فهرست منبع

Fix groups persisting cross zone

Fix #268 - inadvertently display works fine most of the time, except if you cross zone the group was broken and unrecoverable due to bad saving of the group_id.

I am re-using the rejoin_group_id to set that as the default DB value in case the player loses its group temporarily when we zone them.
Image 3 سال پیش
والد
کامیت
dbbe25d252
3فایلهای تغییر یافته به همراه4 افزوده شده و 2 حذف شده
  1. 1 1
      EQ2/source/WorldServer/WorldDatabase.cpp
  2. 1 1
      EQ2/source/WorldServer/client.cpp
  3. 2 0
      EQ2/source/WorldServer/client.h

+ 1 - 1
EQ2/source/WorldServer/WorldDatabase.cpp

@@ -3966,7 +3966,7 @@ void WorldDatabase::Save(Client* client){
 	int32 zone_id = 0;
 	if(client->GetCurrentZone())
 		zone_id = client->GetCurrentZone()->GetZoneID();
-	query.AddQueryAsync(client->GetCharacterID(), this, Q_UPDATE, "update characters set current_zone_id=%u, x=%f, y=%f, z=%f, heading=%f, level=%i,instance_id=%i,last_saved=%i, `class`=%i, `tradeskill_level`=%i, `tradeskill_class`=%i, `group_id`=%u where id = %u", zone_id, player->GetX(), player->GetY(), player->GetZ(), player->GetHeading(), player->GetLevel(), instance_id, client->GetLastSavedTimeStamp(), client->GetPlayer()->GetAdventureClass(), client->GetPlayer()->GetTSLevel(), client->GetPlayer()->GetTradeskillClass(), client->GetPlayer()->GetGroupMemberInfo() ? client->GetPlayer()->GetGroupMemberInfo()->group_id : 0, client->GetCharacterID());
+	query.AddQueryAsync(client->GetCharacterID(), this, Q_UPDATE, "update characters set current_zone_id=%u, x=%f, y=%f, z=%f, heading=%f, level=%i,instance_id=%i,last_saved=%i, `class`=%i, `tradeskill_level`=%i, `tradeskill_class`=%i, `group_id`=%u where id = %u", zone_id, player->GetX(), player->GetY(), player->GetZ(), player->GetHeading(), player->GetLevel(), instance_id, client->GetLastSavedTimeStamp(), client->GetPlayer()->GetAdventureClass(), client->GetPlayer()->GetTSLevel(), client->GetPlayer()->GetTradeskillClass(), client->GetPlayer()->GetGroupMemberInfo() ? client->GetPlayer()->GetGroupMemberInfo()->group_id : client->GetRejoinGroupID(), client->GetCharacterID());
 	query.AddQueryAsync(client->GetCharacterID(), this, Q_UPDATE, "update character_details set hp=%u, power=%u, str=%i, sta=%i, agi=%i, wis=%i, intel=%i, heat=%i, cold=%i, magic=%i, mental=%i, divine=%i, disease=%i, poison=%i, coin_copper=%u, coin_silver=%u, coin_gold=%u, coin_plat=%u, max_hp = %u, max_power=%u, xp = %u, xp_needed = %u, xp_debt = %f, xp_vitality = %f, tradeskill_xp = %u, tradeskill_xp_needed = %u, tradeskill_xp_vitality = %f, bank_copper = %u, bank_silver = %u, bank_gold = %u, bank_plat = %u, status_points = %u, bind_zone_id=%u, bind_x = %f, bind_y = %f, bind_z = %f, bind_heading = %f, house_zone_id=%u, combat_voice = %i, emote_voice = %i, biography='%s', flags=%u, flags2=%u, last_name='%s', assigned_aa = %i, unassigned_aa = %i, tradeskill_aa = %i, unassigned_tradeskill_aa = %i, prestige_aa = %i, unassigned_prestige_aa = %i, tradeskill_prestige_aa = %i, unassigned_tradeskill_prestige_aa = %i where char_id = %u",
 		player->GetHP(), player->GetPower(), player->GetStrBase(), player->GetStaBase(), player->GetAgiBase(), player->GetWisBase(), player->GetIntBase(), player->GetHeatResistanceBase(), player->GetColdResistanceBase(), player->GetMagicResistanceBase(),
 		player->GetMentalResistanceBase(), player->GetDivineResistanceBase(), player->GetDiseaseResistanceBase(), player->GetPoisonResistanceBase(), player->GetCoinsCopper(), player->GetCoinsSilver(), player->GetCoinsGold(), player->GetCoinsPlat(), player->GetTotalHPBase(), player->GetTotalPowerBase(), player->GetXP(), player->GetNeededXP(), player->GetXPDebt(), player->GetXPVitality(), player->GetTSXP(), player->GetNeededTSXP(), player->GetTSXPVitality(), player->GetBankCoinsCopper(),

+ 1 - 1
EQ2/source/WorldServer/client.cpp

@@ -10384,11 +10384,11 @@ void Client::TempRemoveGroup()
 		if(group)
 		{
 			group->MGroupMembers.writelock();
+			rejoin_group_id = this->GetPlayer()->GetGroupMemberInfo()->group_id;
 			this->GetPlayer()->GetGroupMemberInfo()->client = 0;
 			this->GetPlayer()->GetGroupMemberInfo()->member = 0;
 			this->GetPlayer()->SetGroupMemberInfo(0);
 			group->MGroupMembers.releasewritelock();
-
 			group->RemoveClientReference(this);
 		}
 		else

+ 2 - 0
EQ2/source/WorldServer/client.h

@@ -490,6 +490,8 @@ public:
 	void ClearSentItemDetails() { sent_item_details.clear(); }
 
 	bool IsPlayerLoadingComplete() { return player_loading_complete; }
+
+	int32 GetRejoinGroupID() { return rejoin_group_id; }
 private:
 	void    SavePlayerImages();
 	void	SkillChanged(Skill* skill, int16 previous_value, int16 new_value);