eqemu-server/zone/expedition_request.cpp

383 lines
11 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 "expedition.h"
#include "expedition_database.h"
#include "expedition_lockout_timer.h"
#include "groups.h"
#include "raids.h"
#include "string_ids.h"
#include "worldserver.h"
#include <fmt/format.h>
extern WorldServer worldserver;
struct ExpeditionRequestConflict
{
std::string character_name;
ExpeditionLockoutTimer lockout;
};
ExpeditionRequest::ExpeditionRequest(
std::string expedition_name, uint32_t min_players, uint32_t max_players,
bool has_replay_timer, bool disable_messages
) :
m_expedition_name(expedition_name),
m_min_players(min_players),
m_max_players(max_players),
m_has_replay_timer(has_replay_timer),
m_disable_messages(disable_messages)
{
}
bool ExpeditionRequest::Validate(Client* requester)
{
m_requester = requester;
if (!m_requester)
{
return false;
}
// a message is sent to leader for every member that fails a requirement
BenchTimer benchmark;
bool requirements_met = false;
Raid* raid = m_requester->GetRaid();
Group* group = m_requester->GetGroup();
if (raid)
{
requirements_met = CanRaidRequest(raid);
}
else if (group)
{
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 = ValidateMembers({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);
std::vector<std::string> member_names;
for (int i = 0; i < MAX_RAID_MEMBERS; ++i)
{
if (raid->members[i].membername[0])
{
member_names.emplace_back(raid->members[i].membername);
}
}
return ValidateMembers(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() : GetGroupLeaderName(group->GetID()); // group->GetLeaderName();
m_leader_id = m_leader ? m_leader->CharacterID() : database.GetCharacterID(m_leader_name.c_str());
std::vector<std::string> member_names;
for (int i = 0; i < MAX_GROUP_MEMBERS; ++i)
{
if (group->membername[i][0])
{
member_names.emplace_back(group->membername[i]);
}
}
return ValidateMembers(member_names);
}
std::string ExpeditionRequest::GetGroupLeaderName(uint32_t group_id)
{
char leader_name_buffer[64] = { 0 };
database.GetGroupLeadershipInfo(group_id, leader_name_buffer);
return std::string(leader_name_buffer);
}
bool ExpeditionRequest::ValidateMembers(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(static_cast<uint32_t>(member_names.size()));
}
return requirements_met;
}
bool ExpeditionRequest::LoadLeaderLockouts()
{
// leader's lockouts are used to check member conflicts and later stored in expedition
auto lockouts = ExpeditionDatabase::LoadCharacterLockouts(m_leader_id, m_expedition_name);
auto leeway_seconds = static_cast<uint32_t>(RuleI(Expedition, RequestExpiredLockoutLeewaySeconds));
for (auto& lockout : lockouts)
{
lockout.SetInherited(true);
// client window hides timers with less than 60s remaining, optionally count them as expired
if (lockout.GetSecondsRemaining() <= leeway_seconds)
{
LogExpeditionsModerate(
"Ignoring leader [{}] lockout [{}] with [{}s] remaining due to leeway rule [{}s]",
m_leader_id, lockout.GetEventName(), lockout.GetSecondsRemaining(), leeway_seconds
);
}
else
{
m_lockouts.emplace(lockout.GetEventName(), lockout);
// on live if leader has a replay lockout it never bothers checking for event conflicts
if (m_check_event_lockouts && m_has_replay_timer && lockout.IsReplayTimer())
{
m_check_event_lockouts = false;
}
}
}
return true;
}
bool ExpeditionRequest::CheckMembersForConflicts(const std::vector<std::string>& member_names)
{
// load data for each member and compare with leader lockouts
auto results = ExpeditionDatabase::LoadMembersForCreateRequest(member_names, m_expedition_name);
if (!results.Success() || !LoadLeaderLockouts())
{
LogExpeditions("Failed to load data to verify members for expedition request");
return true;
}
bool is_solo = (member_names.size() == 1);
bool has_conflicts = false;
std::vector<ExpeditionRequestConflict> member_lockout_conflicts;
auto leeway_seconds = static_cast<uint32_t>(RuleI(Expedition, RequestExpiredLockoutLeewaySeconds));
uint32_t last_character_id = 0;
for (auto row = results.begin(); row != results.end(); ++row)
{
auto character_id = static_cast<uint32_t>(std::strtoul(row[0], nullptr, 10));
std::string character_name(row[1]);
bool has_expedition = (row[2] != nullptr); // in expedition_members with another expedition
if (character_id != last_character_id)
{
// defaults to online status, if offline group members implemented this needs to change
m_members.emplace_back(ExpeditionMember{character_id, character_name});
// process event lockout conflict messages from the previous character
for (const auto& member_lockout : member_lockout_conflicts)
{
SendLeaderMemberEventLockout(member_lockout.character_name, member_lockout.lockout);
}
member_lockout_conflicts.clear();
if (has_expedition)
{
has_conflicts = true;
SendLeaderMemberInExpedition(character_name, is_solo);
// solo requests break out early if requester in an expedition
if (is_solo)
{
return has_conflicts;
}
}
}
last_character_id = character_id;
// compare member lockouts with leader lockouts
if (row[3] && row[4] && row[5])
{
auto expire_time = strtoull(row[3], nullptr, 10);
auto duration = static_cast<uint32_t>(strtoul(row[4], nullptr, 10));
ExpeditionLockoutTimer lockout{m_expedition_name, row[5], expire_time, duration};
// client window hides timers with less than 60s remaining, optionally count them as expired
if (lockout.GetSecondsRemaining() <= leeway_seconds)
{
LogExpeditionsModerate(
"Ignoring character [{}] lockout [{}] with [{}s] remaining due to leeway rule [{}s]",
character_id, lockout.GetEventName(), lockout.GetSecondsRemaining(), leeway_seconds
);
}
else
{
// replay timer conflict messages always show up before event conflicts
if (/*m_has_replay_timer && */lockout.IsReplayTimer())
{
has_conflicts = true;
SendLeaderMemberReplayLockout(character_name, lockout, is_solo);
}
else if (m_check_event_lockouts && character_id != m_leader_id)
{
if (m_lockouts.find(lockout.GetEventName()) == m_lockouts.end())
{
// leader doesn't have this lockout. queue instead of messaging
// now so message comes after any replay lockout messages
has_conflicts = true;
member_lockout_conflicts.emplace_back(ExpeditionRequestConflict{character_name, lockout});
}
}
}
}
}
// event lockout messages for last processed character
for (const auto& member_lockout : member_lockout_conflicts)
{
SendLeaderMemberEventLockout(member_lockout.character_name, member_lockout.lockout);
}
return has_conflicts;
}
void ExpeditionRequest::SendLeaderMessage(
uint16_t chat_type, uint32_t string_id, const std::initializer_list<std::string>& parameters)
{
if (!m_disable_messages)
{
Client::SendCrossZoneMessageString(m_leader, m_leader_name, chat_type, string_id, parameters);
}
}
void ExpeditionRequest::SendLeaderMemberInExpedition(const std::string& member_name, bool is_solo)
{
if (m_disable_messages) {
return;
}
if (is_solo)
{
SendLeaderMessage(Chat::Red, EXPEDITION_YOU_BELONG);
}
else if (m_requester)
{
std::string message = fmt::format(EXPEDITION_OTHER_BELONGS, m_requester->GetName(), member_name);
Client::SendCrossZoneMessage(m_leader, m_leader_name, Chat::Red, message);
}
}
void ExpeditionRequest::SendLeaderMemberReplayLockout(
const std::string& member_name, const ExpeditionLockoutTimer& lockout, bool is_solo)
{
if (m_disable_messages)
{
return;
}
auto time_remaining = lockout.GetDaysHoursMinutesRemaining();
if (is_solo)
{
SendLeaderMessage(Chat::Red, EXPEDITION_YOU_PLAYED_HERE, {
time_remaining.days, time_remaining.hours, time_remaining.mins
});
}
else
{
SendLeaderMessage(Chat::Red, EXPEDITION_REPLAY_TIMER, {
member_name, time_remaining.days, time_remaining.hours, time_remaining.mins
});
}
}
void ExpeditionRequest::SendLeaderMemberEventLockout(
const std::string& member_name, const ExpeditionLockoutTimer& lockout)
{
if (m_disable_messages)
{
return;
}
auto time_remaining = lockout.GetDaysHoursMinutesRemaining();
SendLeaderMessage(Chat::Red, EXPEDITION_EVENT_TIMER, {
member_name,
lockout.GetEventName(),
time_remaining.days,
time_remaining.hours,
time_remaining.mins,
lockout.GetEventName()
});
}
bool ExpeditionRequest::IsPlayerCountValidated(uint32_t member_count)
{
// 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 && (member_count < m_min_players || member_count > m_max_players))
{
requirements_met = false;
SendLeaderMessage(Chat::Red, REQUIRED_PLAYER_COUNT, {
fmt::format_int(member_count).str(),
fmt::format_int(m_min_players).str(),
fmt::format_int(m_max_players).str()
});
}
return requirements_met;
}