eqemu-server/world/shared_tasks.cpp
Michael Cook (mackal) 96acb1e638 Finish SharedTaskManager::HandleTaskRequest
Cleaned up some other functions as well
2019-05-21 00:07:14 -04:00

263 lines
7.5 KiB
C++

#include "shared_tasks.h"
#include "clientlist.h"
#include "cliententry.h"
#include "zonelist.h"
#include <algorithm>
extern ClientList client_list;
extern ZSList zoneserver_list;
void SharedTaskManager::HandleTaskRequest(ServerPacket *pack)
{
if (!pack)
return;
/*
* Things done in zone:
* Verified we were requesting a shared task
* Verified leader has a slot available
* Verified leader met level reqs
* Verified repeatable or not completed (not doing that here?)
* Verified leader doesn't have a lock out
* Verified the group/raid met min/max player counts
*/
char tmp_str[64] = { 0 };
int task_id = pack->ReadUInt32();
int npc_id = pack->ReadUInt32();
pack->ReadString(tmp_str);
std::string leader_name = tmp_str;
int player_count = pack->ReadUInt32();
std::vector<std::string> 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) {
// failure TODO: appropriate message
auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 8);
pack->WriteUInt32(0); // string ID or just generic fail message
pack->WriteUInt32(npc_id);
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) {
// failure TODO: appropriate message
auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 8);
pack->WriteUInt32(0); // string ID or just generic fail message
pack->WriteUInt32(npc_id);
pack->WriteString(leader_name.c_str());
zoneserver_list.SendPacket(pc->zone(), pc->instance(), pack);
safe_delete(pack);
} // oh well
return;
}
auto cle_leader = client_list.FindCharacter(leader_name.c_str());
if (cle_leader == nullptr) {// something went wrong
tasks.erase(ret.first);
return;
}
auto &task = ret.first->second;
task.AddMember(leader_name, cle_leader, true);
if (players.empty()) {
// send instant success to leader
SerializeBuffer buf(10);
buf.WriteInt32(id); // shared task's ID
buf.WriteInt32(task_id); // ID of the task's data
buf.WriteInt32(npc_id); // NPC we're requesting from
buf.WriteString(leader_name); // leader's name
buf.WriteInt32(0); // member list minus leader
auto pack = new ServerPacket(ServerOP_TaskGrant, buf);
zoneserver_list.SendPacket(cle_leader->zone(), cle_leader->instance(), pack);
safe_delete(pack);
task.SetCLESharedTasks();
return;
}
for (auto &&name : players) {
// look up CLEs by name, tell them we need to know if they can be added
auto cle = client_list.FindCharacter(name.c_str());
if (cle) {
// make sure we don't have a shared task already
if (!cle->HasFreeSharedTaskSlot()) {
// failure TODO: appropriate message
auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 8);
pack->WriteUInt32(0); // string ID or just generic fail message
pack->WriteUInt32(npc_id);
pack->WriteString(leader_name.c_str());
zoneserver_list.SendPacket(cle_leader->zone(), cle_leader->instance(), pack);
safe_delete(pack);
tasks.erase(ret.first);
return;
}
// make sure our level is right
if (!AppropriateLevel(task_id, cle->level())) {
// failure TODO: appropriate message
auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 8);
pack->WriteUInt32(0); // string ID or just generic fail message
pack->WriteUInt32(npc_id);
pack->WriteString(leader_name.c_str());
zoneserver_list.SendPacket(cle_leader->zone(), cle_leader->instance(), pack);
safe_delete(pack);
tasks.erase(ret.first);
return;
}
// check our lock out timer
int expires = cle->GetTaskLockoutExpire(task_id);
if ((expires - Timer::GetCurrentTime()) >= 0) {
// failure TODO: appropriate message, we need to send the timestamp here
auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 8);
pack->WriteUInt32(0); // string ID or just generic fail message
pack->WriteUInt32(npc_id);
pack->WriteString(leader_name.c_str());
zoneserver_list.SendPacket(cle_leader->zone(), cle_leader->instance(), pack);
safe_delete(pack);
tasks.erase(ret.first);
return;
}
// we're good, add to task
task.AddMember(name, cle);
}
}
// fire off to zone we're done!
SerializeBuffer buf(10 + 10 * players.size());
buf.WriteInt32(id); // shared task's ID
buf.WriteInt32(task_id); // ID of the task's data
buf.WriteInt32(npc_id); // NPC we're requesting from
buf.WriteString(leader_name); // leader's name
task.SerializeMembers(buf, false); // everyone but leader
auto reply = new ServerPacket(ServerOP_TaskGrant, buf);
zoneserver_list.SendPacket(cle_leader->zone(), cle_leader->instance(), reply);
safe_delete(reply);
task.SetCLESharedTasks();
return;
}
/*
* 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;
}
/*
* returns true if the level fits in the task's defined range
*/
bool SharedTaskManager::AppropriateLevel(int id, int level) const
{
auto it = task_information.find(id);
// doesn't exist
if (it == task_information.end())
return false;
auto &task = it->second;
if (task.MinLevel && level < task.MinLevel)
return false;
if (task.MaxLevel && level > task.MaxLevel)
return false;
return true;
}
/*
* This will check if any tasks have expired
*/
void SharedTaskManager::Process()
{
}
/*
* 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;
}
/*
* Serializes Members into the SerializeBuffer
* Starts with count then followed by names null-termed
* In the future this will include monster mission shit
*/
void SharedTask::SerializeMembers(SerializeBuffer &buf, bool include_leader) const
{
buf.WriteInt32(include_leader ? members.size() : members.size() - 1);
for (auto && m : members) {
if (!include_leader && m.leader)
continue;
buf.WriteString(m.name);
// TODO: live also has monster mission class choice in here
}
}
/*
* This sets the CLE's quick look up shared task stuff
*/
void SharedTask::SetCLESharedTasks()
{
for (auto &&m : members) {
if (m.cle == nullptr) // shouldn't happen ....
continue;
m.cle->SetSharedTask(this);
m.cle->SetCurrentSharedTaskID(id);
}
}