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Delete pending lockouts of members on expedition creation Delete pending lockouts when all members removed from expedition This fixes an edge case where members could incorrectly be assigned pending lockouts that were never cleared from the database (from a server crash or other situation) after entering another dz.
98 lines
4.1 KiB
C++
98 lines
4.1 KiB
C++
/**
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* EQEmulator: Everquest Server Emulator
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* Copyright (C) 2001-2020 EQEmulator Development Team (https://github.com/EQEmu/Server)
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; version 2 of the License.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY except by those people which sell it, which
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* are required to give you total support for your newly bought product;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR
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* A PARTICULAR PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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*/
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#ifndef EXPEDITION_DATABASE_H
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#define EXPEDITION_DATABASE_H
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#include <cstdint>
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#include <memory>
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#include <string>
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#include <unordered_map>
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#include <unordered_set>
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#include <vector>
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class Expedition;
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class ExpeditionLockoutTimer;
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struct ExpeditionMember;
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class MySQLRequestResult;
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namespace ExpeditionDatabase
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{
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uint32_t InsertExpedition(
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uint32_t instance_id, const std::string& expedition_name, uint32_t leader_id,
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uint32_t min_players, uint32_t max_players, bool has_replay_lockout);
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std::string LoadExpeditionsSelectQuery();
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MySQLRequestResult LoadExpedition(uint32_t expedition_id);
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MySQLRequestResult LoadAllExpeditions();
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MySQLRequestResult LoadMembersForCreateRequest(
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const std::vector<std::string>& character_names, const std::string& expedition_name);
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std::vector<ExpeditionLockoutTimer> LoadCharacterLockouts(uint32_t character_id);
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std::vector<ExpeditionLockoutTimer> LoadCharacterLockouts(uint32_t character_id, const std::string& expedition_name);
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std::unordered_map<uint32_t, std::unordered_map<std::string, ExpeditionLockoutTimer>>
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LoadMultipleExpeditionLockouts(const std::vector<uint32_t>& expedition_ids);
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void DeleteAllCharacterLockouts(uint32_t character_id);
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void DeleteAllCharacterLockouts(uint32_t character_id, const std::string& expedition_name);
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void DeleteCharacterLockout(uint32_t character_id, const std::string& expedition_name, const std::string& event_name);
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void DeleteLockout(uint32_t expedition_id, const std::string& event_name);
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void DeleteMembersLockout(
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const std::vector<ExpeditionMember>& members, const std::string& expedition_name, const std::string& event_name);
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void AssignPendingLockouts(uint32_t character_id, const std::string& expedition_name);
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void DeletePendingLockouts(uint32_t character_id);
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void DeleteAllMembersPendingLockouts(const std::vector<ExpeditionMember>& members);
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uint32_t GetExpeditionIDFromCharacterID(uint32_t character_id);
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uint32_t GetExpeditionIDFromInstanceID(uint32_t instance_id);
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ExpeditionMember GetExpeditionLeader(uint32_t expedition_id);
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void InsertCharacterLockouts(
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uint32_t character_id, const std::vector<ExpeditionLockoutTimer>& lockouts,
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bool update_expire_times, bool is_pending = false);
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void InsertMembersLockout(const std::vector<ExpeditionMember>& members, const ExpeditionLockoutTimer& lockout);
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void InsertLockout(uint32_t expedition_id, const ExpeditionLockoutTimer& lockout);
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void InsertLockouts(uint32_t expedition_id, const std::unordered_map<std::string, ExpeditionLockoutTimer>& lockouts);
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void InsertMember(uint32_t expedition_id, uint32_t character_id);
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void InsertMembers(uint32_t expedition_id, const std::vector<ExpeditionMember>& members);
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void UpdateLeaderID(uint32_t expedition_id, uint32_t leader_id);
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void UpdateLockState(uint32_t expedition_id, bool is_locked);
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void UpdateMemberRemoved(uint32_t expedition_id, uint32_t character_id);
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void UpdateAllMembersRemoved(uint32_t expedition_id);
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void UpdateReplayLockoutOnJoin(uint32_t expedition_id, bool add_on_join);
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};
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namespace LoadExpeditionColumns
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{
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enum eLoadExpeditionColumns
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{
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id = 0,
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instance_id,
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expedition_name,
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leader_id,
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min_players,
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max_players,
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has_replay_timer,
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add_replay_on_join,
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is_locked,
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leader_name,
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member_id,
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is_current_member,
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member_name
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};
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};
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#endif
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