mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-08 17:28:20 +00:00
Improve chat and Auth
Also change most uses of int to specified lengths.
This commit is contained in:
parent
e78dc0b874
commit
3f1b4339f5
@ -32,6 +32,8 @@ dLogger* SetupLogger();
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void HandlePacket(Packet* packet);
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int main(int argc, char** argv) {
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constexpr uint32_t authFramerate = mediumFramerate;
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constexpr uint32_t authFrameDelta = mediumFrameDelta;
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Diagnostics::SetProcessName("Auth");
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Diagnostics::SetProcessFileName(argv[0]);
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Diagnostics::Initialize();
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@ -67,7 +69,7 @@ int main(int argc, char** argv) {
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//Find out the master's IP:
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std::string masterIP;
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int masterPort = 1500;
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uint32_t masterPort = 1500;
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
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auto res = stmt->executeQuery();
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while (res->next()) {
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@ -79,8 +81,8 @@ int main(int argc, char** argv) {
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delete stmt;
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//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
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int maxClients = 50;
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int ourPort = 1001; //LU client is hardcoded to use this for auth port, so I'm making it the default.
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uint32_t maxClients = 50;
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uint32_t ourPort = 1001; //LU client is hardcoded to use this for auth port, so I'm making it the default.
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if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
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if (Game::config->GetValue("port") != "") ourPort = std::atoi(Game::config->GetValue("port").c_str());
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@ -89,16 +91,18 @@ int main(int argc, char** argv) {
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//Run it until server gets a kill message from Master:
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auto t = std::chrono::high_resolution_clock::now();
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Packet* packet = nullptr;
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int framesSinceLastFlush = 0;
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int framesSinceMasterDisconnect = 0;
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int framesSinceLastSQLPing = 0;
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constexpr uint32_t logFlushTime = 30 * authFramerate; // 30 seconds in frames
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constexpr uint32_t sqlPingTime = 10 * 60 * authFramerate; // 10 minutes in frames
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uint32_t framesSinceLastFlush = 0;
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uint32_t framesSinceMasterDisconnect = 0;
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uint32_t framesSinceLastSQLPing = 0;
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while (!Game::shouldShutdown) {
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//Check if we're still connected to master:
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if (!Game::server->GetIsConnectedToMaster()) {
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framesSinceMasterDisconnect++;
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if (framesSinceMasterDisconnect >= 30)
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if (framesSinceMasterDisconnect >= authFramerate)
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break; //Exit our loop, shut down.
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} else framesSinceMasterDisconnect = 0;
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@ -114,16 +118,16 @@ int main(int argc, char** argv) {
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}
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//Push our log every 30s:
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if (framesSinceLastFlush >= 900) {
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if (framesSinceLastFlush >= logFlushTime) {
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Game::logger->Flush();
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framesSinceLastFlush = 0;
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} else framesSinceLastFlush++;
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//Every 10 min we ping our sql server to keep it alive hopefully:
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if (framesSinceLastSQLPing >= 40000) {
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if (framesSinceLastSQLPing >= sqlPingTime) {
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//Find out the master's IP for absolutely no reason:
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std::string masterIP;
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int masterPort;
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uint32_t masterPort;
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
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auto res = stmt->executeQuery();
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while (res->next()) {
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@ -138,7 +142,7 @@ int main(int argc, char** argv) {
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} else framesSinceLastSQLPing++;
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//Sleep our thread since auth can afford to.
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t += std::chrono::milliseconds(mediumFrameDelta); //Auth can run at a lower "fps"
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t += std::chrono::milliseconds(authFrameDelta); //Auth can run at a lower "fps"
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std::this_thread::sleep_until(t);
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}
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@ -19,6 +19,9 @@
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#include "ChatPacketHandler.h"
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#include "Game.h"
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//RakNet includes:
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#include "RakNetDefines.h"
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namespace Game {
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dLogger* logger = nullptr;
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dServer* server = nullptr;
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@ -28,8 +31,6 @@ namespace Game {
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bool shouldShutdown = false;
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}
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//RakNet includes:
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#include "RakNetDefines.h"
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dLogger* SetupLogger();
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void HandlePacket(Packet* packet);
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@ -37,6 +38,8 @@ void HandlePacket(Packet* packet);
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PlayerContainer playerContainer;
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int main(int argc, char** argv) {
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constexpr uint32_t chatFramerate = mediumFramerate;
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constexpr uint32_t chatFrameDelta = mediumFrameDelta;
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Diagnostics::SetProcessName("Chat");
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Diagnostics::SetProcessFileName(argv[0]);
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Diagnostics::Initialize();
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@ -65,7 +68,7 @@ int main(int argc, char** argv) {
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Game::assetManager = new AssetManager(clientPath);
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} catch (std::runtime_error& ex) {
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Game::logger->Log("ChatServer", "Got an error while setting up assets: %s", ex.what());
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return EXIT_FAILURE;
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}
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@ -87,7 +90,7 @@ int main(int argc, char** argv) {
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//Find out the master's IP:
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std::string masterIP;
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int masterPort = 1000;
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uint32_t masterPort = 1000;
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
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auto res = stmt->executeQuery();
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while (res->next()) {
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@ -99,8 +102,8 @@ int main(int argc, char** argv) {
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delete stmt;
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//It's safe to pass 'localhost' here, as the IP is only used as the external IP.
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int maxClients = 50;
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int ourPort = 1501;
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uint32_t maxClients = 50;
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uint32_t ourPort = 1501;
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if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
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if (Game::config->GetValue("port") != "") ourPort = std::atoi(Game::config->GetValue("port").c_str());
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@ -111,16 +114,18 @@ int main(int argc, char** argv) {
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//Run it until server gets a kill message from Master:
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auto t = std::chrono::high_resolution_clock::now();
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Packet* packet = nullptr;
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int framesSinceLastFlush = 0;
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int framesSinceMasterDisconnect = 0;
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int framesSinceLastSQLPing = 0;
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constexpr uint32_t logFlushTime = 30 * chatFramerate; // 30 seconds in frames
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constexpr uint32_t sqlPingTime = 10 * 60 * chatFramerate; // 10 minutes in frames
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uint32_t framesSinceLastFlush = 0;
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uint32_t framesSinceMasterDisconnect = 0;
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uint32_t framesSinceLastSQLPing = 0;
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while (!Game::shouldShutdown) {
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//Check if we're still connected to master:
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if (!Game::server->GetIsConnectedToMaster()) {
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framesSinceMasterDisconnect++;
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if (framesSinceMasterDisconnect >= 30)
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if (framesSinceMasterDisconnect >= chatFramerate)
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break; //Exit our loop, shut down.
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} else framesSinceMasterDisconnect = 0;
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@ -136,16 +141,16 @@ int main(int argc, char** argv) {
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}
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//Push our log every 30s:
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if (framesSinceLastFlush >= 900) {
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if (framesSinceLastFlush >= logFlushTime) {
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Game::logger->Flush();
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framesSinceLastFlush = 0;
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} else framesSinceLastFlush++;
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//Every 10 min we ping our sql server to keep it alive hopefully:
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if (framesSinceLastSQLPing >= 40000) {
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if (framesSinceLastSQLPing >= sqlPingTime) {
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//Find out the master's IP for absolutely no reason:
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std::string masterIP;
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int masterPort;
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uint32_t masterPort;
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
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auto res = stmt->executeQuery();
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while (res->next()) {
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@ -160,7 +165,7 @@ int main(int argc, char** argv) {
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} else framesSinceLastSQLPing++;
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//Sleep our thread since auth can afford to.
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t += std::chrono::milliseconds(mediumFrameDelta); //Chat can run at a lower "fps"
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t += std::chrono::milliseconds(chatFrameDelta); //Chat can run at a lower "fps"
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std::this_thread::sleep_until(t);
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}
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@ -52,8 +52,8 @@ namespace Game {
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} //namespace Game
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bool shutdownSequenceStarted = false;
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void ShutdownSequence(int signal = -1);
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int FinalizeShutdown(int signal = -1);
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void ShutdownSequence(int32_t signal = -1);
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int32_t FinalizeShutdown(int32_t signal = -1);
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dLogger* SetupLogger();
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void StartAuthServer();
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void StartChatServer();
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@ -75,8 +75,8 @@ int main(int argc, char** argv) {
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//Triggers the shutdown sequence at application exit
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std::atexit([]() { ShutdownSequence(); });
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signal(SIGINT, [](int signal) { ShutdownSequence(EXIT_FAILURE); });
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signal(SIGTERM, [](int signal) { ShutdownSequence(EXIT_FAILURE); });
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signal(SIGINT, [](int32_t signal) { ShutdownSequence(EXIT_FAILURE); });
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signal(SIGTERM, [](int32_t signal) { ShutdownSequence(EXIT_FAILURE); });
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//Create all the objects we need to run our service:
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Game::logger = SetupLogger();
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@ -239,8 +239,8 @@ int main(int argc, char** argv) {
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return EXIT_SUCCESS;
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}
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int maxClients = 999;
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int ourPort = 1000;
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uint32_t maxClients = 999;
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uint32_t ourPort = 1000;
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if (Game::config->GetValue("max_clients") != "") maxClients = std::stoi(Game::config->GetValue("max_clients"));
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if (Game::config->GetValue("port") != "") ourPort = std::stoi(Game::config->GetValue("port"));
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@ -293,9 +293,9 @@ int main(int argc, char** argv) {
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constexpr uint32_t sqlPingTime = 10 * 60 * masterFramerate;
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constexpr uint32_t shutdownUniverseTime = 10 * 60 * masterFramerate;
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constexpr uint32_t instanceReadyTimeout = 30 * masterFramerate;
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int framesSinceLastFlush = 0;
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int framesSinceLastSQLPing = 0;
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int framesSinceKillUniverseCommand = 0;
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uint32_t framesSinceLastFlush = 0;
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uint32_t framesSinceLastSQLPing = 0;
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uint32_t framesSinceKillUniverseCommand = 0;
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while (true) {
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//In world we'd update our other systems here.
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@ -319,7 +319,7 @@ int main(int argc, char** argv) {
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if (framesSinceLastSQLPing >= sqlPingTime) {
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//Find out the master's IP for absolutely no reason:
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std::string masterIP;
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int masterPort;
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uint32_t masterPort;
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
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auto res = stmt->executeQuery();
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while (res->next()) {
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@ -652,7 +652,7 @@ void HandlePacket(Packet* packet) {
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uint32_t len;
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inStream.Read<uint32_t>(len);
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for (int i = 0; len > i; i++) {
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for (uint32_t i = 0; len > i; i++) {
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char character;
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inStream.Read<char>(character);
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password += character;
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@ -678,7 +678,7 @@ void HandlePacket(Packet* packet) {
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uint32_t len;
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inStream.Read<uint32_t>(len);
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for (int i = 0; i < len; i++) {
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for (uint32_t i = 0; i < len; i++) {
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char character; inStream.Read<char>(character);
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password += character;
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}
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@ -726,7 +726,7 @@ void HandlePacket(Packet* packet) {
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RakNet::BitStream inStream(packet->data, packet->length, false);
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uint64_t header = inStream.Read(header);
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int zoneID;
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int32_t zoneID;
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inStream.Read(zoneID);
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if (shutdownSequenceStarted) {
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Game::logger->Log("MasterServer", "Shutdown sequence has been started. Not prepping a new zone.");
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@ -822,7 +822,7 @@ void StartAuthServer() {
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#endif
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}
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void ShutdownSequence(int signal) {
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void ShutdownSequence(int32_t signal) {
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if (shutdownSequenceStarted) {
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return;
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}
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@ -905,7 +905,7 @@ void ShutdownSequence(int signal) {
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FinalizeShutdown(signal);
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}
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int FinalizeShutdown(int signal) {
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int32_t FinalizeShutdown(int32_t signal) {
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//Delete our objects here:
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Database::Destroy("MasterServer");
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if (Game::config) delete Game::config;
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@ -81,7 +81,7 @@ void WorldShutdownProcess(uint32_t zoneId);
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void FinalizeShutdown();
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void SendShutdownMessageToMaster();
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dLogger* SetupLogger(int zoneID, int instanceID);
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dLogger* SetupLogger(uint32_t zoneID, uint32_t instanceID);
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void HandlePacketChat(Packet* packet);
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void HandlePacket(Packet* packet);
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@ -91,8 +91,8 @@ struct tempSessionInfo {
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};
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std::map<std::string, tempSessionInfo> m_PendingUsers;
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int instanceID = 0;
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int g_CloneID = 0;
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uint32_t instanceID = 0;
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uint32_t g_CloneID = 0;
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std::string databaseChecksum = "";
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int main(int argc, char** argv) {
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@ -106,13 +106,13 @@ int main(int argc, char** argv) {
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signal(SIGINT, [](int) { WorldShutdownSequence(); });
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signal(SIGTERM, [](int) { WorldShutdownSequence(); });
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int zoneID = 1000;
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int cloneID = 0;
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int maxClients = 8;
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int ourPort = 2007;
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uint32_t zoneID = 1000;
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uint32_t cloneID = 0;
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uint32_t maxClients = 8;
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uint32_t ourPort = 2007;
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//Check our arguments:
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for (int i = 0; i < argc; ++i) {
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for (int32_t i = 0; i < argc; ++i) {
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std::string argument(argv[i]);
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if (argument == "-zone") zoneID = atoi(argv[i + 1]);
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@ -184,7 +184,7 @@ int main(int argc, char** argv) {
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//Find out the master's IP:
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std::string masterIP = "localhost";
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int masterPort = 1000;
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uint32_t masterPort = 1000;
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
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auto res = stmt->executeQuery();
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while (res->next()) {
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@ -203,7 +203,7 @@ int main(int argc, char** argv) {
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Game::server = new dServer(masterIP, ourPort, instanceID, maxClients, false, true, Game::logger, masterIP, masterPort, ServerType::World, Game::config, &Game::shouldShutdown, zoneID);
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//Connect to the chat server:
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int chatPort = 1501;
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uint32_t chatPort = 1501;
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if (Game::config->GetValue("chat_server_port") != "") chatPort = std::atoi(Game::config->GetValue("chat_server_port").c_str());
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auto chatSock = SocketDescriptor(uint16_t(ourPort + 2), 0);
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@ -219,22 +219,22 @@ int main(int argc, char** argv) {
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auto t = std::chrono::high_resolution_clock::now();
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Packet* packet = nullptr;
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int framesSinceLastFlush = 0;
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int framesSinceMasterDisconnect = 0;
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int framesSinceChatDisconnect = 0;
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int framesSinceLastUsersSave = 0;
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int framesSinceLastSQLPing = 0;
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int framesSinceLastUser = 0;
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uint32_t framesSinceLastFlush = 0;
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uint32_t framesSinceMasterDisconnect = 0;
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uint32_t framesSinceChatDisconnect = 0;
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uint32_t framesSinceLastUsersSave = 0;
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uint32_t framesSinceLastSQLPing = 0;
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uint32_t framesSinceLastUser = 0;
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const float maxPacketProcessingTime = 1.5f; //0.015f;
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const int maxPacketsToProcess = 1024;
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const uint32_t maxPacketsToProcess = 1024;
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bool ready = false;
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int framesSinceMasterStatus = 0;
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int framesSinceShutdownSequence = 0;
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int currentFramerate = highFrameDelta;
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uint32_t framesSinceMasterStatus = 0;
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uint32_t framesSinceShutdownSequence = 0;
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uint32_t currentFramerate = highFrameDelta;
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int ghostingStepCount = 0;
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uint32_t ghostingStepCount = 0;
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auto ghostingLastTime = std::chrono::high_resolution_clock::now();
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PerformanceManager::SelectProfile(zoneID);
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@ -263,7 +263,7 @@ int main(int argc, char** argv) {
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}
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}
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const int bufferSize = 1024;
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const int32_t bufferSize = 1024;
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MD5* md5 = new MD5();
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char fileStreamBuffer[1024] = {};
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@ -314,7 +314,7 @@ int main(int argc, char** argv) {
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if (!Game::server->GetIsConnectedToMaster()) {
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framesSinceMasterDisconnect++;
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int framesToWaitForMaster = ready ? 10 : 200;
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uint32_t framesToWaitForMaster = ready ? 10 : 200;
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if (framesSinceMasterDisconnect >= framesToWaitForMaster && !Game::shouldShutdown) {
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Game::logger->Log("WorldServer", "Game loop running but no connection to master for %d frames, shutting down", framesToWaitForMaster);
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Game::shouldShutdown = true;
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@ -378,7 +378,7 @@ int main(int argc, char** argv) {
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UserManager::Instance()->DeletePendingRemovals();
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auto t1 = std::chrono::high_resolution_clock::now();
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for (int curPacket = 0; curPacket < maxPacketsToProcess && timeSpent < maxPacketProcessingTime; curPacket++) {
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for (uint32_t curPacket = 0; curPacket < maxPacketsToProcess && timeSpent < maxPacketProcessingTime; curPacket++) {
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packet = Game::server->Receive();
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if (packet) {
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auto t1 = std::chrono::high_resolution_clock::now();
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@ -433,7 +433,7 @@ int main(int argc, char** argv) {
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if (framesSinceLastSQLPing >= 40000) {
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//Find out the master's IP for absolutely no reason:
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std::string masterIP;
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int masterPort;
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uint32_t masterPort;
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
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auto res = stmt->executeQuery();
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while (res->next()) {
|
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@ -482,7 +482,7 @@ int main(int argc, char** argv) {
|
||||
return EXIT_SUCCESS;
|
||||
}
|
||||
|
||||
dLogger* SetupLogger(int zoneID, int instanceID) {
|
||||
dLogger* SetupLogger(uint32_t zoneID, uint32_t instanceID) {
|
||||
std::string logPath = (BinaryPathFinder::GetBinaryDir() / ("logs/WorldServer_" + std::to_string(zoneID) + "_" + std::to_string(instanceID) + "_" + std::to_string(time(nullptr)) + ".log")).string();
|
||||
bool logToConsole = false;
|
||||
bool logDebugStatements = false;
|
||||
@ -524,7 +524,7 @@ void HandlePacketChat(Packet* packet) {
|
||||
|
||||
//Write our stream outwards:
|
||||
CBITSTREAM;
|
||||
for (int i = 0; i < inStream.GetNumberOfBytesUsed(); i++) {
|
||||
for (BitSize_t i = 0; i < inStream.GetNumberOfBytesUsed(); i++) {
|
||||
bitStream.Write(packet->data[i + 16]); //16 bytes == header + playerID to skip
|
||||
}
|
||||
|
||||
@ -543,7 +543,7 @@ void HandlePacketChat(Packet* packet) {
|
||||
|
||||
uint32_t len;
|
||||
inStream.Read<uint32_t>(len);
|
||||
for (int i = 0; len > i; i++) {
|
||||
for (uint32_t i = 0; len > i; i++) {
|
||||
char character;
|
||||
inStream.Read<char>(character);
|
||||
title += character;
|
||||
@ -551,7 +551,7 @@ void HandlePacketChat(Packet* packet) {
|
||||
|
||||
len = 0;
|
||||
inStream.Read<uint32_t>(len);
|
||||
for (int i = 0; len > i; i++) {
|
||||
for (uint32_t i = 0; len > i; i++) {
|
||||
char character;
|
||||
inStream.Read<char>(character);
|
||||
msg += character;
|
||||
@ -804,7 +804,7 @@ void HandlePacket(Packet* packet) {
|
||||
uint32_t len;
|
||||
inStream.Read(len);
|
||||
|
||||
for (int i = 0; i < len; i++) {
|
||||
for (uint32_t i = 0; i < len; i++) {
|
||||
char character; inStream.Read<char>(character);
|
||||
username += character;
|
||||
}
|
||||
@ -1027,7 +1027,7 @@ void HandlePacket(Packet* packet) {
|
||||
//Check for BBB models:
|
||||
auto stmt = Database::CreatePreppedStmt("SELECT ugc_id FROM properties_contents WHERE lot=14 AND property_id=?");
|
||||
|
||||
int templateId = result.getIntField(0);
|
||||
int32_t templateId = result.getIntField(0);
|
||||
|
||||
result.finalize();
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user