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# include "PropertyEntranceComponent.h"
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# include <CDPropertyEntranceComponentTable.h>
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# include "Character.h"
# include "Database.h"
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# include "GameMessages.h"
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# include "PropertyManagementComponent.h"
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# include "PropertySelectQueryProperty.h"
# include "RocketLaunchpadControlComponent.h"
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# include "CharacterComponent.h"
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# include "UserManager.h"
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# include "dLogger.h"
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# include "Amf3.h"
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# include "eObjectBits.h"
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# include "eGameMasterLevel.h"
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# include "DluAssert.h"
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PropertyEntranceComponent : : PropertyEntranceComponent ( Entity * parent , uint32_t componentID ) : Component ( parent ) {
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this - > propertyQueries . clear ( ) ;
m_ComponentId = componentID ;
}
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void PropertyEntranceComponent : : LoadTemplateData ( ) {
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auto table = CDClientManager : : Instance ( ) . GetTable < CDPropertyEntranceComponentTable > ( ) ;
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const auto & entry = table - > GetByID ( m_ComponentId ) ;
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m_MapID = entry . mapID ;
m_PropertyName = entry . propertyName ;
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}
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void PropertyEntranceComponent : : OnUse ( Entity * entity ) {
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auto * characterComponent = entity - > GetComponent < CharacterComponent > ( ) ;
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if ( ! characterComponent ) return ;
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auto * rocket = entity - > GetComponent < CharacterComponent > ( ) - > RocketEquip ( entity ) ;
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if ( ! rocket ) return ;
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GameMessages : : SendPropertyEntranceBegin ( m_ParentEntity - > GetObjectID ( ) , entity - > GetSystemAddress ( ) ) ;
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AMFArrayValue args ;
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args . Insert ( " state " , " property_menu " ) ;
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GameMessages : : SendUIMessageServerToSingleClient ( entity , entity - > GetSystemAddress ( ) , " pushGameState " , args ) ;
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}
void PropertyEntranceComponent : : OnEnterProperty ( Entity * entity , uint32_t index , bool returnToZone , const SystemAddress & sysAddr ) {
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if ( ! entity - > GetCharacter ( ) ) {
Game : : logger - > Log ( " PropertyEntranceComponent " , " Entity %llu attempted to enter a property with no character attached. " , entity - > GetObjectID ( ) ) ;
}
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LWOCLONEID cloneId = 0 ;
if ( index = = - 1 & & ! returnToZone ) {
cloneId = entity - > GetCharacter ( ) - > GetPropertyCloneID ( ) ;
} else if ( index > = 0 ) {
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// Increment index once here because the first index of other player properties is 2 in the propertyQueries cache.
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index + + ;
const auto & pair = propertyQueries . find ( entity - > GetObjectID ( ) ) ;
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if ( pair = = propertyQueries . end ( ) ) {
Game : : logger - > Log ( " PropertyEntranceComponent " , " Player %llu:%s did not have a property query open " , entity - > GetObjectID ( ) , entity - > GetCharacter ( ) - > GetName ( ) . c_str ( ) ) ;
return ;
}
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const auto & query = pair - > second ;
if ( index > = query . size ( ) ) return ;
cloneId = query [ index ] . CloneId ;
}
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auto * launcher = m_ParentEntity - > GetComponent < RocketLaunchpadControlComponent > ( ) ;
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if ( ! launcher ) return ;
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launcher - > SetSelectedCloneId ( entity - > GetObjectID ( ) , cloneId ) ;
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launcher - > Launch ( entity , launcher - > GetTargetZone ( ) , cloneId ) ;
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}
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std : : string PropertyEntranceComponent : : BuildQuery ( Entity * entity , int32_t sortMethod , Character * character , std : : string customQuery , bool wantLimits ) {
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DluAssert ( character ! = nullptr ) ;
std : : string base = customQuery . empty ( ) ? baseQueryForProperties : customQuery ;
std : : string orderBy ;
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if ( sortMethod = = SORT_TYPE_FEATURED | | sortMethod = = SORT_TYPE_FRIENDS ) {
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std : : stringstream friendsStream ;
friendsStream < < " AND p.owner_id IN ( " ;
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std : : unique_ptr < sql : : PreparedStatement > friendsListQuery ( Database : : CreatePreppedStmt (
" SELECT * FROM (SELECT CASE WHEN player_id = ? THEN friend_id WHEN friend_id = ? THEN player_id END AS requested_player FROM friends ) AS fr WHERE requested_player IS NOT NULL ORDER BY requested_player DESC; "
) ) ;
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friendsListQuery - > setUInt ( 1 , character - > GetID ( ) ) ;
friendsListQuery - > setUInt ( 2 , character - > GetID ( ) ) ;
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std : : unique_ptr < sql : : ResultSet > friendsListQueryResult ( friendsListQuery - > executeQuery ( ) ) ;
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if ( friendsListQueryResult - > next ( ) ) {
friendsStream < < friendsListQueryResult - > getInt ( 1 ) ;
while ( friendsListQueryResult - > next ( ) ) {
friendsStream < < ' , ' < < friendsListQueryResult - > getInt ( 1 ) ;
}
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}
// Replace trailing comma with the closing parenthesis.
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// If we have no friends then use a -1 for the query.
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if ( friendsListQueryResult - > rowsCount ( ) = = 0 ) friendsStream < < - 1 ;
friendsStream < < ' ) ' ;
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orderBy + = friendsStream . str ( ) + " ORDER BY ci.name ASC " ;
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} else if ( sortMethod = = SORT_TYPE_RECENT ) {
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orderBy = " ORDER BY p.last_updated DESC " ;
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} else if ( sortMethod = = SORT_TYPE_REPUTATION ) {
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orderBy = " ORDER BY p.reputation DESC, p.last_updated DESC " ;
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} else {
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orderBy = " ORDER BY p.last_updated DESC " ;
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}
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return base + orderBy + ( wantLimits ? " LIMIT ? OFFSET ?; " : " ; " ) ;
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}
void PropertyEntranceComponent : : OnPropertyEntranceSync ( Entity * entity , bool includeNullAddress , bool includeNullDescription , bool playerOwn , bool updateUi , int32_t numResults , int32_t lReputationTime , int32_t sortMethod , int32_t startIndex , std : : string filterText , const SystemAddress & sysAddr ) {
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std : : vector < PropertySelectQueryProperty > entries ;
PropertySelectQueryProperty playerEntry ;
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auto character = entity - > GetCharacter ( ) ;
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if ( ! character ) return ;
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// The first index of every player requested query must be the players' own property since it is visible on every page.
std : : unique_ptr < sql : : PreparedStatement > playerPropertyLookup (
Database : : CreatePreppedStmt (
" SELECT * FROM properties WHERE owner_id = ? AND zone_id = ? " ) ) ;
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playerPropertyLookup - > setInt ( 1 , character - > GetID ( ) ) ;
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playerPropertyLookup - > setInt ( 2 , m_MapID ) ;
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std : : unique_ptr < sql : : ResultSet > playerPropertyLookupResults ( playerPropertyLookup - > executeQuery ( ) ) ;
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// If the player has a property this query will have a single result.
if ( playerPropertyLookupResults - > next ( ) ) {
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playerEntry . CloneId = playerPropertyLookupResults - > getUInt64 ( 4 ) ; ;
playerEntry . OwnerName = character - > GetName ( ) ;
playerEntry . Name = playerPropertyLookupResults - > getString ( 5 ) . c_str ( ) ;
playerEntry . Description = playerPropertyLookupResults - > getString ( 6 ) . c_str ( ) ;
playerEntry . Reputation = playerPropertyLookupResults - > getUInt ( 14 ) ;
playerEntry . IsBestFriend = true ;
playerEntry . IsFriend = true ;
playerEntry . IsModeratorApproved = playerPropertyLookupResults - > getBoolean ( 10 ) ;
playerEntry . IsAlt = true ;
playerEntry . IsOwned = true ;
playerEntry . AccessType = playerPropertyLookupResults - > getInt ( 9 ) ;
playerEntry . DateLastPublished = playerPropertyLookupResults - > getInt64 ( 11 ) ;
playerEntry . PerformanceCost = playerPropertyLookupResults - > getDouble ( 16 ) ;
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} else {
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playerEntry . CloneId = character - > GetPropertyCloneID ( ) ;
playerEntry . OwnerName = character - > GetName ( ) ;
playerEntry . Description . clear ( ) ;
playerEntry . Name . clear ( ) ;
playerEntry . Reputation = 0.0f ;
playerEntry . IsBestFriend = true ;
playerEntry . IsFriend = true ;
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}
entries . push_back ( playerEntry ) ;
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const auto query = BuildQuery ( entity , sortMethod , character ) ;
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std : : unique_ptr < sql : : PreparedStatement > propertyLookup ( Database : : CreatePreppedStmt ( query ) ) ;
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const auto searchString = " % " + filterText + " % " ;
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propertyLookup - > setUInt ( 1 , this - > m_MapID ) ;
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propertyLookup - > setString ( 2 , searchString . c_str ( ) ) ;
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propertyLookup - > setString ( 3 , searchString . c_str ( ) ) ;
propertyLookup - > setString ( 4 , searchString . c_str ( ) ) ;
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propertyLookup - > setInt ( 5 , sortMethod = = SORT_TYPE_FEATURED | | sortMethod = = SORT_TYPE_FRIENDS ? ( uint32_t ) PropertyPrivacyOption : : Friends : ( uint32_t ) PropertyPrivacyOption : : Public ) ;
propertyLookup - > setInt ( 6 , numResults ) ;
propertyLookup - > setInt ( 7 , startIndex ) ;
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std : : unique_ptr < sql : : ResultSet > propertyEntry ( propertyLookup - > executeQuery ( ) ) ;
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while ( propertyEntry - > next ( ) ) {
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PropertySelectQueryProperty playerPropertyEntry ;
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const auto owner = propertyEntry - > getInt ( 2 ) ;
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playerPropertyEntry . CloneId = propertyEntry - > getUInt64 ( 4 ) ;
playerPropertyEntry . Name = std : : string ( propertyEntry - > getString ( 5 ) . c_str ( ) ) ;
playerPropertyEntry . Description = std : : string ( propertyEntry - > getString ( 6 ) . c_str ( ) ) ;
playerPropertyEntry . AccessType = propertyEntry - > getInt ( 9 ) ;
playerPropertyEntry . IsModeratorApproved = propertyEntry - > getBoolean ( 10 ) ;
playerPropertyEntry . DateLastPublished = propertyEntry - > getInt ( 11 ) ;
playerPropertyEntry . Reputation = static_cast < float > ( propertyEntry - > getInt ( 14 ) ) ;
playerPropertyEntry . PerformanceCost = static_cast < float > ( propertyEntry - > getDouble ( 16 ) ) ;
playerPropertyEntry . OwnerName = " " ;
playerPropertyEntry . IsBestFriend = false ;
playerPropertyEntry . IsFriend = false ;
playerPropertyEntry . IsAlt = false ;
playerPropertyEntry . IsOwned = true ;
std : : unique_ptr < sql : : PreparedStatement > nameLookup (
Database : : CreatePreppedStmt (
" SELECT name FROM charinfo WHERE prop_clone_id = ?; " ) ) ;
nameLookup - > setUInt64 ( 1 , playerPropertyEntry . CloneId ) ;
std : : unique_ptr < sql : : ResultSet > nameResult ( nameLookup - > executeQuery ( ) ) ;
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if ( ! nameResult - > next ( ) ) {
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Game : : logger - > Log ( " PropertyEntranceComponent " , " Failed to find property owner name for %llu! " , playerPropertyEntry . CloneId ) ;
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continue ;
}
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playerPropertyEntry . IsOwned = playerPropertyEntry . CloneId = = character - > GetPropertyCloneID ( ) ;
playerPropertyEntry . OwnerName = std : : string ( nameResult - > getString ( 1 ) . c_str ( ) ) ;
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// Query to get friend and best friend fields
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std : : unique_ptr < sql : : PreparedStatement > friendCheck (
Database : : CreatePreppedStmt (
" SELECT best_friend FROM friends WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?) " ) ) ;
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friendCheck - > setUInt ( 1 , character - > GetID ( ) ) ;
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friendCheck - > setUInt ( 2 , owner ) ;
friendCheck - > setUInt ( 3 , owner ) ;
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friendCheck - > setUInt ( 4 , character - > GetID ( ) ) ;
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std : : unique_ptr < sql : : ResultSet > friendResult ( friendCheck - > executeQuery ( ) ) ;
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// If we got a result than the two players are friends.
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playerPropertyEntry . IsFriend = friendResult - > next ( ) ;
playerPropertyEntry . IsBestFriend = playerPropertyEntry . IsFriend & & friendResult - > getInt ( 1 ) = = 3 ;
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playerPropertyEntry . IsModeratorApproved = propertyEntry - > getBoolean ( 10 ) ;
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// So lead moderators can visit the property but also see that it is still awaiting approval.
if ( ! playerPropertyEntry . IsModeratorApproved & & entity - > GetGMLevel ( ) > = eGameMasterLevel : : LEAD_MODERATOR ) {
playerPropertyEntry . Name = " [AWAITING APPROVAL] " ;
playerPropertyEntry . Description = " [AWAITING APPROVAL] " ;
playerPropertyEntry . IsModeratorApproved = true ;
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}
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// Query to determine whether this property is an alt character of the entity.
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std : : unique_ptr < sql : : PreparedStatement > isAltQuery (
Database : : CreatePreppedStmt (
" SELECT id FROM charinfo where account_id in (SELECT account_id from charinfo WHERE id = ?) AND id = ?; " ) ) ;
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isAltQuery - > setInt ( 1 , character - > GetID ( ) ) ;
isAltQuery - > setInt ( 2 , owner ) ;
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std : : unique_ptr < sql : : ResultSet > isAltQueryResults ( isAltQuery - > executeQuery ( ) ) ;
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if ( isAltQueryResults - > next ( ) ) playerPropertyEntry . IsAlt = true ;
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entries . push_back ( playerPropertyEntry ) ;
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}
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propertyQueries [ entity - > GetObjectID ( ) ] = entries ;
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// Query here is to figure out whether or not to display the button to go to the next page or not.
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auto buttonQuery = BuildQuery ( entity , sortMethod , character , " SELECT COUNT(*) as numProperties FROM properties as p JOIN charinfo as ci ON ci.prop_clone_id = p.clone_id where p.zone_id = ? AND (p.description LIKE ? OR p.name LIKE ? OR ci.name LIKE ?) AND p.privacy_option >= ? " , false ) ;
std : : unique_ptr < sql : : PreparedStatement > propertiesLeft ( Database : : CreatePreppedStmt ( buttonQuery ) ) ;
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propertiesLeft - > setUInt ( 1 , this - > m_MapID ) ;
propertiesLeft - > setString ( 2 , searchString . c_str ( ) ) ;
propertiesLeft - > setString ( 3 , searchString . c_str ( ) ) ;
propertiesLeft - > setString ( 4 , searchString . c_str ( ) ) ;
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propertiesLeft - > setInt ( 5 , sortMethod = = SORT_TYPE_FEATURED | | sortMethod = = SORT_TYPE_FRIENDS ? 1 : 2 ) ;
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std : : unique_ptr < sql : : ResultSet > result ( propertiesLeft - > executeQuery ( ) ) ;
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result - > next ( ) ;
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int32_t numberOfProperties = result - > getInt ( " numProperties " ) ;
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GameMessages : : SendPropertySelectQuery ( m_ParentEntity - > GetObjectID ( ) , startIndex , numberOfProperties - ( startIndex + numResults ) > 0 , character - > GetPropertyCloneID ( ) , false , true , entries , sysAddr ) ;
Add Aarch64 support (#231)
* added mariadb-connector-cpp submodule
* raknet aarch64 support
* fix compile errors
* mariadb connector swap (in progress)
* update CMakeLists, add preprocessor definition to switch between mysql and mariadb connectors
* update types with missing aarch64 check
* corrected adding extra flag to properly compile mariadbconn in CMakeLists
* updated readme with arm builds section
* fix build failure if test folder does not exist
* Remove mysql connector from all builds, add mariadbconnector to windows build
* readd Linux check for backtrace lib to CMakeLists.txt
* Separate system specific mariadbconncpp extra compile flags
* Copy dlls to exes directory once built
* fetch prebuilt binaries on windows so that ClangCL can be used
* Delay load dll so that plugin directory is set correctly
* Fixed typo in glibcxx compile flag
* whitespacing, spaces -> tabs
* Updated README.md, included instructions to update
* Updated README.md
added libssl-dev requirement and removed mysql connector references from macOS builds section
* apple compile fixes for zlib and shared library name
* add windows arm64 checks to raknet
* remove extra . in shared library location
* Setup plugins directory for the connector to search in, pass openssl_root_dir on for apple
* Fix copy paths for single config generators and non windows
* change plugin folder location, another single config generator fix
* GENERATOR_IS_MULTI_CONFIG is a property not a variable
* Fixed a few errors after merge
* Fix plugin directory path, force windows to look at the right folder
* fixed directory name for make_directory command
* Update README.md
Updated MacOS, Windows build instructions.
* set INSTALL_PLUGINDIR so that the right directory is used
* Support for relative rpath for docker build
* added mariadb-connector-cpp submodule
* raknet aarch64 support
* fix compile errors
* mariadb connector swap (in progress)
* update CMakeLists, add preprocessor definition to switch between mysql and mariadb connectors
* update types with missing aarch64 check
* corrected adding extra flag to properly compile mariadbconn in CMakeLists
* updated readme with arm builds section
* fix build failure if test folder does not exist
* Remove mysql connector from all builds, add mariadbconnector to windows build
* readd Linux check for backtrace lib to CMakeLists.txt
* Separate system specific mariadbconncpp extra compile flags
* Copy dlls to exes directory once built
* fetch prebuilt binaries on windows so that ClangCL can be used
* Delay load dll so that plugin directory is set correctly
* Fixed typo in glibcxx compile flag
* whitespacing, spaces -> tabs
* Updated README.md, included instructions to update
* Updated README.md
added libssl-dev requirement and removed mysql connector references from macOS builds section
* apple compile fixes for zlib and shared library name
* add windows arm64 checks to raknet
* Setup plugins directory for the connector to search in, pass openssl_root_dir on for apple
* Fix copy paths for single config generators and non windows
* change plugin folder location, another single config generator fix
* GENERATOR_IS_MULTI_CONFIG is a property not a variable
* Fixed a few errors after merge
* Fix plugin directory path, force windows to look at the right folder
* fixed directory name for make_directory command
* Update README.md
Updated MacOS, Windows build instructions.
* set INSTALL_PLUGINDIR so that the right directory is used
* Support for relative rpath for docker build
* Rebase on main
* Remove extra git submodule
* Update CMakeLists.txt
* Remove CMakeLists.txt file from mariadb
Remove the CMakeLists.txt file from the mariaDBConnector so we dont build the tests. Also add a config option to the CMakeVariables.txt so you can build the connector with multiple jobs
* Compile on windows
Specify the mariadbcpp.dll file location with a defined absolute path so windows knows it actually exists.
* default to 1 job
Default mariadb jobs running in parallel to 1 instead of 4
* Move mariadbcpp.dll file to the expected directory on windows
* Changed plugin
Updated the plugin location from the project binary directory to the expected location, the mariadb binary directory.
* Addressed windows dll issues by moving files to the expected directory instead of a directory that wouldnt get created
* Update README
Co-authored-by: Aaron Kimbrell <aronwk.aaron@gmail.com>
Co-authored-by: EmosewaMC <39972741+EmosewaMC@users.noreply.github.com>
2022-07-04 04:33:05 +00:00
}