Addiing support for offline real palyer guild exclusion

This commit is contained in:
Dustin Hendrickson
2025-07-31 16:21:20 -07:00
parent 12aac35118
commit 89fd5268c9
3 changed files with 156 additions and 2 deletions

View File

@@ -50,6 +50,13 @@ BotLevelBrackets.FlaggedProcessLimit = 5
# Valid values: 0 (disabled) / 1 (enabled)
BotLevelBrackets.IgnoreGuildBotsWithRealPlayers = 1
#
# BotLevelBrackets.GuildTrackerUpdateFrequency
# Description: The frequency (in seconds) at which the persistent guild tracker database is updated.
# This tracks which guilds have real players even when they are offline.
# Default: 600 (10 minutes)
BotLevelBrackets.GuildTrackerUpdateFrequency = 600
#
# BotLevelBrackets.IgnoreFriendListed
# Description: Ignore bots that are on real players friend's lists from any brackets.

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@@ -0,0 +1,12 @@
-- Bot Level Brackets Guild Tracker Table
-- This table tracks guilds that have real (non-bot) players to prevent bot level changes
-- when real players are in the guild, even when they are offline.
DROP TABLE IF EXISTS `bot_level_brackets_guild_tracker`;
CREATE TABLE `bot_level_brackets_guild_tracker` (
`guild_id` int(10) unsigned NOT NULL COMMENT 'Guild ID from guild table',
`has_real_players` tinyint(1) NOT NULL DEFAULT '0' COMMENT 'Whether this guild has real (non-bot) players',
`last_updated` timestamp NOT NULL DEFAULT CURRENT_TIMESTAMP ON UPDATE CURRENT_TIMESTAMP COMMENT 'Last time this record was updated',
PRIMARY KEY (`guild_id`)
) ENGINE=InnoDB DEFAULT CHARSET=utf8mb4 COLLATE=utf8mb4_unicode_ci COMMENT='Tracks guilds with real players for bot level bracket restrictions';

View File

@@ -54,6 +54,7 @@ static std::vector<LevelRangeConfig> g_HordeLevelRanges;
static uint32 g_BotDistCheckFrequency = 300; // in seconds
static uint32 g_BotDistFlaggedCheckFrequency = 15; // in seconds
static uint32 g_GuildTrackerUpdateFrequency = 600; // in seconds (10 minutes)
static bool g_BotDistFullDebugMode = false;
static bool g_BotDistLiteDebugMode = false;
static bool g_UseDynamicDistribution = false;
@@ -77,6 +78,9 @@ static std::vector<std::string> g_ExcludeBotNames;
// Array for real player guild IDs.
std::unordered_set<uint32> g_RealPlayerGuildIds;
// Persistent guild tracker - stores guild IDs that have real players (from database)
std::unordered_set<uint32> g_PersistentRealPlayerGuildIds;
struct PendingResetEntry
{
ObjectGuid botGuid;
@@ -108,6 +112,7 @@ static void LoadBotLevelBracketsConfig()
g_BotDistLiteDebugMode = sConfigMgr->GetOption<bool>("BotLevelBrackets.LiteDebugMode", false);
g_BotDistCheckFrequency = sConfigMgr->GetOption<uint32>("BotLevelBrackets.CheckFrequency", 300);
g_BotDistFlaggedCheckFrequency = sConfigMgr->GetOption<uint32>("BotLevelBrackets.CheckFlaggedFrequency", 15);
g_GuildTrackerUpdateFrequency = sConfigMgr->GetOption<uint32>("BotLevelBrackets.GuildTrackerUpdateFrequency", 600);
g_UseDynamicDistribution = sConfigMgr->GetOption<bool>("BotLevelBrackets.Dynamic.UseDynamicDistribution", false);
g_RealPlayerWeight = sConfigMgr->GetOption<float>("BotLevelBrackets.Dynamic.RealPlayerWeight", 1.0f);
g_SyncFactions = sConfigMgr->GetOption<bool>("BotLevelBrackets.Dynamic.SyncFactions", false);
@@ -341,6 +346,122 @@ static void LoadSocialFriendList()
}
/**
* @brief Loads the persistent guild tracker data from the database.
*
* This function queries the bot_level_brackets_guild_tracker table to load all guild IDs
* that have real players. This provides persistent storage of guild status even when
* real players are offline. The data is loaded into g_PersistentRealPlayerGuildIds.
*/
static void LoadPersistentGuildTracker()
{
g_PersistentRealPlayerGuildIds.clear();
QueryResult result = CharacterDatabase.Query("SELECT guild_id FROM bot_level_brackets_guild_tracker WHERE has_real_players = 1");
if (!result)
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] No guilds with real players found in persistent storage.");
}
return;
}
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Loading persistent guild tracker data from database...");
}
do
{
uint32 guildId = result->Fetch()->Get<uint32>();
g_PersistentRealPlayerGuildIds.insert(guildId);
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Loaded guild {} as having real players.", guildId);
}
} while (result->NextRow());
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Loaded {} guilds with real players from persistent storage.", g_PersistentRealPlayerGuildIds.size());
}
}
/**
* @brief Updates the persistent guild tracker database with current guild status.
*
* This function scans all characters in the database to determine which guilds have real players
* (non-bot players) and updates the bot_level_brackets_guild_tracker table accordingly.
* It runs periodically to ensure the database reflects the current state of guild memberships.
*/
static void UpdatePersistentGuildTracker()
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Starting persistent guild tracker update...");
}
// Query to get all guilds and check if they have real players
QueryResult result = CharacterDatabase.Query(
"SELECT DISTINCT g.guildid, "
"CASE WHEN EXISTS("
" SELECT 1 FROM characters c "
" WHERE c.guid = gm.guid "
" AND c.guid NOT IN ("
" SELECT owner FROM ai_playerbot_random_bots"
" )"
") THEN 1 ELSE 0 END as has_real_players "
"FROM guild g "
"LEFT JOIN guild_member gm ON g.guildid = gm.guildid"
);
if (!result)
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] No guild data found for persistent tracker update.");
}
return;
}
std::unordered_set<uint32> currentRealPlayerGuilds;
uint32 updatedCount = 0;
do
{
uint32 guildId = result->Fetch()->Get<uint32>();
bool hasRealPlayers = result->Fetch()->Get<bool>();
if (hasRealPlayers)
{
currentRealPlayerGuilds.insert(guildId);
}
// Update or insert the record
CharacterDatabase.Execute(
"INSERT INTO bot_level_brackets_guild_tracker (guild_id, has_real_players) "
"VALUES ({}, {}) "
"ON DUPLICATE KEY UPDATE has_real_players = VALUES(has_real_players)",
guildId, hasRealPlayers ? 1 : 0
);
updatedCount++;
} while (result->NextRow());
// Update our in-memory cache
g_PersistentRealPlayerGuildIds = currentRealPlayerGuilds;
if (g_BotDistFullDebugMode || g_BotDistLiteDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Updated {} guild records in persistent tracker. {} guilds have real players.",
updatedCount, g_PersistentRealPlayerGuildIds.size());
}
}
/**
* @brief Populates the global set of real player guild IDs from the provided player map.
*
@@ -530,7 +651,8 @@ static bool BotInGuildWithRealPlayer(Player* bot)
{
return false;
}
return g_RealPlayerGuildIds.count(guildId) > 0;
// Check both online real players and persistent database storage
return g_RealPlayerGuildIds.count(guildId) > 0 || g_PersistentRealPlayerGuildIds.count(guildId) > 0;
}
@@ -979,7 +1101,7 @@ static int GetOrFlagPlayerBracket(Player* player)
class BotLevelBracketsWorldScript : public WorldScript
{
public:
BotLevelBracketsWorldScript() : WorldScript("BotLevelBracketsWorldScript"), m_timer(0), m_flaggedTimer(0) { }
BotLevelBracketsWorldScript() : WorldScript("BotLevelBracketsWorldScript"), m_timer(0), m_flaggedTimer(0), m_guildTrackerTimer(0) { }
/**
* @brief Called when the module is started up.
@@ -994,6 +1116,7 @@ public:
{
LoadBotLevelBracketsConfig();
LoadSocialFriendList();
LoadPersistentGuildTracker();
if (!g_BotLevelBracketsEnabled)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Module disabled via configuration.");
@@ -1048,6 +1171,7 @@ public:
m_timer += diff;
m_flaggedTimer += diff;
m_guildTrackerTimer += diff;
if (m_flaggedTimer >= g_BotDistFlaggedCheckFrequency * 1000)
{
@@ -1059,6 +1183,16 @@ public:
m_flaggedTimer = 0;
}
if (m_guildTrackerTimer >= g_GuildTrackerUpdateFrequency * 1000)
{
if (g_BotDistFullDebugMode)
{
LOG_INFO("server.loading", "[BotLevelBrackets] Guild Tracker Update Triggering.");
}
UpdatePersistentGuildTracker();
m_guildTrackerTimer = 0;
}
if (m_timer < g_BotDistCheckFrequency * 1000)
{
return;
@@ -1562,6 +1696,7 @@ public:
private:
uint32 m_timer; // For distribution adjustments
uint32 m_flaggedTimer; // For pending reset checks
uint32 m_guildTrackerTimer; // For guild tracker updates
};