DarkflameServer/dGame/User.cpp

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#include "User.h"
#include "Database.h"
#include "Character.h"
#include "dServer.h"
#include "dLogger.h"
#include "Game.h"
#include "dZoneManager.h"
User::User(const SystemAddress& sysAddr, const std::string& username, const std::string& sessionKey) {
m_AccountID = 0;
m_Username = "";
m_SessionKey = "";
m_MaxGMLevel = 0; //The max GM level this account can assign to it's characters
m_LastCharID = 0;
m_SessionKey = sessionKey;
m_SystemAddress = sysAddr;
m_Username = username;
m_LoggedInCharID = 0;
//HACK HACK HACK
//This needs to be re-enabled / updated whenever the mute stuff is moved to another table.
//This was only done because otherwise the website's account page dies and the website is waiting on a migration to wordpress.
//sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id, gmlevel, mute_expire FROM accounts WHERE name=? LIMIT 1;");
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id, gm_level FROM accounts WHERE name=? LIMIT 1;");
stmt->setString(1, username.c_str());
sql::ResultSet* res = stmt->executeQuery();
while (res->next()) {
m_AccountID = res->getUInt(1);
m_MaxGMLevel = res->getInt(2);
m_MuteExpire = 0; //res->getUInt64(3);
}
delete res;
delete stmt;
//If we're loading a zone, we'll load the last used (aka current) character:
if (Game::server->GetZoneID() != 0) {
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE account_id=? ORDER BY last_login DESC LIMIT 1;");
stmt->setUInt(1, m_AccountID);
sql::ResultSet* res = stmt->executeQuery();
if (res->rowsCount() > 0) {
while (res->next()) {
LWOOBJID objID = res->getUInt64(1);
Character* character = new Character(uint32_t(objID), this);
m_Characters.push_back(character);
Game::logger->Log("User", "Loaded %llu as it is the last used char\n", objID);
}
}
delete res;
delete stmt;
}
}
User::User ( const User& other ) {
this->m_AccountID = other.m_AccountID;
this->m_LastCharID = other.m_LastCharID;
this->m_MaxGMLevel = other.m_MaxGMLevel;
this->m_SessionKey = other.m_SessionKey;
this->m_SystemAddress = other.m_SystemAddress;
this->m_Username = other.m_Username;
this->m_LoggedInCharID = other.m_LoggedInCharID;
}
User::~User() {
for (Character* c : m_Characters) {
if (c) {
delete c;
c = nullptr;
}
}
}
User& User::operator= ( const User& other ) {
this->m_AccountID = other.m_AccountID;
this->m_LastCharID = other.m_LastCharID;
this->m_MaxGMLevel = other.m_MaxGMLevel;
this->m_SessionKey = other.m_SessionKey;
this->m_SystemAddress = other.m_SystemAddress;
this->m_Username = other.m_Username;
this->m_LoggedInCharID = other.m_LoggedInCharID;
return *this;
}
bool User::operator== ( const User& other ) const {
if (m_Username == other.m_Username || m_SessionKey == other.m_SessionKey || m_SystemAddress == other.m_SystemAddress)
return true;
return false;
}
Character * User::GetLastUsedChar() {
if (m_Characters.size() == 0) return nullptr;
else if (m_Characters.size() == 1) return m_Characters[0];
else {
Character* toReturn = m_Characters[0];
for (size_t i = 0; i < m_Characters.size(); ++i) {
if (m_Characters[i]->GetLastLogin() > toReturn->GetLastLogin()) toReturn = m_Characters[i];
}
return toReturn;
}
}
bool User::GetIsMuted() const
{
return m_MuteExpire == 1 || m_MuteExpire > time(NULL);
}
time_t User::GetMuteExpire() const
{
return m_MuteExpire;
}
void User::SetMuteExpire(time_t value)
{
m_MuteExpire = value;
}
void User::UserOutOfSync() {
m_AmountOfTimesOutOfSync++;
if (m_AmountOfTimesOutOfSync > m_MaxDesyncAllowed) {
//YEET
Game::logger->Log("User", "User %s was out of sync %i times out of %i, disconnecting for suspected speedhacking.\n", m_Username.c_str(), m_AmountOfTimesOutOfSync, m_MaxDesyncAllowed);
Game::server->Disconnect(this->m_SystemAddress, SERVER_DISCON_KICK);
}
}