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134 lines
3.6 KiB
C++
134 lines
3.6 KiB
C++
#include "shared_tasks.h"
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#include "clientlist.h"
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#include "cliententry.h"
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#include "zonelist.h"
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#include <algorithm>
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extern ClientList client_list;
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extern ZSList zoneserver_list;
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void SharedTaskManager::HandleTaskRequest(ServerPacket *pack)
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{
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if (!pack)
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return;
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char tmp_str[64] = { 0 };
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int task_id = pack->ReadUInt32();
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pack->ReadString(tmp_str);
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std::string leader_name = tmp_str;
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int player_count = pack->ReadUInt32();
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std::vector<std::string> players;
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for (int i = 0; i < player_count; ++i) {
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pack->ReadString(tmp_str);
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players.push_back(tmp_str);
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}
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// check if the task exist, we only load shared tasks in world, so we know the type is correct if found
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auto it = task_information.find(task_id);
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if (it == task_information.end()) { // not loaded! bad id or not shared task
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auto pc = client_list.FindCharacter(leader_name.c_str());
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if (pc) {
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auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 4);
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pack->WriteUInt32(0); // string ID or just generic fail message
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pack->WriteString(leader_name.c_str());
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zoneserver_list.SendPacket(pc->zone(), pc->instance(), pack);
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safe_delete(pack);
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} // oh well
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return;
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}
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int id = GetNextID();
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auto ret = tasks.insert({id, {id, task_id}});
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if (!ret.second) {
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auto pc = client_list.FindCharacter(leader_name.c_str());
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if (pc) {
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auto pack = new ServerPacket(ServerOP_TaskReject, leader_name.size() + 1 + 4);
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pack->WriteUInt32(0); // string ID or just generic fail message
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pack->WriteString(leader_name.c_str());
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zoneserver_list.SendPacket(pc->zone(), pc->instance(), pack);
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safe_delete(pack);
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} // oh well
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return;
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}
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auto cle = client_list.FindCharacter(leader_name.c_str());
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if (cle == nullptr) {// something went wrong
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tasks.erase(ret.first);
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return;
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}
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auto &task = ret.first->second;
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task.AddMember(leader_name, cle, true);
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if (players.empty()) {
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// send instant success to leader
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SerializeBuffer buf(10);
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buf.WriteInt32(id); // task's ID
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buf.WriteString(leader_name); // leader's name
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auto pack = new ServerPacket(ServerOP_TaskGrant, buf);
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zoneserver_list.SendPacket(cle->zone(), cle->instance(), pack);
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safe_delete(pack);
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return;
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}
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for (auto &&name : players) {
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// look up CLEs by name, tell them we need to know if they can be added
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cle = client_list.FindCharacter(name.c_str());
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if (cle) {
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// make sure we don't have a shared task already
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// make sure our level is right
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// check our lock out timer
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// we're good, add to task
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task.AddMember(name, cle);
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}
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}
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}
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/*
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* This is called once during boot of world
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* We need to load next_id, clean up expired tasks (?), and populate the map
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*/
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bool SharedTaskManager::LoadSharedTaskState()
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{
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// clean up expired tasks ... We may not want to do this if world crashes and has to be restarted
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// May need to wait to do it to cleanly inform existing zones to clean up expired tasks
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// Load existing tasks. We may not want to actually do this here and wait for a client to log in
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// But the crash case may actually dictate we should :P
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// set next_id to highest used ID + 1
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return true;
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}
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int SharedTaskManager::GetNextID()
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{
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next_id++;
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// let's not be extra clever here ...
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while (tasks.count(next_id) != 0)
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next_id++;
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return next_id;
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}
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/*
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* When a player leaves world they will tell us to clean up their pointer
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* This is NOT leaving the shared task, just crashed or something
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*/
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void SharedTask::MemberLeftGame(ClientListEntry *cle)
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{
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auto it = std::find_if(members.begin(), members.end(), [cle](SharedTaskMember &m) { return m.cle == cle; });
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// ahh okay ...
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if (it == members.end())
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return;
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it->cle = nullptr;
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}
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