#377 Persistent Instances support

Closed
opened 2 years ago by premierio0015 · 5 comments

We need it

Additional info:

"When your instance becomes persistent you get tagged with a unique ID representing the instance. You cannot reenter your instance while grouped with any character that has a different ID for that instance. You can bring people who have no ID for that instance in but they will get tagged with the ID as soon as they zone in. [Post from Silverfrost on EQ2 Offical Forums]

We need it Additional info: "When your instance becomes persistent you get tagged with a unique ID representing the instance. You cannot reenter your instance while grouped with any character that has a different ID for that instance. You can bring people who have no ID for that instance in but they will get tagged with the ID as soon as they zone in. [Post from Silverfrost on EQ2 Offical Forums] ----
image commented 2 years ago
Collaborator

so I am presuming the issue here is other group members can't follow you into the same persisted instance? We do have support for instancing and one group of instancing is persistent (solo, group, raid) we use character_instances to track instance ids

so I am presuming the issue here is other group members can't follow you into the same persisted instance? We do have support for instancing and one group of instancing is persistent (solo, group, raid) we use character_instances to track instance ids
image commented 2 years ago
Collaborator

looks like we should technically support group members



bool Client::TryZoneInstance(int32 zoneID, bool zone_coords_valid) {
    ZoneServer* instance_zone = NULL;
    int8 instanceType = 0;

    // determine if this is a group instanced zone that already exists
    instance_zone = GetPlayer()->GetGroupMemberInZone(zoneID);

    if (instance_zone != NULL)
        Zone(instance_zone->GetInstanceID(), zone_coords_valid, true);
    else if ((instanceType = database.GetInstanceTypeByZoneID(zoneID)) > 0)
    {
        // best to check if we already have our own instance!
        if((instance_zone = IdentifyInstance(zoneID)) == nullptr)
        {
            switch (instanceType)
            {
......extra code
            case SOLO_PERSIST_INSTANCE:
            case GROUP_PERSIST_INSTANCE:
            case RAID_PERSIST_INSTANCE:
            {
                instance_zone = zone_list.GetByInstanceID(0, zoneID);
                if (instance_zone) {
                    int32 db_id = database.AddCharacterInstance(GetPlayer()->GetCharacterID(), instance_zone->GetInstanceID(), string(instance_zone->GetZoneName()), instance_zone->GetInstanceType(), Timer::GetUnixTimeStamp(), 0, instance_zone->GetDefaultLockoutTime(), instance_zone->GetDefaultReenterTime());

                    if (db_id > 0)
                        GetPlayer()->GetCharacterInstances()->AddInstance(db_id, instance_zone->GetInstanceID(), Timer::GetUnixTimeStamp(), 0, instance_zone->GetDefaultLockoutTime(), instance_zone->GetDefaultReenterTime(), zoneID, instance_zone->GetInstanceType(), string(instance_zone->GetZoneName()));
                }
                break;
            }
looks like we should technically support group members ``` bool Client::TryZoneInstance(int32 zoneID, bool zone_coords_valid) { ZoneServer* instance_zone = NULL; int8 instanceType = 0; // determine if this is a group instanced zone that already exists instance_zone = GetPlayer()->GetGroupMemberInZone(zoneID); if (instance_zone != NULL) Zone(instance_zone->GetInstanceID(), zone_coords_valid, true); else if ((instanceType = database.GetInstanceTypeByZoneID(zoneID)) > 0) { // best to check if we already have our own instance! if((instance_zone = IdentifyInstance(zoneID)) == nullptr) { switch (instanceType) { ......extra code case SOLO_PERSIST_INSTANCE: case GROUP_PERSIST_INSTANCE: case RAID_PERSIST_INSTANCE: { instance_zone = zone_list.GetByInstanceID(0, zoneID); if (instance_zone) { int32 db_id = database.AddCharacterInstance(GetPlayer()->GetCharacterID(), instance_zone->GetInstanceID(), string(instance_zone->GetZoneName()), instance_zone->GetInstanceType(), Timer::GetUnixTimeStamp(), 0, instance_zone->GetDefaultLockoutTime(), instance_zone->GetDefaultReenterTime()); if (db_id > 0) GetPlayer()->GetCharacterInstances()->AddInstance(db_id, instance_zone->GetInstanceID(), Timer::GetUnixTimeStamp(), 0, instance_zone->GetDefaultLockoutTime(), instance_zone->GetDefaultReenterTime(), zoneID, instance_zone->GetInstanceType(), string(instance_zone->GetZoneName())); } break; } ```
premierio0015 commented 2 years ago
Poster

Also i haven't tried using Reset Lockout Timer (Alt+Z)

Also i haven't tried using Reset Lockout Timer (Alt+Z)
image commented 1 year ago
Collaborator

while I was patching up other code today I noticed that someone had commented "Player::GetGroupMemberInZone"'s code years back.. so that is why you can't join members in a instanced zone.

while I was patching up other code today I noticed that someone had commented "Player::GetGroupMemberInZone"'s code years back.. so that is why you can't join members in a instanced zone.
image commented 1 year ago
Collaborator

players joining group members in an instance is fixed by 00e6cdaf61

players joining group members in an instance is fixed by https://git.eq2emu.com/devn00b/EQ2EMu/commit/00e6cdaf613256914bb67b4c4fb2100ced54e3e5
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