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* Rename dz member id field The name of the struct is enough to make this implicit * Rename dz member enum and struct Rename ExpeditionMember to DynamicZoneMember Rename ExpeditionMemberStatus to DynamicZoneMemberStatus * Rename dz window packet structs This makes it more clear the window may be used by any dynamic zone system not just expeditions (live missions fill the window when player doesn't have an active expedition). * Rename dz window packet fields
370 lines
10 KiB
C++
370 lines
10 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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#include "expedition_request.h"
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#include "client.h"
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#include "expedition.h"
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#include "groups.h"
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#include "raids.h"
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#include "string_ids.h"
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#include "../common/expedition_lockout_timer.h"
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#include "../common/repositories/character_expedition_lockouts_repository.h"
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#include "../common/repositories/expeditions_repository.h"
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constexpr char SystemName[] = "expedition";
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ExpeditionRequest::ExpeditionRequest(std::string expedition_name,
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uint32_t min_players, uint32_t max_players, bool disable_messages
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) :
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m_expedition_name(std::move(expedition_name)),
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m_min_players(min_players),
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m_max_players(max_players),
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m_disable_messages(disable_messages)
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{
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}
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bool ExpeditionRequest::Validate(Client* requester)
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{
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m_requester = requester;
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if (!m_requester)
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{
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return false;
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}
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// a message is sent to leader for every member that fails a requirement
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BenchTimer benchmark;
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bool requirements_met = false;
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Raid* raid = m_requester->GetRaid();
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Group* group = m_requester->GetGroup();
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if (raid)
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{
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requirements_met = CanRaidRequest(raid);
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}
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else if (group)
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{
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requirements_met = CanGroupRequest(group);
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}
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else // solo request
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{
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m_leader = m_requester;
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m_leader_id = m_requester->CharacterID();
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m_leader_name = m_requester->GetName();
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requirements_met = CanMembersJoin({m_leader_name});
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}
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auto elapsed = benchmark.elapsed();
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LogExpeditions("Create validation for [{}] members took [{}s]", m_members.size(), elapsed);
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return requirements_met;
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}
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bool ExpeditionRequest::CanRaidRequest(Raid* raid)
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{
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m_leader = raid->GetLeader();
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m_leader_name = raid->leadername;
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m_leader_id = m_leader ? m_leader->CharacterID() : database.GetCharacterID(raid->leadername);
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// live (as of September 16, 2020) supports creation even if raid count exceeds
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// expedition max. members are added up to the max ordered by group number.
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auto raid_members = raid->GetMembers();
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if (raid_members.size() > m_max_players)
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{
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// stable_sort not needed, order within a raid group may not be what is displayed
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std::sort(raid_members.begin(), raid_members.end(),
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[&](const RaidMember& lhs, const RaidMember& rhs) {
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if (m_leader_name == lhs.membername) { // leader always added first
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return true;
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} else if (m_leader_name == rhs.membername) {
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return false;
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}
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return lhs.GroupNumber < rhs.GroupNumber;
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});
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m_not_all_added_msg = fmt::format(CREATE_NOT_ALL_ADDED, "raid", SystemName,
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SystemName, m_max_players, "raid", raid_members.size());
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}
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// live still performs conflict checks for all members even those beyond max
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std::vector<std::string> member_names;
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for (int i = 0; i < raid_members.size(); ++i)
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{
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member_names.emplace_back(raid_members[i].membername);
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}
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return CanMembersJoin(member_names);
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}
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bool ExpeditionRequest::CanGroupRequest(Group* group)
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{
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m_leader = nullptr;
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if (group->GetLeader() && group->GetLeader()->IsClient())
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{
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m_leader = group->GetLeader()->CastToClient();
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}
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// Group::GetLeaderName() is broken if group formed across zones, ask database instead
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m_leader_name = m_leader ? m_leader->GetName() : GetGroupLeaderName(group->GetID()); // group->GetLeaderName();
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m_leader_id = m_leader ? m_leader->CharacterID() : database.GetCharacterID(m_leader_name.c_str());
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std::vector<std::string> member_names;
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member_names.emplace_back(m_leader_name); // leader always added first
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for (int i = 0; i < MAX_GROUP_MEMBERS; ++i)
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{
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if (group->membername[i][0] && m_leader_name != group->membername[i])
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{
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member_names.emplace_back(group->membername[i]);
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}
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}
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if (member_names.size() > m_max_players)
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{
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m_not_all_added_msg = fmt::format(CREATE_NOT_ALL_ADDED, "group", SystemName,
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SystemName, m_max_players, "group", member_names.size());
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}
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return CanMembersJoin(member_names);
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}
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std::string ExpeditionRequest::GetGroupLeaderName(uint32_t group_id)
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{
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char leader_name_buffer[64] = { 0 };
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database.GetGroupLeadershipInfo(group_id, leader_name_buffer);
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return std::string(leader_name_buffer);
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}
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bool ExpeditionRequest::CanMembersJoin(const std::vector<std::string>& member_names)
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{
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if (member_names.empty())
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{
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return false;
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}
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bool requirements_met = true;
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if (CheckMembersForConflicts(member_names))
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{
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requirements_met = false;
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}
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// live only checks player count requirement after other expensive checks pass (?)
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// maybe it's done intentionally as a way to preview lockout conflicts
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if (requirements_met)
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{
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requirements_met = IsPlayerCountValidated();
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}
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return requirements_met;
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}
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bool ExpeditionRequest::SaveLeaderLockouts(const std::vector<ExpeditionLockoutTimer>& lockouts)
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{
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bool has_replay_lockout = false;
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for (const auto& lockout : lockouts)
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{
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if (!lockout.IsExpired())
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{
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m_lockouts[lockout.GetEventName()] = lockout;
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if (lockout.IsReplayTimer())
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{
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has_replay_lockout = true;
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}
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}
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}
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return has_replay_lockout;
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}
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bool ExpeditionRequest::CheckMembersForConflicts(const std::vector<std::string>& member_names)
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{
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// order of member_names is preserved by queries for use with max member truncation
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auto entries = ExpeditionsRepository::GetCharactersWithExpedition(database, member_names);
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if (entries.empty())
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{
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LogExpeditions("Failed to load members for expedition request");
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return true;
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}
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bool is_solo = (member_names.size() == 1);
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bool has_conflicts = false;
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std::vector<uint32_t> character_ids;
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for (const auto& character : entries)
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{
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if (is_solo && character.expedition_id != 0)
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{
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// live doesn't bother checking replay lockout here
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SendLeaderMemberInExpedition(character.name, is_solo);
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return true;
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}
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m_members.emplace_back(character.id, character.name, DynamicZoneMemberStatus::Online);
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character_ids.emplace_back(character.id);
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}
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auto member_lockouts = CharacterExpeditionLockoutsRepository::GetManyCharacterLockoutTimers(
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database, character_ids, m_expedition_name, DZ_REPLAY_TIMER_NAME);
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// on live if leader has a replay lockout it never checks for event conflicts
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bool leader_has_replay_lockout = false;
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auto lockout_iter = member_lockouts.find(m_leader_id);
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if (lockout_iter != member_lockouts.end())
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{
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leader_has_replay_lockout = SaveLeaderLockouts(lockout_iter->second);
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}
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for (const auto& character : entries)
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{
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if (character.expedition_id != 0)
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{
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has_conflicts = true;
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SendLeaderMemberInExpedition(character.name, is_solo);
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}
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auto lockout_iter = member_lockouts.find(character.id);
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if (lockout_iter != member_lockouts.end())
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{
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for (const auto& lockout : lockout_iter->second)
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{
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if (!lockout.IsExpired())
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{
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// replay timers were sorted by query so they show up before event conflicts
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if (lockout.IsReplayTimer())
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{
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has_conflicts = true;
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SendLeaderMemberReplayLockout(character.name, lockout, is_solo);
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}
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else if (!leader_has_replay_lockout && character.id != m_leader_id &&
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m_lockouts.find(lockout.GetEventName()) == m_lockouts.end())
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{
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// leader doesn't have this lockout
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has_conflicts = true;
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SendLeaderMemberEventLockout(character.name, lockout);
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}
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}
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}
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}
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}
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return has_conflicts;
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}
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void ExpeditionRequest::SendLeaderMessage(
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uint16_t chat_type, uint32_t string_id, const std::initializer_list<std::string>& args)
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{
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if (!m_disable_messages)
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{
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Client::SendCrossZoneMessageString(m_leader, m_leader_name, chat_type, string_id, args);
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}
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}
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void ExpeditionRequest::SendLeaderMemberInExpedition(const std::string& member_name, bool is_solo)
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{
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if (m_disable_messages)
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{
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return;
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}
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if (is_solo)
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{
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SendLeaderMessage(Chat::Red, EXPEDITION_YOU_BELONG);
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}
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else if (m_requester)
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{
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std::string message = fmt::format(EXPEDITION_OTHER_BELONGS, m_requester->GetName(), member_name);
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Client::SendCrossZoneMessage(m_leader, m_leader_name, Chat::Red, message);
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}
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}
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void ExpeditionRequest::SendLeaderMemberReplayLockout(
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const std::string& member_name, const ExpeditionLockoutTimer& lockout, bool is_solo)
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{
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if (m_disable_messages)
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{
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return;
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}
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auto time_remaining = lockout.GetDaysHoursMinutesRemaining();
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if (is_solo)
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{
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SendLeaderMessage(Chat::Red, EXPEDITION_YOU_PLAYED_HERE, {
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time_remaining.days, time_remaining.hours, time_remaining.mins
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});
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}
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else
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{
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SendLeaderMessage(Chat::Red, EXPEDITION_REPLAY_TIMER, {
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member_name, time_remaining.days, time_remaining.hours, time_remaining.mins
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});
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}
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}
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void ExpeditionRequest::SendLeaderMemberEventLockout(
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const std::string& member_name, const ExpeditionLockoutTimer& lockout)
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{
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if (m_disable_messages)
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{
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return;
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}
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auto time_remaining = lockout.GetDaysHoursMinutesRemaining();
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SendLeaderMessage(Chat::Red, EXPEDITION_EVENT_TIMER, {
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member_name,
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lockout.GetEventName(),
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time_remaining.days,
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time_remaining.hours,
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time_remaining.mins,
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lockout.GetEventName()
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});
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}
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bool ExpeditionRequest::IsPlayerCountValidated()
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{
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// note: offline group members count towards requirement but not added to expedition
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bool requirements_met = true;
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auto bypass_status = RuleI(Expedition, MinStatusToBypassPlayerCountRequirements);
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auto gm_bypass = (m_requester && m_requester->GetGM() && m_requester->Admin() >= bypass_status);
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if (m_members.size() > m_max_players)
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{
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// members were sorted at start, truncate after conflict checks to act like live
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m_members.resize(m_max_players);
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}
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else if (!gm_bypass && m_members.size() < m_min_players)
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{
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requirements_met = false;
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SendLeaderMessage(Chat::System, REQUIRED_PLAYER_COUNT, {
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fmt::format_int(m_members.size()).str(),
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fmt::format_int(m_min_players).str(),
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fmt::format_int(m_max_players).str()
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});
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}
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return requirements_met;
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}
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