will now apply their full duration upon completion of
their associated task/quest."
Solo tasks and quests already did this
This also fixes a small bug where request timers were being
deleted when replacing replay timers for shared tasks
* [Quest API] Cross zone and world wide method overhaul.
- Adds support for Character ID, Character Name, and Expedition ID to all cross zone methods that did not have a method.
- Adds worldwide LDoN Updates.
- Shrinks the number of packets and structs from 83 to 17.
No quest functionality will be affected by this, as the only changes are the underlying method used to send the cross zone and world wide data.
* Formatting, organization, and fixing of improper exports.
* Finalize comb through of variable types, update types, etc.
* Merge fixes.
* 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>