ddon-server/Arrowgene.Ddon.GameServer/Handler/QuestGetPriorityQuestHandler.cs
Ryan Yappert c8a28972aa
Fix: General Bugfixes, April 2026 (#1031)
* Fix bug where appraising certain items in BBM while you had a copy of that item in your regular character's storage chest would throw an error. Fix bugs where SQLite would occasionally have a DB lock conflict due to poor connection management.

* Be more aggressive when clearing out invalid priority quests.

* Fix bug where the Beauty Shop would sometimes complain about PRICE_NO_MATCH when trying to pay with Silver Tickets.

* Fix bugs where pawn search wouldn't display craft levels, and didn't support filtering by craft level.

* Migrate 58 > 59. Store character_id in the connections table so we can use it for player tracking. Adjust player tracking to be driven by the DB.

* Fix bugs where bazaar processes could sometimes delete items if the storage was full.

* Add feature where you can sell special items (like PP crystals) to consume them, instead of having to spam use them.

* Fix bug where deleting pawns would badly mangle the equipment entries of other pawns owned by the same character.

* Add support for LightQuestRepeatsPerDay, limiting the number of times a board quest can be offered to a single player per day.

* Research for EquipStatId.

* Maybe fix bug where base game augments were secretly applying even in BBM? Maybe fix bug where certain alt-pallet skills wouldn't work in multiplayer due to missing context information.

* Update database migration version.

* Automatically promote localhost players to admin when running in debug mode. Adjust /finishquesttype to clear progress when finishing quests.

* Fix bug where hired pawns wearing job emblems weren't benefiting from the stats on them. Hired pawns now reflect the hiring character's job emblems entirely.
2026-04-30 21:28:52 -07:00

73 lines
3.3 KiB
C#

using Arrowgene.Ddon.GameServer.Characters;
using Arrowgene.Ddon.Server;
using Arrowgene.Ddon.Shared.Entity.PacketStructure;
using Arrowgene.Ddon.Shared.Entity.Structure;
using Arrowgene.Ddon.Shared.Model;
using Arrowgene.Logging;
namespace Arrowgene.Ddon.GameServer.Handler
{
public class QuestGetPriorityQuestHandler : GameRequestPacketHandler<C2SQuestGetPriorityQuestReq, S2CQuestGetPriorityQuestRes>
{
private static readonly ServerLogger Logger = LogProvider.Logger<ServerLogger>(typeof(QuestGetPriorityQuestHandler));
public QuestGetPriorityQuestHandler(DdonGameServer server) : base(server)
{
}
public override S2CQuestGetPriorityQuestRes Handle(GameClient client, C2SQuestGetPriorityQuestReq request)
{
S2CQuestGetPriorityQuestRes res = new S2CQuestGetPriorityQuestRes();
Character partyLeader = client.Party.Leader?.Client.Character ?? client.Character;
CDataPriorityQuestSetting setting = new CDataPriorityQuestSetting();
setting.CharacterId = partyLeader.CharacterId;
Server.Database.ExecuteInTransaction(connection =>
{
var priorityQuestScheduleIds = Server.Database.GetPriorityQuestScheduleIds(partyLeader.CommonId, connection);
foreach (var questScheduleId in priorityQuestScheduleIds)
{
if (!QuestManager.IsQuestEnabled(questScheduleId))
{
Logger.Error(client, $"Priority quest for quest state which doesn't exist or is not enabled, schedule {questScheduleId}");
Server.Database.DeletePriorityQuest(client.Character.CommonId, questScheduleId, connection);
continue;
}
var quest = QuestManager.GetQuestByScheduleId(questScheduleId);
if (quest == null)
{
Logger.Error(client, $"No quest object exists for {questScheduleId}");
Server.Database.DeletePriorityQuest(client.Character.CommonId, questScheduleId, connection);
continue;
}
var questStateManager = QuestManager.GetQuestStateManager(client, quest);
if (questStateManager == null)
{
Logger.Error(client, $"Unable to fetch the quest state manager for {questScheduleId}");
Server.Database.DeletePriorityQuest(client.Character.CommonId, questScheduleId, connection);
continue;
}
var questState = questStateManager.GetQuestState(questScheduleId);
if (questState == null)
{
Logger.Error(client, $"Failed to find quest state for {questScheduleId}");
Server.Database.DeletePriorityQuest(client.Character.CommonId, questScheduleId, connection);
continue;
}
setting.PriorityQuestList.Add(quest.ToCDataPriorityQuest(questState?.Step ?? 0));
}
});
res.PriorityQuestSettingsList.Add(setting);
return res;
}
}
}