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"
#include "eServerDisconnectIdentifiers.h"
#include "eGameMasterLevel.h"
User::User(const SystemAddress& sysAddr, const std::string& username, const std::string& sessionKey) {
m_AccountID = 0;
m_Username = "";
m_SessionKey = "";
m_MaxGMLevel = eGameMasterLevel::CIVILIAN; //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;
m_IsBestFriendMap = std::unordered_map<std::string, bool>();
//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.
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auto account = Database::Connection->GetAccountByName(username);
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m_AccountID = account.ID;
m_MaxGMLevel = static_cast<eGameMasterLevel>(account.MaxGMLevel);
m_MuteExpire = 0;
//If we're loading a zone, we'll load the last used (aka current) character:
if (Game::server->GetZoneID() != 0) {
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uint32_t characterId = Database::Connection->GetLatestCharacterOfAccount(m_AccountID);
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if (characterId != 0) {
Character* character = new Character(characterId, this);
m_Characters.push_back(character);
Game::logger->Log("User", "Loaded %u as it is the last used char", characterId);
}
}
}
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];
}
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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.", m_Username.c_str(), m_AmountOfTimesOutOfSync, m_MaxDesyncAllowed);
Game::server->Disconnect(this->m_SystemAddress, eServerDisconnectIdentifiers::PLAY_SCHEDULE_TIME_DONE);
}
}