eqemu-server/zone/expedition_request.cpp
hg 55155ff800
[Expeditions] Move expedition code into DynamicZone (#4672)
This removes the separate Expedition class and moves lockout code and
/dz command handlers into DynamicZone classes. It also refactors some
code to reduce bloat and some database usage.

This completes the effort of moving everything to DynamicZone that
started when implementing shared tasks. It also makes sense to do this
since expeditions are just dynamic zones internally despite dzs being
used for other types. Expedition specific things are just handled with
dz type checks.

Functionally nothing should change. This is mainly internal refactoring
and moving code around along with some bug fixes and reduced database
usage.

Main changes:

 - The `expeditions` database table has been removed

 - Expeditions no longer use a separate id, the expedition id is just the dz id

 - Expedition lock state and replay timer option were moved to the
   `dynamic_zones` table

 - Expeditions no longer have a separate cache from dynamic zones

 - Expedition creation no longer has every zone query the database to cache it

 - Expedition internal lockouts are now stored on DynamicZone

 - The `expedition_lockouts` table has been renamed to `dynamic_zone_lockouts`

 - Fixed a small bug with the UpdateLockoutDuration api where the
   internal lockout would get the time added twice in memory in the
   initiating zone (this api is likely rarely used)

 - Fixed an issue where use of the group/raid DoesAnyMemberHaveExpeditionLockout
   api would query once for every out of zone character.

   - This api now checks all members in the current zone first and only
     performs a single bulk query for out of zone members if that check
     is exhausted

 - Deprecated the max_check_count param of DoesAnyMemberHaveExpeditionLockout,
   the quest api still exists to avoid api break but a passed arg has no effect
2025-02-15 18:40:35 -06:00

321 lines
8.9 KiB
C++

/**
* EQEmulator: Everquest Server Emulator
* Copyright (C) 2001-2020 EQEmulator Development Team (https://github.com/EQEmu/Server)
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY except by those people which sell it, which
* are required to give you total support for your newly bought product;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR
* A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#include "expedition_request.h"
#include "client.h"
#include "groups.h"
#include "raids.h"
#include "string_ids.h"
#include "../common/repositories/character_expedition_lockouts_repository.h"
ExpeditionRequest::ExpeditionRequest(const DynamicZone& dz, Client& client, bool silent)
: m_dz(&dz), m_requester(&client), m_silent(silent)
{
}
bool ExpeditionRequest::Validate()
{
// a message is sent to leader for every member that fails a requirement
BenchTimer benchmark;
bool requirements_met = false;
if (Raid* raid = m_requester->GetRaid())
{
m_is_raid = true;
requirements_met = CanRaidRequest(raid);
}
else if (Group* group = m_requester->GetGroup())
{
requirements_met = CanGroupRequest(group);
}
else // solo request
{
m_leader = m_requester;
m_leader_id = m_requester->CharacterID();
m_leader_name = m_requester->GetName();
requirements_met = CanMembersJoin({m_leader_name});
}
auto elapsed = benchmark.elapsed();
LogExpeditions("Create validation for [{}] members took [{}s]", m_members.size(), elapsed);
return requirements_met;
}
bool ExpeditionRequest::CanRaidRequest(Raid* raid)
{
m_leader = raid->GetLeader();
m_leader_name = raid->leadername;
m_leader_id = m_leader ? m_leader->CharacterID() : database.GetCharacterID(raid->leadername);
// live (as of September 16, 2020) supports creation even if raid count exceeds
// expedition max. members are added up to the max ordered by group number.
auto raid_members = raid->GetMembers();
if (raid_members.size() > m_dz->GetMaxPlayers())
{
// leader first then raid group, order within a raid group may not be what is displayed
std::sort(raid_members.begin(), raid_members.end(),
[&](const RaidMember& lhs, const RaidMember& rhs) {
if (m_leader_name == lhs.member_name) { return true; }
if (m_leader_name == rhs.member_name) { return false; }
return lhs.group_number < rhs.group_number;
});
}
// live still performs conflict checks for all members even those beyond max
std::vector<std::string> member_names;
for (int i = 0; i < raid_members.size(); ++i)
{
member_names.emplace_back(raid_members[i].member_name);
}
return CanMembersJoin(member_names);
}
bool ExpeditionRequest::CanGroupRequest(Group* group)
{
m_leader = nullptr;
if (group->GetLeader() && group->GetLeader()->IsClient())
{
m_leader = group->GetLeader()->CastToClient();
}
// Group::GetLeaderName() is broken if group formed across zones, ask database instead
m_leader_name = m_leader ? m_leader->GetName() : group->GetLeaderName();
m_leader_id = m_leader ? m_leader->CharacterID() : database.GetCharacterID(m_leader_name);
std::vector<std::string> member_names;
member_names.emplace_back(m_leader_name); // leader always added first
for (int i = 0; i < MAX_GROUP_MEMBERS; ++i)
{
if (group->membername[i][0] && m_leader_name != group->membername[i])
{
member_names.emplace_back(group->membername[i]);
}
}
return CanMembersJoin(member_names);
}
bool ExpeditionRequest::CanMembersJoin(const std::vector<std::string>& member_names)
{
if (member_names.empty())
{
return false;
}
bool requirements_met = true;
if (CheckMembersForConflicts(member_names))
{
requirements_met = false;
}
// live only checks player count requirement after other expensive checks pass (?)
// maybe it's done intentionally as a way to preview lockout conflicts
if (requirements_met)
{
requirements_met = IsPlayerCountValidated();
}
return requirements_met;
}
bool ExpeditionRequest::SaveLeaderLockouts(const std::vector<DzLockout>& lockouts)
{
bool has_replay_lockout = false;
for (const auto& lockout : lockouts)
{
if (!lockout.IsExpired())
{
// db prevents duplicate event names
m_lockouts.push_back(lockout);
if (lockout.IsReplay())
{
has_replay_lockout = true;
}
}
}
return has_replay_lockout;
}
bool ExpeditionRequest::CheckMembersForConflicts(const std::vector<std::string>& member_names)
{
// order of member_names is preserved by queries for use with max member truncation
auto entries = DynamicZonesRepository::GetCharactersWithDz(database, member_names, static_cast<int>(DynamicZoneType::Expedition));
if (entries.empty())
{
LogExpeditions("Failed to load members for expedition request");
return true;
}
bool is_solo = (member_names.size() == 1);
bool has_conflicts = false;
std::vector<uint32_t> char_ids;
for (const auto& character : entries)
{
if (is_solo && character.dz_id != 0)
{
// live doesn't bother checking replay lockout here
SendLeaderMemberInExpedition(character.name, is_solo);
return true;
}
m_members.emplace_back(character.id, character.name, DynamicZoneMemberStatus::Online);
char_ids.push_back(character.id);
}
auto lockouts = CharacterExpeditionLockoutsRepository::GetLockouts(database, char_ids, m_dz->GetName());
// on live if leader has a replay lockout it never checks for event conflicts
bool leader_replay = false;
auto it = lockouts.find(m_leader_id);
if (it != lockouts.end())
{
leader_replay = SaveLeaderLockouts(it->second);
}
for (const auto& character : entries)
{
if (character.dz_id != 0)
{
has_conflicts = true;
SendLeaderMemberInExpedition(character.name, is_solo);
}
auto it = lockouts.find(character.id);
if (it != lockouts.end())
{
for (const auto& lockout : it->second)
{
if (!lockout.IsExpired())
{
auto is_event = [&](const auto& l) { return l.IsEvent(lockout.Event()); };
// replay timers were sorted by query so they show up before event conflicts
if (lockout.IsReplay())
{
has_conflicts = true;
SendLeaderMemberReplayLockout(character.name, lockout, is_solo);
}
else if (!leader_replay && character.id != m_leader_id && std::ranges::none_of(m_lockouts, is_event))
{
// leader doesn't have this lockout
has_conflicts = true;
SendLeaderMemberEventLockout(character.name, lockout);
}
}
}
}
}
return has_conflicts;
}
void ExpeditionRequest::SendLeaderMessage(uint16_t chat_type, uint32_t string_id, std::initializer_list<std::string> args)
{
if (!m_silent)
{
Client::SendCrossZoneMessageString(m_leader, m_leader_name, chat_type, string_id, args);
}
}
void ExpeditionRequest::SendLeaderMemberInExpedition(const std::string& name, bool is_solo)
{
if (m_silent)
{
return;
}
if (is_solo)
{
SendLeaderMessage(Chat::Red, DZ_YOU_BELONG);
}
else if (m_requester)
{
// message string 9265 (not in emu clients)
Client::SendCrossZoneMessage(m_leader, m_leader_name, Chat::Red, fmt::format(
"{} attempted to create an expedition but {} already belongs to one.", m_requester->GetName(), name));
}
}
void ExpeditionRequest::SendLeaderMemberReplayLockout(const std::string& name, const DzLockout& lockout, bool is_solo)
{
if (m_silent)
{
return;
}
auto time = lockout.GetTimeRemainingStrs();
if (is_solo)
{
SendLeaderMessage(Chat::Red, DZ_REPLAY_YOU, { time.days, time.hours, time.mins });
}
else
{
SendLeaderMessage(Chat::Red, DZ_REPLAY_OTHER, { name, time.days, time.hours, time.mins });
}
}
void ExpeditionRequest::SendLeaderMemberEventLockout(const std::string& name, const DzLockout& lockout)
{
if (m_silent)
{
return;
}
auto time = lockout.GetTimeRemainingStrs();
SendLeaderMessage(Chat::Red, DZ_EVENT_TIMER, { name, lockout.Event(), time.days, time.hours, time.mins });
}
bool ExpeditionRequest::IsPlayerCountValidated()
{
// note: offline group members count towards requirement but not added to expedition
bool requirements_met = true;
auto bypass_status = RuleI(Expedition, MinStatusToBypassPlayerCountRequirements);
auto gm_bypass = (m_requester && m_requester->GetGM() && m_requester->Admin() >= bypass_status);
if (!gm_bypass && m_members.size() < m_dz->GetMinPlayers())
{
requirements_met = false;
SendLeaderMessage(Chat::System, DZ_PLAYER_COUNT, {
fmt::format_int(m_members.size()).str(),
fmt::format_int(m_dz->GetMinPlayers()).str(),
fmt::format_int(m_dz->GetMaxPlayers()).str()
});
}
if (gm_bypass) {
m_requester->Message(Chat::White, "Your GM Status allows you to bypass expedition minimum and maximum player restrictions.");
}
return requirements_met;
}