eqemu-server/world/clientlist.h
Mitch Freeman 91f5932c6d
[Feature] Add RoF2 Guild features (#3699)
* [Feature] Add additional Guild Features

This adds the following guild features and design pattern
- the existing guild system was used
- guild features are based on RoF2 within source with translaters used to converted between client differences
- backward compatible with Ti and UF, and allows for mixed client servers
- Guild Back for Ti and UF is based on RoF2 Permissions for banking if Guild Leader does not use Ti/UF
- Guild Ranks and Permissions are enabled.
- Guild Tributes are enabled.
- Event logging via rules for donating tribute items and plat
- Rules to limit Guild Tributes based on max level of server
- Rewrote guild communications to client using specific opcodes
-- Server no longer sends a guild member list on each zone
-- Guild window is updated when a member levels, rank changes, zone changes, banker/alt status using individual opcodes
-- When a member is removed or added to a guild, a single opcode is sent to each guild member
-- This reduces network traffic considerably

Known issues:
- Visual bug only. Guild Tributes window will display a 0 for level if tribute is above max level rule setting.
- Visual bug only. Guild Mgmt Window will not display an online member if the player has 'show offline' unchecked and a guild member zones within the Notes/Tribute tab.  This is resolved by selecting and de-selecting the 'Show Offline' checkbox.

* Updated RoF2 Guild Comms

Updated RoF2 Guild Comms
Update RoF2 Opcodes
Rewrote RoF2 Guild Communications using specific opcodes.
Added database changes - they are irreversible

* Formatting

* Update base_guild_members_repository.h

* Format GuildInfo

* Format GuildAction enum

* Formatting in clientlist

* quantity vs quantity

* desc vs description

* Format structs

* Inline struct values

* Formatting

* Formatting

* Formatting fixes

* Formatting items

* Formatting

* Formatting

* struct formatting updates

* Updated formatting

* Updated
- std:string items
- naming conventions
- magic numbers

* Repo refactors
Other formatting updates

* Remove test guild commands

* Updated #guild info command

* Add new repo methods for Neckolla ReplaceOne and ReplaceMany

* Fix guild_tributes repo

* Update database_update_manifest.cpp

* Phase 1 of final testing with RoF2 -> RoF2.
Next phase will be inter compatibility review

* Remove #guild testing commands

* Fix uf translator error
Rewrite LoadGuilds

* Use extended repository

* FIx guild window on member add

* LoadGuild Changes

* Update guild_base.cpp

* Few small fixes for display issue with UF

* Update guild_base.cpp

* Update guild_members_repository.h

* Update zoneserver.cpp

* Update guild.cpp

* Update entity.h

* Switch formatting

* Formatting

* Update worldserver.cpp

* Switch formatting

* Formatting switch statement

* Update guild.cpp

* Formatting in guild_base

* We don't need to validate m_db everywhere

* More formatting / spacing issues

* Switch format

* Update guild_base.cpp

* Fix an UF issue displaying incorrect guildtag as <>

* Updated several constants, fixed a few issues with Ti/UF and guild tributes not being removed or sent when a member is removed/disbands from a guild.

* Formatting and logging updates

* Fix for Loadguilds and permissions after repo updates.

* Cleanup unnecessary m_db checks

* Updated logging to use player_event_logs

* Updated to use the single opcodes for guild traffic for Ti/UF/RoF2.  Several enhancements for guild functionality for more reusable code and readability.

* Update to fix Demote Self and guild invites declining when option set to not accept guild invites

* Potential fix for guild notes/tribute display issues when client has 'Show Offline' unchecked.

* Updates to fox recent master changes

Updates to fix recent master changes

* Updates in response to comments

* Further Updates in response to comments

* Comment updates and refactor for SendAppearance functions

* Comment updates

* Update client spawn process for show guild name

Add show guild tag to default spawn process

* Update to use zone spawn packets for RoF2
Removed several unused functions as a result
Updated MemberRankUpdate to properly update guild_show on rank change.
Updated OP_GuildURLAndChannel opcode for UF/RoF2

* Cleanup of world changes
Created function for repetitive zonelist sendpackets to only booted zones
Re-Inserted accidental delete of scanclosemobs

* Fixes

* Further world cleanup

* Fix a few test guild bank cases for backward compat
Removed a duplicate db call
Fixed a fallthrough issue

* Update guild_mgr.cpp

* Cleanup

---------

Co-authored-by: Akkadius <akkadius1@gmail.com>
2024-02-10 03:27:58 -06:00

97 lines
3.7 KiB
C++

#ifndef CLIENTLIST_H_
#define CLIENTLIST_H_
#include "../common/eq_packet_structs.h"
#include "../common/linked_list.h"
#include "../common/json/json.h"
#include "../common/timer.h"
#include "../common/rulesys.h"
#include "../common/servertalk.h"
#include "../common/event/timer.h"
#include "../common/net/console_server_connection.h"
#include <vector>
#include <string>
class Client;
class ZoneServer;
class WorldTCPConnection;
class ClientListEntry;
class ServerPacket;
struct ServerClientList_Struct;
class ClientList {
public:
ClientList();
~ClientList();
void Process();
//from old ClientList
void Add(Client* client);
Client* Get(uint32 ip, uint16 port);
Client* FindByAccountID(uint32 account_id);
void ZoneBootup(ZoneServer* zs);
void RemoveCLEReferances(ClientListEntry* cle);
std::map<uint32, ClientListEntry*> GetGuildClientsWithTributeOptIn(uint32 guild_id);
std::map<uint32, ClientListEntry*> GetGuildClientList(uint32 guild_id);
//Client* GetClient(uint32 char_id);
//from ZSList
void SendWhoAll(uint32 fromid,const char* to, int16 admin, Who_All_Struct* whom, WorldTCPConnection* connection);
void SendFriendsWho(ServerFriendsWho_Struct *FriendsWho, WorldTCPConnection* connection);
void SendOnlineGuildMembers(uint32 FromID, uint32 GuildID);
void SendClientVersionSummary(const char *Name);
void SendLFGMatches(ServerLFGMatchesRequest_Struct *LFGMatchesRequest);
void ConsoleSendWhoAll(const char* to, int16 admin, Who_All_Struct* whom, WorldTCPConnection* connection);
void SendCLEList(const int16& admin, const char* to, WorldTCPConnection* connection, const char* iName = 0);
bool SendPacket(const char* to, ServerPacket* pack);
void ClientUpdate(ZoneServer* zoneserver, ServerClientList_Struct* scl);
void CLERemoveZSRef(ZoneServer* iZS);
ClientListEntry* CheckAuth(uint32 iLSID, const char* iKey);
ClientListEntry* FindCharacter(const char* name);
ClientListEntry* FindCLEByAccountID(uint32 iAccID);
ClientListEntry* FindCLEByCharacterID(uint32 iCharID);
void GetCLEIP(uint32 in_ip);
void DisconnectByIP(uint32 in_ip);
void CLCheckStale();
void CLEKeepAlive(uint32 numupdates, uint32* wid);
void CLEAdd(uint32 iLSID, const char* iLoginServerName, const char* iLoginName, const char* iLoginKey, int16 iWorldAdmin = AccountStatus::Player, uint32 ip = 0, uint8 local=0);
void UpdateClientGuild(uint32 char_id, uint32 guild_id);
bool IsAccountInGame(uint32 iLSID);
int GetClientCount();
void GetClients(const char *zone_name, std::vector<ClientListEntry *> &into);
void GetClientList(Json::Value &response);
void GetGuildClientList(Json::Value& response, uint32 guild_id);
void SendCharacterMessage(uint32_t character_id, int chat_type, const std::string& message);
void SendCharacterMessage(const std::string& character_name, int chat_type, const std::string& message);
void SendCharacterMessage(ClientListEntry* character, int chat_type, const std::string& message);
void SendCharacterMessageID(uint32_t character_id, int chat_type, int eqstr_id, std::initializer_list<std::string> args = {});
void SendCharacterMessageID(const std::string& character_name, int chat_type, int eqstr_id, std::initializer_list<std::string> args = {});
void SendCharacterMessageID(ClientListEntry* character, int chat_type, int eqstr_id, std::initializer_list<std::string> args = {});
private:
void OnTick(EQ::Timer *t);
inline uint32 GetNextCLEID() { return NextCLEID++; }
//this is the list of people actively connected to zone
LinkedList<Client*> list;
//this is the list of people in any zone, not nescesarily connected to world
Timer CLStale_timer;
uint32 NextCLEID;
LinkedList<ClientListEntry *> clientlist;
std::unique_ptr<EQ::Timer> m_tick;
};
#endif /*CLIENTLIST_H_*/