eqemu-server/common/expedition_base.h
hg dadc1b2843
[Expeditions] Refactor expedition caching (#1315)
Add common expedition base class

Use repository for zone and world expedition caching

World now stores members and leader as Member objects instead of ids

This improves readability of the caching methods and lets world cache
expedition dzs and members like zone. World also now caches expeditions
as unique_ptr which will be necessary for future dz callback lambdas
that capture 'this' so addresses don't change on cache vector resizes.
2021-04-07 01:20:35 -05:00

75 lines
2.6 KiB
C++

#ifndef COMMON_EXPEDITION_BASE_H
#define COMMON_EXPEDITION_BASE_H
#include "eq_constants.h"
#include "repositories/expeditions_repository.h"
#include "repositories/expedition_members_repository.h"
#include <cstdint>
#include <string>
#include <vector>
struct ExpeditionMember
{
uint32_t char_id = 0;
std::string name;
ExpeditionMemberStatus status = ExpeditionMemberStatus::Online;
ExpeditionMember() = default;
ExpeditionMember(uint32_t id, const std::string& name_)
: char_id(id), name(name_) {}
ExpeditionMember(uint32_t id, const std::string& name_, ExpeditionMemberStatus status_)
: char_id(id), name(name_), status(status_) {}
bool IsValid() const { return char_id != 0 && !name.empty(); }
};
class ExpeditionBase
{
public:
virtual ~ExpeditionBase() = default;
ExpeditionBase(const ExpeditionBase&) = default;
ExpeditionBase(ExpeditionBase&&) = default;
ExpeditionBase& operator=(const ExpeditionBase&) = default;
ExpeditionBase& operator=(ExpeditionBase&&) = default;
uint32_t GetID() const { return m_id; }
uint32_t GetLeaderID() const { return m_leader.char_id; }
uint32_t GetMinPlayers() const { return m_min_players; }
uint32_t GetMaxPlayers() const { return m_max_players; }
uint32_t GetMemberCount() const { return static_cast<uint32_t>(m_members.size()); }
const std::string& GetName() const { return m_expedition_name; }
const std::string& GetLeaderName() const { return m_leader.name; }
const std::string& GetUUID() const { return m_uuid; }
const std::vector<ExpeditionMember>& GetMembers() const { return m_members; }
void AddInternalMember(const ExpeditionMember& member);
void ClearInternalMembers() { m_members.clear(); }
bool HasMember(const std::string& character_name);
bool HasMember(uint32_t character_id);
bool IsEmpty() const { return m_members.empty(); }
void RemoveInternalMember(uint32_t character_id);
void LoadRepositoryResult(ExpeditionsRepository::ExpeditionWithLeader&& entry);
void AddMemberFromRepositoryResult(ExpeditionMembersRepository::MemberWithName&& entry);
protected:
ExpeditionBase() = default;
ExpeditionBase(uint32_t id, const std::string& uuid, const std::string& expedition_name,
const ExpeditionMember& leader, uint32_t min_players, uint32_t max_players);
ExpeditionMember GetMemberData(uint32_t character_id);
ExpeditionMember GetMemberData(const std::string& character_name);
uint32_t m_id = 0;
uint32_t m_min_players = 0;
uint32_t m_max_players = 0;
bool m_is_locked = false;
bool m_add_replay_on_join = true;
std::string m_uuid;
std::string m_expedition_name;
ExpeditionMember m_leader;
std::vector<ExpeditionMember> m_members;
};
#endif