/* * The Mana Server * Copyright (C) 2007-2010 The Mana World Development Team * * This file is part of The Mana Server. * * The Mana Server 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; either version 2 of the License, or * any later version. * * The Mana Server is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; 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 The Mana Server. If not, see . */ #include "game-server/quest.h" #include "game-server/accountconnection.h" #include "game-server/charactercomponent.h" #include "game-server/entity.h" #include "scripting/scriptmanager.h" #include "utils/logger.h" #include #include #include #include #include using QuestCallbacks = std::list; using PendingVariables = std::map; struct PendingQuest { Entity *character; sigc::connection removedConnection; sigc::connection disconnectedConnection; PendingVariables variables; }; using PendingQuests = std::map; static PendingQuests pendingQuests; bool getQuestVar(Entity *ch, const std::string &name, std::string &value) { auto i = ch->getComponent()->questCache.find(name); if (i == ch->getComponent()->questCache.end()) return false; value = i->second; return true; } void setQuestVar(Entity *ch, const std::string &name, const std::string &value) { auto *characterComponent = ch->getComponent(); auto i = characterComponent->questCache.lower_bound(name); if (i == characterComponent->questCache.end() || i->first != name) { characterComponent->questCache.insert(i, std::make_pair(name, value)); } else if (i->second == value) { return; } else { i->second = value; } accountHandler->updateCharacterVar(ch, name, value); } void QuestRefCallback::triggerCallback(Entity *ch, const std::string &value) const { if (!mRef.isValid()) return; Script *s = ScriptManager::currentState(); s->prepare(mRef); s->push(ch); s->push(mQuestName); s->push(value); s->execute(ch->getMap()); } static void partialRemove(Entity *t) { int id = t->getComponent()->getDatabaseID(); PendingVariables &variables = pendingQuests[id].variables; // Remove all the callbacks, but do not remove the variable names. for (auto &variable : variables) { variable.second.clear(); } // The listener is kept in case a fullRemove is needed later. } static void fullRemove(Entity &ch) { int id = ch.getComponent()->getDatabaseID(); { PendingQuest &pendingQuest = pendingQuests[id]; pendingQuest.removedConnection.disconnect(); pendingQuest.disconnectedConnection.disconnect(); } // Remove anything related to this character. pendingQuests.erase(id); } void recoverQuestVar(Entity *ch, const std::string &name, QuestCallback *f) { auto *characterComponent = ch->getComponent(); assert(characterComponent->questCache.find(name) == characterComponent->questCache.end()); int id = ch->getComponent()->getDatabaseID(); auto i = pendingQuests.lower_bound(id); if (i == pendingQuests.end() || i->first != id) { PendingQuest pendingQuest; pendingQuest.character = ch; /* Connect to removed and disconnected signals, because we cannot * afford to get invalid pointers, when we finally recover the * variable. */ pendingQuest.removedConnection = ch->signal_removed.connect(sigc::ptr_fun(partialRemove)); pendingQuest.disconnectedConnection = characterComponent->signal_disconnected.connect( sigc::ptr_fun(fullRemove)); i = pendingQuests.insert(i, std::make_pair(id, pendingQuest)); } i->second.variables[name].push_back(f); accountHandler->requestCharacterVar(ch, name); } void recoveredQuestVar(int id, const std::string &name, const std::string &value) { auto i = pendingQuests.find(id); if (i == pendingQuests.end()) return; PendingQuest &pendingQuest = i->second; pendingQuest.removedConnection.disconnect(); pendingQuest.disconnectedConnection.disconnect(); PendingVariables &variables = pendingQuest.variables; auto j = variables.find(name); if (j == variables.end()) { LOG_ERROR("Account server recovered an unexpected quest variable."); return; } Entity *ch = pendingQuest.character; auto *characterComponent = ch->getComponent(); characterComponent->questCache[name] = value; // Call the registered callbacks. for (auto k : j->second) { k->triggerCallback(ch, value); delete k; } variables.erase(j); if (variables.empty()) { pendingQuests.erase(i); } }