eqemu-server/zone/expedition_database.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

72 lines
3.2 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
*
*/
#ifndef EXPEDITION_DATABASE_H
#define EXPEDITION_DATABASE_H
#include <cstdint>
#include <memory>
#include <string>
#include <unordered_map>
#include <unordered_set>
#include <vector>
class Expedition;
class ExpeditionLockoutTimer;
struct ExpeditionMember;
class MySQLRequestResult;
namespace ExpeditionDatabase
{
uint32_t InsertExpedition(
const std::string& uuid, uint32_t instance_id, const std::string& expedition_name,
uint32_t leader_id, uint32_t min_players, uint32_t max_players);
std::vector<ExpeditionLockoutTimer> LoadCharacterLockouts(uint32_t character_id);
std::vector<ExpeditionLockoutTimer> LoadCharacterLockouts(uint32_t character_id,
const std::string& expedition_name);
void DeleteAllMembers(uint32_t expedition_id);
void DeleteMember(uint32_t expedition_id, uint32_t character_id);
void DeleteAllCharacterLockouts(uint32_t character_id);
void DeleteAllCharacterLockouts(uint32_t character_id, const std::string& expedition_name);
void DeleteCharacterLockout(uint32_t character_id, const std::string& expedition_name,
const std::string& event_name);
void DeleteLockout(uint32_t expedition_id, const std::string& event_name);
void DeleteMembersLockout(const std::vector<ExpeditionMember>& members,
const std::string& expedition_name, const std::string& event_name);
uint32_t GetExpeditionIDFromCharacterID(uint32_t character_id);
uint32_t GetMemberCount(uint32_t expedition_id);
bool HasMember(uint32_t expedition_id, uint32_t character_id);
void InsertCharacterLockouts(uint32_t character_id,
const std::vector<ExpeditionLockoutTimer>& lockouts);
void InsertMembersLockout(const std::vector<ExpeditionMember>& members,
const ExpeditionLockoutTimer& lockout);
void InsertLockout(uint32_t expedition_id, const ExpeditionLockoutTimer& lockout);
void InsertLockouts(uint32_t expedition_id,
const std::unordered_map<std::string, ExpeditionLockoutTimer>& lockouts);
void InsertMember(uint32_t expedition_id, uint32_t character_id);
void InsertMembers(uint32_t expedition_id, const std::vector<ExpeditionMember>& members);
void UpdateLockState(uint32_t expedition_id, bool is_locked);
void UpdateReplayLockoutOnJoin(uint32_t expedition_id, bool add_on_join);
void AddLockoutDuration(const std::vector<ExpeditionMember>& members,
const ExpeditionLockoutTimer& lockout, int seconds);
};
#endif