eqemu-server/world/expedition_state.cpp
hg b46eca4ec6 Store expeditions with dz id not instance id
This exposes dynamic zone ids for any future changes and will make it
easier to preserve historic dz and expedition data. This also cleans up
some dynamic zone creation for expedition requests

When purging instances the expedition table is no longer updated
since dynamic zone ids are not re-used like instance ids are

Update #dz list commands to show dz id

Add GetDynamicZoneID and get_expedition_by_dz_id quest apis
2020-12-30 18:47:32 -05:00

162 lines
4.4 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_state.h"
#include "expedition.h"
#include "expedition_database.h"
#include "zonelist.h"
#include "zoneserver.h"
#include "../common/eqemu_logsys.h"
#include <algorithm>
extern ZSList zoneserver_list;
ExpeditionState expedition_state;
void ExpeditionState::LoadActiveExpeditions()
{
BenchTimer benchmark;
m_expeditions = ExpeditionDatabase::LoadExpeditions();
auto elapsed = benchmark.elapsed();
LogExpeditions("World caching [{}] expeditions took [{}s]", m_expeditions.size(), elapsed);
}
void ExpeditionState::AddExpedition(uint32_t expedition_id)
{
if (expedition_id == 0)
{
return;
}
auto expedition = ExpeditionDatabase::LoadExpedition(expedition_id);
if (expedition.IsValid())
{
auto it = std::find_if(m_expeditions.begin(), m_expeditions.end(), [&](const Expedition& expedition) {
return expedition.GetID() == expedition_id;
});
if (it == m_expeditions.end())
{
m_expeditions.emplace_back(expedition);
}
}
}
void ExpeditionState::RemoveExpedition(uint32_t expedition_id)
{
m_expeditions.erase(std::remove_if(m_expeditions.begin(), m_expeditions.end(),
[&](const Expedition& expedition) {
return expedition.GetID() == expedition_id;
}
), m_expeditions.end());
}
void ExpeditionState::MemberChange(uint32_t expedition_id, uint32_t character_id, bool remove)
{
auto it = std::find_if(m_expeditions.begin(), m_expeditions.end(), [&](const Expedition& expedition) {
return expedition.GetID() == expedition_id;
});
if (it != m_expeditions.end())
{
if (remove) {
it->RemoveMember(character_id);
} else {
it->AddMember(character_id);
}
}
}
void ExpeditionState::RemoveAllMembers(uint32_t expedition_id)
{
auto it = std::find_if(m_expeditions.begin(), m_expeditions.end(), [&](const Expedition& expedition) {
return expedition.GetID() == expedition_id;
});
if (it != m_expeditions.end())
{
it->RemoveAllMembers();
}
}
void ExpeditionState::SetSecondsRemaining(uint32_t expedition_id, uint32_t seconds_remaining)
{
auto it = std::find_if(m_expeditions.begin(), m_expeditions.end(), [&](const Expedition& expedition) {
return expedition.GetID() == expedition_id;
});
if (it != m_expeditions.end())
{
it->UpdateDzSecondsRemaining(seconds_remaining);
}
}
void ExpeditionState::Process()
{
if (!m_process_throttle_timer.Check())
{
return;
}
std::vector<uint32_t> expedition_ids;
for (auto it = m_expeditions.begin(); it != m_expeditions.end();)
{
bool is_deleted = false;
if (it->IsEmpty() || it->IsExpired())
{
// don't delete expedition until its dz instance is empty. this prevents
// an exploit where all members leave expedition and complete an event
// before being kicked from removal timer. the lockout could never be
// applied because the zone expedition cache was already invalidated.
auto dz_zoneserver = zoneserver_list.FindByInstanceID(it->GetInstanceID());
if (!dz_zoneserver || dz_zoneserver->NumPlayers() == 0)
{
LogExpeditions("Expedition [{}] expired or empty, notifying zones and deleting", it->GetID());
expedition_ids.emplace_back(it->GetID());
it->SendZonesExpeditionDeleted();
is_deleted = true;
}
if (it->IsEmpty() && !it->IsPendingDelete() && RuleB(Expedition, EmptyDzShutdownEnabled))
{
it->UpdateDzSecondsRemaining(RuleI(Expedition, EmptyDzShutdownDelaySeconds));
}
it->SetPendingDelete(true);
}
else
{
it->CheckExpireWarning();
}
it = is_deleted ? m_expeditions.erase(it) : it + 1;
}
if (!expedition_ids.empty())
{
ExpeditionDatabase::DeleteExpeditions(expedition_ids);
}
}