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https://bitbucket.org/Ioncannon/project-meteor-server.git
synced 2025-04-02 19:42:05 -04:00
Abandoning/Completing GLs now marks them correctly in the Journal.
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parent
573b9a7202
commit
b5db036d71
@ -432,6 +432,42 @@ namespace FFXIVClassic_Map_Server
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}
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}
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public static void MarkGuildleve(Player player, uint glId, bool isAbandoned, bool isCompleted)
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{
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string query;
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MySqlCommand cmd;
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using (MySqlConnection conn = new MySqlConnection(String.Format("Server={0}; Port={1}; Database={2}; UID={3}; Password={4}", ConfigConstants.DATABASE_HOST, ConfigConstants.DATABASE_PORT, ConfigConstants.DATABASE_NAME, ConfigConstants.DATABASE_USERNAME, ConfigConstants.DATABASE_PASSWORD)))
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{
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try
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{
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conn.Open();
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query = @"
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UPDATE characters_quest_guildleve_regional
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SET abandoned = @abandoned, completed = @completed
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WHERE characterId = @charaId and guildleveId = @guildleveId
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";
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cmd = new MySqlCommand(query, conn);
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cmd.Parameters.AddWithValue("@charaId", player.actorId);
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cmd.Parameters.AddWithValue("@guildleveId", glId);
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cmd.Parameters.AddWithValue("@abandoned", isAbandoned);
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cmd.Parameters.AddWithValue("@completed", isCompleted);
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cmd.ExecuteNonQuery();
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}
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catch (MySqlException e)
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{
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Program.Log.Error(e.ToString());
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}
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finally
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{
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conn.Dispose();
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}
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}
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}
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public static void SaveGuildleve(Player player, uint glId, int slot)
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{
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string query;
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@ -1141,6 +1141,23 @@ namespace FFXIVClassic_Map_Server.Actors
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SendGuildleveClientUpdate(freeSlot);
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}
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public void MarkGuildleve(uint id, bool abandoned, bool completed)
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{
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if (HasGuildleve(id))
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{
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for (int i = 0; i < questGuildleve.Length; i++)
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{
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if (questGuildleve[i] != null && questGuildleve[i] == id)
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{
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work.guildleveChecked[i] = abandoned;
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work.guildleveDone[i] = completed;
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Database.MarkGuildleve(this, id, abandoned, completed);
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SendGuildleveClientUpdate(i);
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}
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}
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}
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}
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public void RemoveGuildleve(uint id)
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{
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if (HasGuildleve(id))
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@ -1409,6 +1426,14 @@ namespace FFXIVClassic_Map_Server.Actors
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QueuePackets(propPacketUtil.Done());
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}
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private void SendGuildleveMarkClientUpdate(int slot)
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{
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ActorPropertyPacketUtil propPacketUtil = new ActorPropertyPacketUtil("work/guildleve", this, actorId);
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propPacketUtil.AddProperty(String.Format("work.guildleveDone[{0}]", slot));
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propPacketUtil.AddProperty(String.Format("work.guildleveChecked[{0}]", slot));
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QueuePackets(propPacketUtil.Done());
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}
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public void SetLoginDirector(Director director)
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{
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if (ownedDirectors.Contains(director))
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@ -94,6 +94,7 @@ namespace FFXIVClassic_Map_Server.actors.director
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foreach (Actor a in GetPlayerMembers())
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{
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Player player = (Player)a;
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player.MarkGuildleve(guildleveId, false, true);
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player.PlayAnimation(0x02000002);
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player.ChangeMusic(81);
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player.SendGameMessage(Server.GetWorldManager().GetActor(), 50023, 0x20, (object)(int)guildleveId);
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@ -129,6 +130,7 @@ namespace FFXIVClassic_Map_Server.actors.director
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{
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Player player = (Player)p;
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player.SendGameMessage(Server.GetWorldManager().GetActor(), 50147, 0x20, (object)guildleveId);
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player.MarkGuildleve(guildleveId, true, false);
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}
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EndGuildleve(false);
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