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

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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 » Sat Jun 13, 2015 7:08 pm

Apparently this bug still exists. Seeing it in the console log now, Shargash and I are spamming a ton of offline guildmates
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Faux
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Re: Bug 152: (Faux) Players who are in Guilds that...
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Post by Faux » Sun Jun 14, 2015 5:43 am

Ok, I'll tackle this next.
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Faux
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Re: Bug 152: (Faux) Players who are in Guilds that...
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Post by Faux » Sun Jun 28, 2015 8:55 pm

I moved the code to update the guildmember struct from camptimers.cpp (where it had no business being) to its own routine in guild.cpp (MemberDisconnect). This MemberDisconnect routine gets called now by the chunk_server->DisconnectChunkClient() routine, which handles the cases of a normal camp out and a dev/GM bypassing the camp timer.

I thought it would cover the "force quit" scenario as well, but it doesn't. I have to find out how our code handles a client that has been force quit to take care of this.

Alternately, someone had mentioned an issue where guildmates rifting were not getting updated in the UI. I noticed that parts of HandleClientAuthConfirm had been rewritten, including making SendGuildPCInfo a "one time sent" packet. That packet has to be sent at every chunk/rift in order to keep the guild ui up to date. I commented out that line so it sends every time and the problem resolved.

Edit: This should partially alleviate any spamming of the console for offline guild members. The rest should clear up when I handle the force quit scenario. From an efficiency standpoint, I may implement a comparison for guild size and players online. If guild size is smaller, the member list will be iterated for sending the message. If players online is smaller, the character list will be checked instead.
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