#include "shared_tasks.h" #include "clientlist.h" #include "cliententry.h" #include "zonelist.h" #include extern ClientList client_list; extern ZSList zoneserver_list; void SharedTaskManager::HandleTaskRequest(ServerPacket *pack) { if (!pack) return; /* * Things done in zone: * Verified we were requesting a shared task * Verified leader has a slot available * Verified leader met level reqs * Verified repeatable or not completed (not doing that here?) * Verified leader doesn't have a lock out * Verified the group/raid met min/max player counts */ char tmp_str[64] = { 0 }; int task_id = pack->ReadUInt32(); int npc_id = pack->ReadUInt32(); pack->ReadString(tmp_str); std::string leader_name = tmp_str; int player_count = pack->ReadUInt32(); std::vector players; for (int i = 0; i < player_count; ++i) { pack->ReadString(tmp_str); players.push_back(tmp_str); } // check if the task exist, we only load shared tasks in world, so we know the type is correct if found auto it = task_information.find(task_id); if (it == task_information.end()) { // not loaded! bad id or not shared task auto pc = client_list.FindCharacter(leader_name.c_str()); if (pc) { // failure TODO: appropriate message auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 8); pack->WriteUInt32(0); // string ID or just generic fail message pack->WriteUInt32(npc_id); pack->WriteString(leader_name.c_str()); zoneserver_list.SendPacket(pc->zone(), pc->instance(), pack); safe_delete(pack); } // oh well return; } int id = GetNextID(); auto ret = tasks.insert({id, {id, task_id}}); if (!ret.second) { auto pc = client_list.FindCharacter(leader_name.c_str()); if (pc) { // failure TODO: appropriate message auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 8); pack->WriteUInt32(0); // string ID or just generic fail message pack->WriteUInt32(npc_id); pack->WriteString(leader_name.c_str()); zoneserver_list.SendPacket(pc->zone(), pc->instance(), pack); safe_delete(pack); } // oh well return; } auto cle_leader = client_list.FindCharacter(leader_name.c_str()); if (cle_leader == nullptr) {// something went wrong tasks.erase(ret.first); return; } auto &task = ret.first->second; task.AddMember(leader_name, cle_leader, true); if (players.empty()) { // send instant success to leader SerializeBuffer buf(10); buf.WriteInt32(id); // shared task's ID buf.WriteInt32(task_id); // ID of the task's data buf.WriteInt32(npc_id); // NPC we're requesting from buf.WriteString(leader_name); // leader's name buf.WriteInt32(0); // member list minus leader auto pack = new ServerPacket(ServerOP_TaskGrant, buf); zoneserver_list.SendPacket(cle_leader->zone(), cle_leader->instance(), pack); safe_delete(pack); task.SetCLESharedTasks(); return; } for (auto &&name : players) { // look up CLEs by name, tell them we need to know if they can be added auto cle = client_list.FindCharacter(name.c_str()); if (cle) { // make sure we don't have a shared task already if (!cle->HasFreeSharedTaskSlot()) { // failure TODO: appropriate message auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 8); pack->WriteUInt32(0); // string ID or just generic fail message pack->WriteUInt32(npc_id); pack->WriteString(leader_name.c_str()); zoneserver_list.SendPacket(cle_leader->zone(), cle_leader->instance(), pack); safe_delete(pack); tasks.erase(ret.first); return; } // make sure our level is right if (!AppropriateLevel(task_id, cle->level())) { // failure TODO: appropriate message auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 8); pack->WriteUInt32(0); // string ID or just generic fail message pack->WriteUInt32(npc_id); pack->WriteString(leader_name.c_str()); zoneserver_list.SendPacket(cle_leader->zone(), cle_leader->instance(), pack); safe_delete(pack); tasks.erase(ret.first); return; } // check our lock out timer int expires = cle->GetTaskLockoutExpire(task_id); if ((expires - Timer::GetCurrentTime()) >= 0) { // failure TODO: appropriate message, we need to send the timestamp here auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 8); pack->WriteUInt32(0); // string ID or just generic fail message pack->WriteUInt32(npc_id); pack->WriteString(leader_name.c_str()); zoneserver_list.SendPacket(cle_leader->zone(), cle_leader->instance(), pack); safe_delete(pack); tasks.erase(ret.first); return; } // we're good, add to task task.AddMember(name, cle); } } // fire off to zone we're done! SerializeBuffer buf(10 + 10 * players.size()); buf.WriteInt32(id); // shared task's ID buf.WriteInt32(task_id); // ID of the task's data buf.WriteInt32(npc_id); // NPC we're requesting from buf.WriteString(leader_name); // leader's name task.SerializeMembers(buf, false); // everyone but leader auto reply = new ServerPacket(ServerOP_TaskGrant, buf); zoneserver_list.SendPacket(cle_leader->zone(), cle_leader->instance(), reply); safe_delete(reply); task.SetCLESharedTasks(); return; } /* * This is called once during boot of world * We need to load next_id, clean up expired tasks (?), and populate the map */ bool SharedTaskManager::LoadSharedTaskState() { // clean up expired tasks ... We may not want to do this if world crashes and has to be restarted // May need to wait to do it to cleanly inform existing zones to clean up expired tasks // Load existing tasks. We may not want to actually do this here and wait for a client to log in // But the crash case may actually dictate we should :P // set next_id to highest used ID + 1 return true; } int SharedTaskManager::GetNextID() { next_id++; // let's not be extra clever here ... while (tasks.count(next_id) != 0) next_id++; return next_id; } /* * returns true if the level fits in the task's defined range */ bool SharedTaskManager::AppropriateLevel(int id, int level) const { auto it = task_information.find(id); // doesn't exist if (it == task_information.end()) return false; auto &task = it->second; if (task.MinLevel && level < task.MinLevel) return false; if (task.MaxLevel && level > task.MaxLevel) return false; return true; } /* * This will check if any tasks have expired */ void SharedTaskManager::Process() { } /* * When a player leaves world they will tell us to clean up their pointer * This is NOT leaving the shared task, just crashed or something */ void SharedTask::MemberLeftGame(ClientListEntry *cle) { auto it = std::find_if(members.begin(), members.end(), [cle](SharedTaskMember &m) { return m.cle == cle; }); // ahh okay ... if (it == members.end()) return; it->cle = nullptr; } /* * Serializes Members into the SerializeBuffer * Starts with count then followed by names null-termed * In the future this will include monster mission shit */ void SharedTask::SerializeMembers(SerializeBuffer &buf, bool include_leader) const { buf.WriteInt32(include_leader ? members.size() : members.size() - 1); for (auto && m : members) { if (!include_leader && m.leader) continue; buf.WriteString(m.name); // TODO: live also has monster mission class choice in here } } /* * This sets the CLE's quick look up shared task stuff */ void SharedTask::SetCLESharedTasks() { for (auto &&m : members) { if (m.cle == nullptr) // shouldn't happen .... continue; m.cle->SetSharedTask(this); m.cle->SetCurrentSharedTaskID(id); } }