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Bug 152: (Faux) Players who are in Guilds that...

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Bug 152: (Faux) Players who are in Guilds that...
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Post by BugTracker » Wed Mar 18, 2015 4:52 pm

Bug ID       : 152 - Players who are in Guilds that... 
Bug Date     : 2015/03/18 05:26:45
Assigned To  : Faux
Priority     : High

Category     : VGClient
Sub-Category : User Interface: (Default)
Severity     : Standard
Reproducible : Every time
Details:
Players who are in Guilds that log out of the game (either gracefully or not) do not get their IsOnline flag set to False, so anyone /guildsay after that gets errors in console about players not online.
Originated From World: New Telon (1)
Chunk                : New Targonor (141)
Location             : -33648 6332 381
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John Adams
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Re: Bug 152: (Faux) Players who are in Guilds that...
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Post by John Adams » Wed Mar 18, 2015 4:55 pm

Faux, I tried messing with this myself and it got me to thinking; why are we duplicating the character->SetIsOnline() functionality in Guilds? Can we just use the one for WorldCharacter to ensure we're not worrying about how many flags to maintain? I don't so much mind that Member has it's own isOnline, but I think it should get that data from a global source other than it's own. Me trying to set the guild flag (and push the packet back to Guilds) isn't working out so well from WorldDatabase::ToggleIsOnline()

I'm sure you'll have a better solution. Just curious about the character->SetIsOnline() thing.
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Re: Bug 152: (Faux) Players who are in Guilds that...
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Post by Faux » Wed Mar 18, 2015 7:05 pm

Looking at the code, I can see this could occur if a player crashes or bypasses the camp timer using .setdev. We can potentially eliminate the isOnline field and just work off the worldcharacter object. I'll look at it as soon as I have some more time.

Otherwise, I just need to handle the two above cases.

Edit: Do you know if this was happening when someone camped out normally?
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Re: Bug 152: (Faux) Players who are in Guilds that...
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Post by John Adams » Wed Mar 18, 2015 7:09 pm

I hadn't noticed, because I think generally everyone just exits the client by closing it :/
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Re: Bug 152: (Faux) Players who are in Guilds that...
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Post by John Adams » Sun Mar 22, 2015 9:23 am

Faux, have you committed any of your fixes since we talked? I want to update Public SVN but I'm hesitant to do so without your final tweaks. Let me know, please.
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Re: Bug 152: (Faux) Players who are in Guilds that...
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Post by Faux » Sun Mar 22, 2015 10:37 am

I haven't had a ton of time over the last few days, so I'll update the /who issue in a couple of minutes, but I haven't done anything with this bug.

I'll have to do some investigation to find out where to set the online flag if they crash or force close the client.
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Re: Bug 152: (Faux) Players who are in Guilds that...
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Post by John Adams » Sun Mar 22, 2015 10:49 am

Okay no worries, I was just checking to see if you were "sand-bagging" fixes I'd rather have a few small ones more frequently than a huge thing that needs to be tested all at once, anyway. I'll move forward with preparing Public SVN today, if you get to it great, if not it's not critical.
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Re: Bug 152: (Faux) Players who are in Guilds that...
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Post by Faux » Sun Mar 22, 2015 11:14 am

Hah, not sandbagging. I implemented the guild name in the who list, but i have to get my dev server to load up to test it real fast and then I will commit it
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Re: Bug 152: (Faux) Players who are in Guilds that...
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Post by Faux » Sun Mar 22, 2015 11:18 am

Is there an SQL file to update the login database?
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Re: Bug 152: (Faux) Players who are in Guilds that...
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Post by John Adams » Sun Mar 22, 2015 2:47 pm

Yeah check the SVN Log, I put the update in there.
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