#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; char tmp_str[64] = { 0 }; int task_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) { auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 4); pack->WriteUInt32(0); // string ID or just generic fail message 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) { auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 4); pack->WriteUInt32(0); // string ID or just generic fail message pack->WriteString(leader_name.c_str()); zoneserver_list.SendPacket(pc->zone(), pc->instance(), pack); safe_delete(pack); } // oh well return; } auto cle = client_list.FindCharacter(leader_name.c_str()); if (cle == nullptr) {// something went wrong tasks.erase(ret.first); return; } auto &task = ret.first->second; task.AddMember(leader_name, cle, true); if (players.empty()) { // send instant success to leader SerializeBuffer buf(10); buf.WriteInt32(id); // task's ID buf.WriteString(leader_name); // leader's name auto pack = new ServerPacket(ServerOP_TaskGrant, buf); zoneserver_list.SendPacket(cle->zone(), cle->instance(), pack); safe_delete(pack); return; } for (auto &&name : players) { // look up CLEs by name, tell them we need to know if they can be added cle = client_list.FindCharacter(name.c_str()); if (cle) { // make sure we don't have a shared task already // make sure our level is right // check our lock out timer // we're good, add to task task.AddMember(name, cle); } } } /* * 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; } /* * 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; }