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
Move early empty shutdown and process rate rules to DynamicZone scope
This decouples the expired status check from expeditions into an
internal dz method that can be called by its owning system
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
This fixes unnecessary leader processing on mass dzquits
Also marks leader dirty for empty expeditions in case something goes
wrong (shouldn't be possible after 62e480fe)
* 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
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
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
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
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
This implements a small cache in world to track expedition states.
This fixes expired expeditions being left in zone caches unless the
expedition's dz instance was running to detect it (or unless an
expedition was deleted via a client using /kickplayers). This was also
leaving clients in a ghost expedition that no longer actually existed
Add DynamicZone sql table schema
Add DynamicZones logging category
Modify CreateExpedition to take DynamicZone and ExpeditionRequest objects
Implement DynamicZone compass, safereturn, and zone-in coordinates.
Implement live-like DynamicZone instance kick timer for removed members
Implement updating multiple client compasses (supports existing quest compass)
fix: Send client compass update after entering zones to clear existing compass
Implement Client::MovePCDynamicZone to invoke DynamicZoneSwitchListWnd
when entering a zone where client has multiple dynamic zones assigned
Implement OP_DzChooseZoneReply handling
Add Lua api methods for expedition's associated dynamic zone
Add #dz list gm command to list current DynamicZone instances from database
Add Expeditions logging category
Add handlers for all Dynamic Zone/Expedition related opcodes
Add FormatName string_util function to format character names
Add Zone::IsZone helper method
Add cross zone MessageString support with variable parameters
Add static Client method helpers for cross zone messaging
Add #dz gm command to debug expedition cache for current zone