* 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
These cases probably are exceedingly rare, but they still need to be
accounted for. (As in, I don't think anyone has run into these cases too
often to cause problems)
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.
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.
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
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
Not all expeditions with a replay timer lockout add it to newly
added members automatically
This adds the Expedition::SetReplayLockoutOnMemberJoin(bool) method
to the quest api so it can be disabled
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
* Cache EntityList::GetRaidByClient
* Adjustments [skip ci]
* Update entity [skip ci]
* More cleanup [skip ci]
* More tweaks [skip ci]
* Cleanup [skip ci]
* Fix bugs with UCS reconnection on crash / exit, not adding soft deleted characters, put main loop on UV lib
* Reduce log spam that should be debugging; send keepalives to clients so that they properly prune from the connection list
* Shutdown the eventloop to properly shutdown the zone versus calling a hard exit