mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-22 13:33:35 +00:00
fix: ugc Save rocket and car modular assembly data to database (#1279)
* Ugc: Use persistent Id for rocekts and cars * Remove comment * Ugc: Save rocket and car IDs to the database * Correct names * Database: formatting
This commit is contained in:
parent
f59ca8b1da
commit
0ddd20e2b5
@ -5119,6 +5119,10 @@ void GameMessages::HandleModularBuildConvertModel(RakNet::BitStream* inStream, E
|
||||
|
||||
item->Disassemble(TEMP_MODELS);
|
||||
|
||||
std::unique_ptr<sql::PreparedStatement> stmt(Database::CreatePreppedStmt("DELETE FROM ugc_modular_build where ugc_id = ?"));
|
||||
stmt->setUInt64(1, item->GetSubKey());
|
||||
stmt->execute();
|
||||
|
||||
item->SetCount(item->GetCount() - 1, false, false, true, eLootSourceType::QUICKBUILD);
|
||||
}
|
||||
|
||||
@ -5562,13 +5566,6 @@ void GameMessages::HandleModularBuildFinish(RakNet::BitStream* inStream, Entity*
|
||||
InventoryComponent* inv = static_cast<InventoryComponent*>(character->GetComponent(eReplicaComponentType::INVENTORY));
|
||||
if (!inv) return;
|
||||
|
||||
LOG("Build finished");
|
||||
|
||||
GameMessages::SendFinishArrangingWithItem(character, entity->GetObjectID()); // kick them from modular build
|
||||
GameMessages::SendModularBuildEnd(character); // i dont know if this does anything but DLUv2 did it
|
||||
|
||||
//inv->UnequipItem(inv->GetItemStackByLOT(6086, eInventoryType::ITEMS)); // take off the thinking cap
|
||||
//Game::entityManager->SerializeEntity(entity);
|
||||
|
||||
uint8_t count; // 3 for rockets, 7 for cars
|
||||
|
||||
@ -5603,50 +5600,61 @@ void GameMessages::HandleModularBuildFinish(RakNet::BitStream* inStream, Entity*
|
||||
}
|
||||
}
|
||||
|
||||
const auto moduleAssembly = new LDFData<std::u16string>(u"assemblyPartLOTs", modules);
|
||||
ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t newId) {
|
||||
LOG("Build finished");
|
||||
GameMessages::SendFinishArrangingWithItem(character, entity->GetObjectID()); // kick them from modular build
|
||||
GameMessages::SendModularBuildEnd(character); // i dont know if this does anything but DLUv2 did it
|
||||
|
||||
std::vector<LDFBaseData*> config;
|
||||
config.push_back(moduleAssembly);
|
||||
//inv->UnequipItem(inv->GetItemStackByLOT(6086, eInventoryType::ITEMS)); // take off the thinking cap
|
||||
//Game::entityManager->SerializeEntity(entity);
|
||||
|
||||
LWOOBJID newIdBig;
|
||||
// Make sure a subkey isnt already in use. Persistent Ids do not make sense here since this only needs to be unique for
|
||||
// this character. Because of that, we just generate a random id and check for a collision.
|
||||
do {
|
||||
newIdBig = ObjectIDManager::Instance()->GenerateRandomObjectID();
|
||||
const auto moduleAssembly = new LDFData<std::u16string>(u"assemblyPartLOTs", modules);
|
||||
|
||||
std::vector<LDFBaseData*> config;
|
||||
config.push_back(moduleAssembly);
|
||||
|
||||
LWOOBJID newIdBig = newId;
|
||||
GeneralUtils::SetBit(newIdBig, eObjectBits::CHARACTER);
|
||||
} while (inv->FindItemBySubKey(newIdBig));
|
||||
|
||||
if (count == 3) {
|
||||
inv->AddItem(6416, 1, eLootSourceType::QUICKBUILD, eInventoryType::MODELS, config, LWOOBJID_EMPTY, true, false, newIdBig);
|
||||
} else if (count == 7) {
|
||||
inv->AddItem(8092, 1, eLootSourceType::QUICKBUILD, eInventoryType::MODELS, config, LWOOBJID_EMPTY, true, false, newIdBig);
|
||||
}
|
||||
|
||||
auto* missionComponent = character->GetComponent<MissionComponent>();
|
||||
|
||||
if (entity->GetLOT() != 9980 || Game::server->GetZoneID() != 1200) {
|
||||
if (missionComponent != nullptr) {
|
||||
missionComponent->Progress(eMissionTaskType::SCRIPT, entity->GetLOT(), entity->GetObjectID());
|
||||
if (count >= 7 && everyPieceSwapped) missionComponent->Progress(eMissionTaskType::RACING, LWOOBJID_EMPTY, (LWOOBJID)eRacingTaskParam::MODULAR_BUILDING);
|
||||
if (count == 3) {
|
||||
inv->AddItem(6416, 1, eLootSourceType::QUICKBUILD, eInventoryType::MODELS, config, LWOOBJID_EMPTY, true, false, newIdBig);
|
||||
} else if (count == 7) {
|
||||
inv->AddItem(8092, 1, eLootSourceType::QUICKBUILD, eInventoryType::MODELS, config, LWOOBJID_EMPTY, true, false, newIdBig);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ScriptComponent* script = static_cast<ScriptComponent*>(entity->GetComponent(eReplicaComponentType::SCRIPT));
|
||||
std::unique_ptr<sql::PreparedStatement> stmt(Database::CreatePreppedStmt("INSERT INTO ugc_modular_build (ugc_id, ldf_config, character_id) VALUES (?,?,?)"));
|
||||
stmt->setUInt64(1, newIdBig);
|
||||
stmt->setString(2, GeneralUtils::UTF16ToWTF8(modules));
|
||||
auto* pCharacter = character->GetCharacter();
|
||||
pCharacter ? stmt->setUInt(3, pCharacter->GetID()) : stmt->setNull(3, sql::DataType::BIGINT);
|
||||
stmt->execute();
|
||||
|
||||
for (CppScripts::Script* script : CppScripts::GetEntityScripts(entity)) {
|
||||
script->OnModularBuildExit(entity, character, count >= 3, modList);
|
||||
}
|
||||
auto* missionComponent = character->GetComponent<MissionComponent>();
|
||||
|
||||
// Move remaining temp models back to models
|
||||
std::vector<Item*> items;
|
||||
if (entity->GetLOT() != 9980 || Game::server->GetZoneID() != 1200) {
|
||||
if (missionComponent != nullptr) {
|
||||
missionComponent->Progress(eMissionTaskType::SCRIPT, entity->GetLOT(), entity->GetObjectID());
|
||||
if (count >= 7 && everyPieceSwapped) missionComponent->Progress(eMissionTaskType::RACING, LWOOBJID_EMPTY, (LWOOBJID)eRacingTaskParam::MODULAR_BUILDING);
|
||||
}
|
||||
}
|
||||
|
||||
for (const auto& pair : temp->GetItems()) {
|
||||
items.push_back(pair.second);
|
||||
}
|
||||
ScriptComponent* script = static_cast<ScriptComponent*>(entity->GetComponent(eReplicaComponentType::SCRIPT));
|
||||
|
||||
for (auto* item : items) {
|
||||
inv->MoveItemToInventory(item, eInventoryType::MODELS, item->GetCount(), false);
|
||||
for (CppScripts::Script* script : CppScripts::GetEntityScripts(entity)) {
|
||||
script->OnModularBuildExit(entity, character, count >= 3, modList);
|
||||
}
|
||||
|
||||
// Move remaining temp models back to models
|
||||
std::vector<Item*> items;
|
||||
|
||||
for (const auto& pair : temp->GetItems()) {
|
||||
items.push_back(pair.second);
|
||||
}
|
||||
|
||||
for (auto* item : items) {
|
||||
inv->MoveItemToInventory(item, eInventoryType::MODELS, item->GetCount(), false);
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
|
5
migrations/dlu/12_modular_build_ugc.sql
Normal file
5
migrations/dlu/12_modular_build_ugc.sql
Normal file
@ -0,0 +1,5 @@
|
||||
CREATE TABLE IF NOT EXISTS ugc_modular_build (
|
||||
ugc_id BIGINT NOT NULL PRIMARY KEY,
|
||||
character_id BIGINT NOT NULL REFERENCES charinfo(id) ON DELETE CASCADE,
|
||||
ldf_config VARCHAR(60) NOT NULL
|
||||
);
|
Loading…
Reference in New Issue
Block a user