DarkflameServer/dGame/dComponents/MissionComponent.cpp
David Markowitz 53e8d80e7f remove usage of xmldoc as a ptr
resolves a memory leak in BrickDatabase, adds stability to character save doc.

Tested that saving manually via force-save, logout and /crash all saved my position and my removed banana as expected.
The doc was always deleted on character destruction and on any updates, so this is just a semantic change (and now we no longer have new'd tinyxml2::documents on the heap)
2024-04-08 02:34:36 -07:00

629 lines
14 KiB
C++

/*
* Darkflame Universe
* Copyright 2019
*/
#include <sstream>
#include <string>
#include "MissionComponent.h"
#include "Logger.h"
#include "CDClientManager.h"
#include "CDMissionTasksTable.h"
#include "InventoryComponent.h"
#include "GameMessages.h"
#include "Game.h"
#include "Amf3.h"
#include "dZoneManager.h"
#include "Mail.h"
#include "MissionPrerequisites.h"
#include "AchievementCacheKey.h"
#include "eMissionState.h"
// MARK: Mission Component
std::unordered_map<AchievementCacheKey, std::vector<uint32_t>> MissionComponent::m_AchievementCache = {};
//! Initializer
MissionComponent::MissionComponent(Entity* parent) : Component(parent) {
m_LastUsedMissionOrderUID = Game::zoneManager->GetUniqueMissionIdStartingValue();
}
//! Destructor
MissionComponent::~MissionComponent() {
for (const auto& mission : m_Missions) {
delete mission.second;
}
this->m_Missions.clear();
}
Mission* MissionComponent::GetMission(const uint32_t missionId) const {
if (m_Missions.count(missionId) == 0) {
return nullptr;
}
const auto& index = m_Missions.find(missionId);
if (index == m_Missions.end()) {
return nullptr;
}
return index->second;
}
eMissionState MissionComponent::GetMissionState(const uint32_t missionId) const {
auto* mission = GetMission(missionId);
if (mission == nullptr) {
return CanAccept(missionId) ? eMissionState::AVAILABLE : eMissionState::UNKNOWN;
}
return mission->GetMissionState();
}
const std::unordered_map<uint32_t, Mission*>& MissionComponent::GetMissions() const {
return m_Missions;
}
bool MissionComponent::CanAccept(const uint32_t missionId) const {
return MissionPrerequisites::CanAccept(missionId, m_Missions);
}
void MissionComponent::AcceptMission(const uint32_t missionId, const bool skipChecks) {
if (!skipChecks && !CanAccept(missionId)) {
return;
}
// If this is a daily mission, it may already be "accepted"
auto* mission = this->GetMission(missionId);
if (mission != nullptr) {
if (mission->GetClientInfo().repeatable) {
mission->Accept();
if (mission->IsMission()) mission->SetUniqueMissionOrderID(++m_LastUsedMissionOrderUID);
}
return;
}
mission = new Mission(this, missionId);
if (mission->IsMission()) mission->SetUniqueMissionOrderID(++m_LastUsedMissionOrderUID);
mission->Accept();
this->m_Missions.insert_or_assign(missionId, mission);
if (missionId == 1728) {
//Needs to send a mail
auto address = m_Parent->GetSystemAddress();
Mail::HandleNotificationRequest(address, m_Parent->GetObjectID());
}
}
void MissionComponent::CompleteMission(const uint32_t missionId, const bool skipChecks, const bool yieldRewards) {
// Get the mission first
auto* mission = this->GetMission(missionId);
if (mission == nullptr) {
AcceptMission(missionId, skipChecks);
mission = this->GetMission(missionId);
if (mission == nullptr) {
return;
}
}
//If this mission is not repeatable, and already completed, we stop here.
if (mission->IsComplete() && !mission->IsRepeatable()) {
return;
}
mission->Complete(yieldRewards);
}
void MissionComponent::RemoveMission(uint32_t missionId) {
auto* mission = this->GetMission(missionId);
if (mission == nullptr) {
return;
}
delete mission;
m_Missions.erase(missionId);
}
void MissionComponent::Progress(eMissionTaskType type, int32_t value, LWOOBJID associate, const std::string& targets, int32_t count, bool ignoreAchievements) {
std::vector<uint32_t> acceptedAchievements;
if (count > 0 && !ignoreAchievements) {
acceptedAchievements = LookForAchievements(type, value, true, associate, targets, count);
}
for (const auto& [id, mission] : m_Missions) {
if (!mission || std::find(acceptedAchievements.begin(), acceptedAchievements.end(), mission->GetMissionId()) != acceptedAchievements.end()) continue;
if (mission->IsAchievement() && ignoreAchievements) continue;
if (mission->IsComplete()) continue;
mission->Progress(type, value, associate, targets, count);
}
}
void MissionComponent::ForceProgress(const uint32_t missionId, const uint32_t taskId, const int32_t value, const bool acceptMission) {
auto* mission = GetMission(missionId);
if (mission == nullptr) {
if (!acceptMission) {
return;
}
AcceptMission(missionId);
mission = GetMission(missionId);
if (mission == nullptr) {
return;
}
}
for (auto* element : mission->GetTasks()) {
if (element->GetClientInfo().uid != taskId) continue;
element->AddProgress(value);
}
if (!mission->IsComplete()) {
mission->CheckCompletion();
}
}
void MissionComponent::ForceProgressTaskType(const uint32_t missionId, const uint32_t taskType, const int32_t value, const bool acceptMission) {
auto* mission = GetMission(missionId);
if (mission == nullptr) {
if (!acceptMission) {
return;
}
CDMissions missionInfo;
if (!GetMissionInfo(missionId, missionInfo)) {
return;
}
if (missionInfo.isMission) {
return;
}
AcceptMission(missionId);
mission = GetMission(missionId);
if (mission == nullptr) {
return;
}
}
for (auto* element : mission->GetTasks()) {
if (element->GetType() != static_cast<eMissionTaskType>(taskType)) continue;
element->AddProgress(value);
}
if (!mission->IsComplete()) {
mission->CheckCompletion();
}
}
void MissionComponent::ForceProgressValue(uint32_t missionId, uint32_t taskType, int32_t value, bool acceptMission) {
auto* mission = GetMission(missionId);
if (mission == nullptr) {
if (!acceptMission) {
return;
}
CDMissions missionInfo;
if (!GetMissionInfo(missionId, missionInfo)) {
return;
}
if (missionInfo.isMission) {
return;
}
AcceptMission(missionId);
mission = GetMission(missionId);
if (mission == nullptr) {
return;
}
}
for (auto* element : mission->GetTasks()) {
if (element->GetType() != static_cast<eMissionTaskType>(taskType) || !element->InAllTargets(value)) continue;
element->AddProgress(1);
}
if (!mission->IsComplete()) {
mission->CheckCompletion();
}
}
bool MissionComponent::GetMissionInfo(uint32_t missionId, CDMissions& result) {
auto* missionsTable = CDClientManager::GetTable<CDMissionsTable>();
const auto missions = missionsTable->Query([=](const CDMissions& entry) {
return entry.id == static_cast<int>(missionId);
});
if (missions.empty()) {
return false;
}
result = missions[0];
return true;
}
#define MISSION_NEW_METHOD
const std::vector<uint32_t> MissionComponent::LookForAchievements(eMissionTaskType type, int32_t value, bool progress, LWOOBJID associate, const std::string& targets, int32_t count) {
#ifdef MISSION_NEW_METHOD
// Query for achievments, using the cache
const auto& result = QueryAchievements(type, value, targets);
std::vector<uint32_t> acceptedAchievements;
for (const uint32_t missionID : result) {
// Check if we already have this achievement
if (GetMission(missionID) != nullptr) {
continue;
}
// Check if we can accept this achievement
if (!MissionPrerequisites::CanAccept(missionID, m_Missions)) {
continue;
}
// Instantiate new mission and accept it
auto* instance = new Mission(this, missionID);
m_Missions.insert_or_assign(missionID, instance);
if (instance->IsMission()) instance->SetUniqueMissionOrderID(++m_LastUsedMissionOrderUID);
instance->Accept();
acceptedAchievements.push_back(missionID);
if (progress) {
// Progress mission to bring it up to speed
instance->Progress(type, value, associate, targets, count);
}
}
return acceptedAchievements;
#else
auto* missionTasksTable = CDClientManager::GetTable<CDMissionTasksTable>();
auto* missionsTable = CDClientManager::GetTable<CDMissionsTable>();
auto tasks = missionTasksTable->Query([=](const CDMissionTasks& entry) {
return entry.taskType == static_cast<unsigned>(type);
});
std::vector<uint32_t> acceptedAchievements;
for (const auto& task : tasks) {
if (GetMission(task.id) != nullptr) {
continue;
}
const auto missionEntries = missionsTable->Query([=](const CDMissions& entry) {
return entry.id == static_cast<int>(task.id) && !entry.isMission;
});
if (missionEntries.empty()) {
continue;
}
const auto mission = missionEntries[0];
if (mission.isMission || !MissionPrerequisites::CanAccept(mission.id, m_Missions)) {
continue;
}
if (task.target != value && task.targetGroup != targets) {
auto stream = std::istringstream(task.targetGroup);
std::string token;
auto found = false;
while (std::getline(stream, token, ',')) {
try {
const auto target = std::stoul(token);
found = target == value;
if (found) {
break;
}
} catch (std::invalid_argument& exception) {
LOG("Failed to parse target (%s): (%s)!", token.c_str(), exception.what());
}
}
if (!found) {
continue;
}
}
auto* instance = new Mission(this, mission.id);
m_Missions.insert_or_assign(mission.id, instance);
if (instance->IsMission()) instance->SetUniqueMissionOrderID(++m_LastUsedMissionOrderUID);
instance->Accept();
acceptedAchievements.push_back(mission.id);
if (progress) {
instance->Progress(type, value, associate, targets, count);
}
}
return acceptedAchievements;
#endif
}
const std::vector<uint32_t>& MissionComponent::QueryAchievements(eMissionTaskType type, int32_t value, const std::string targets) {
// Create a hash which represent this query for achievements
AchievementCacheKey toFind;
toFind.SetType(type);
toFind.SetValue(value);
toFind.SetTargets(targets);
const auto& iter = m_AchievementCache.find(toFind);
// Check if this query is cached
if (iter != m_AchievementCache.end()) {
return iter->second;
}
// Find relevent tables
auto* missionTasksTable = CDClientManager::GetTable<CDMissionTasksTable>();
auto* missionsTable = CDClientManager::GetTable<CDMissionsTable>();
std::vector<uint32_t> result;
// Loop through all mission tasks, might cache this task check later
for (const auto& task : missionTasksTable->GetEntries()) {
if (task.taskType != static_cast<uint32_t>(type)) {
continue;
}
// Seek the assosicated mission
auto foundMission = false;
const auto& mission = missionsTable->GetByMissionID(task.id, foundMission);
if (!foundMission || mission.isMission) {
continue;
}
// Compare the easy values
if (task.target == value || task.targetGroup == targets) {
result.push_back(mission.id);
continue;
}
// Compare the target group, array separated by ','
auto stream = std::istringstream(task.targetGroup);
std::string token;
while (std::getline(stream, token, ',')) {
try {
if (std::stoi(token) == value) {
result.push_back(mission.id);
continue;
}
} catch (std::invalid_argument& exception) {
// Ignored
}
}
}
// Insert into cache
m_AchievementCache.insert_or_assign(toFind, result);
return m_AchievementCache.find(toFind)->second;
}
bool MissionComponent::RequiresItem(const LOT lot) {
auto query = CDClientDatabase::CreatePreppedStmt(
"SELECT type FROM Objects WHERE id = ?;");
query.bind(1, static_cast<int>(lot));
auto result = query.execQuery();
if (result.eof()) {
return false;
}
if (!result.fieldIsNull(0)) {
const auto type = std::string(result.getStringField(0));
result.finalize();
if (type == "Powerup") {
return true;
}
}
result.finalize();
for (const auto& pair : m_Missions) {
auto* mission = pair.second;
if (mission->IsComplete()) {
continue;
}
for (auto* task : mission->GetTasks()) {
if (task->IsComplete() || task->GetType() != eMissionTaskType::GATHER) {
continue;
}
if (!task->InAllTargets(lot)) {
continue;
}
return true;
}
}
const auto required = LookForAchievements(eMissionTaskType::GATHER, lot, false);
return !required.empty();
}
void MissionComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
auto* mis = doc.FirstChildElement("obj")->FirstChildElement("mis");
if (mis == nullptr) return;
auto* cur = mis->FirstChildElement("cur");
auto* done = mis->FirstChildElement("done");
auto* doneM = done->FirstChildElement();
while (doneM) {
int missionId;
doneM->QueryAttribute("id", &missionId);
auto* mission = new Mission(this, missionId);
mission->LoadFromXml(*doneM);
doneM = doneM->NextSiblingElement();
m_Missions.insert_or_assign(missionId, mission);
}
auto* currentM = cur->FirstChildElement();
uint32_t missionOrder{};
while (currentM) {
int missionId;
currentM->QueryAttribute("id", &missionId);
auto* mission = new Mission(this, missionId);
mission->LoadFromXml(*currentM);
if (currentM->QueryAttribute("o", &missionOrder) == tinyxml2::XML_SUCCESS && mission->IsMission()) {
mission->SetUniqueMissionOrderID(missionOrder);
if (missionOrder > m_LastUsedMissionOrderUID) m_LastUsedMissionOrderUID = missionOrder;
}
currentM = currentM->NextSiblingElement();
m_Missions.insert_or_assign(missionId, mission);
}
}
void MissionComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
auto shouldInsertMis = false;
auto* obj = doc.FirstChildElement("obj");
auto* mis = obj->FirstChildElement("mis");
if (mis == nullptr) {
mis = doc.NewElement("mis");
shouldInsertMis = true;
}
mis->DeleteChildren();
auto* done = doc.NewElement("done");
auto* cur = doc.NewElement("cur");
for (const auto& pair : m_Missions) {
auto* mission = pair.second;
if (mission) {
const auto complete = mission->IsComplete();
auto* m = doc.NewElement("m");
if (complete) {
mission->UpdateXml(*m);
done->LinkEndChild(m);
continue;
}
if (mission->IsMission()) m->SetAttribute("o", mission->GetUniqueMissionOrderID());
mission->UpdateXml(*m);
cur->LinkEndChild(m);
}
}
mis->InsertFirstChild(done);
mis->InsertEndChild(cur);
if (shouldInsertMis) {
obj->LinkEndChild(mis);
}
}
void MissionComponent::AddCollectible(int32_t collectibleID) {
// Check if this collectible is already in the list
if (HasCollectible(collectibleID)) {
return;
}
m_Collectibles.push_back(collectibleID);
}
bool MissionComponent::HasCollectible(int32_t collectibleID) {
return std::find(m_Collectibles.begin(), m_Collectibles.end(), collectibleID) != m_Collectibles.end();
}
bool MissionComponent::HasMission(uint32_t missionId) {
return GetMission(missionId) != nullptr;
}
void MissionComponent::ResetMission(const int32_t missionId) {
auto* mission = GetMission(missionId);
if (!mission) return;
m_Missions.erase(missionId);
GameMessages::SendResetMissions(m_Parent, m_Parent->GetSystemAddress(), missionId);
}