mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-15 11:58:10 +00:00
Merge main into property-entrance-rewrite
This commit is contained in:
@@ -1,7 +1,7 @@
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#include "Database.h"
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#include "Game.h"
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#include "dConfig.h"
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#include "dLogger.h"
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#include "Logger.h"
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using namespace std;
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#pragma warning (disable:4251) //Disables SQL warnings
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@@ -64,8 +64,8 @@ void Database::Destroy(std::string source, bool log) {
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if (!con) return;
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if (log) {
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if (source != "") Game::logger->Log("Database", "Destroying MySQL connection from %s!", source.c_str());
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else Game::logger->Log("Database", "Destroying MySQL connection!");
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if (source != "") LOG("Destroying MySQL connection from %s!", source.c_str());
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else LOG("Destroying MySQL connection!");
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}
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con->close();
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@@ -84,7 +84,7 @@ sql::PreparedStatement* Database::CreatePreppedStmt(const std::string& query) {
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if (!con) {
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Connect();
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Game::logger->Log("Database", "Trying to reconnect to MySQL");
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LOG("Trying to reconnect to MySQL");
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}
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if (!con->isValid() || con->isClosed()) {
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@@ -93,7 +93,7 @@ sql::PreparedStatement* Database::CreatePreppedStmt(const std::string& query) {
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con = nullptr;
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Connect();
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Game::logger->Log("Database", "Trying to reconnect to MySQL from invalid or closed connection");
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LOG("Trying to reconnect to MySQL from invalid or closed connection");
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}
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auto* stmt = con->prepareStatement(str);
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@@ -5,10 +5,10 @@
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#include "Database.h"
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#include "Game.h"
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#include "GeneralUtils.h"
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#include "dLogger.h"
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#include "Logger.h"
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#include "BinaryPathFinder.h"
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#include <istream>
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#include <fstream>
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Migration LoadMigration(std::string path) {
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Migration migration{};
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@@ -53,7 +53,7 @@ void MigrationRunner::RunMigrations() {
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delete stmt;
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if (doExit) continue;
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Game::logger->Log("MigrationRunner", "Running migration: %s", migration.name.c_str());
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LOG("Running migration: %s", migration.name.c_str());
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if (migration.name == "dlu/5_brick_model_sd0.sql") {
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runSd0Migrations = true;
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} else {
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@@ -67,7 +67,7 @@ void MigrationRunner::RunMigrations() {
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}
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if (finalSQL.empty() && !runSd0Migrations) {
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Game::logger->Log("MigrationRunner", "Server database is up to date.");
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LOG("Server database is up to date.");
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return;
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}
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@@ -79,7 +79,7 @@ void MigrationRunner::RunMigrations() {
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if (query.empty()) continue;
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simpleStatement->execute(query.c_str());
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} catch (sql::SQLException& e) {
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Game::logger->Log("MigrationRunner", "Encountered error running migration: %s", e.what());
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LOG("Encountered error running migration: %s", e.what());
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}
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}
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}
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@@ -87,9 +87,9 @@ void MigrationRunner::RunMigrations() {
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// Do this last on the off chance none of the other migrations have been run yet.
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if (runSd0Migrations) {
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uint32_t numberOfUpdatedModels = BrickByBrickFix::UpdateBrickByBrickModelsToSd0();
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Game::logger->Log("MasterServer", "%i models were updated from zlib to sd0.", numberOfUpdatedModels);
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LOG("%i models were updated from zlib to sd0.", numberOfUpdatedModels);
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uint32_t numberOfTruncatedModels = BrickByBrickFix::TruncateBrokenBrickByBrickXml();
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Game::logger->Log("MasterServer", "%i models were truncated from the database.", numberOfTruncatedModels);
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LOG("%i models were truncated from the database.", numberOfTruncatedModels);
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}
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}
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@@ -135,14 +135,14 @@ void MigrationRunner::RunSQLiteMigrations() {
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// Doing these 1 migration at a time since one takes a long time and some may think it is crashing.
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// This will at the least guarentee that the full migration needs to be run in order to be counted as "migrated".
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Game::logger->Log("MigrationRunner", "Executing migration: %s. This may take a while. Do not shut down server.", migration.name.c_str());
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LOG("Executing migration: %s. This may take a while. Do not shut down server.", migration.name.c_str());
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CDClientDatabase::ExecuteQuery("BEGIN TRANSACTION;");
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for (const auto& dml : GeneralUtils::SplitString(migration.data, ';')) {
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if (dml.empty()) continue;
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try {
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CDClientDatabase::ExecuteDML(dml.c_str());
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} catch (CppSQLite3Exception& e) {
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Game::logger->Log("MigrationRunner", "Encountered error running DML command: (%i) : %s", e.errorCode(), e.errorMessage());
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LOG("Encountered error running DML command: (%i) : %s", e.errorCode(), e.errorMessage());
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}
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}
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@@ -154,5 +154,5 @@ void MigrationRunner::RunSQLiteMigrations() {
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CDClientDatabase::ExecuteQuery("COMMIT;");
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}
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Game::logger->Log("MigrationRunner", "CDServer database is up to date.");
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LOG("CDServer database is up to date.");
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}
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@@ -1,4 +1,33 @@
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#include "CDLootTableTable.h"
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#include "CDClientManager.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDItemComponentTable.h"
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#include "eReplicaComponentType.h"
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// Sort the tables by their rarity so the highest rarity items are first.
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void SortTable(LootTableEntries& table) {
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auto* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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auto* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
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// We modify the table in place so the outer loop keeps track of what is sorted
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// and the inner loop finds the highest rarity item and swaps it with the current position
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// of the outer loop.
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for (auto oldItrOuter = table.begin(); oldItrOuter != table.end(); oldItrOuter++) {
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auto lootToInsert = oldItrOuter;
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// Its fine if this starts at 0, even if this doesnt match lootToInsert as the actual highest will
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// either be found and overwrite these values, or the original is somehow zero and is still the highest rarity.
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uint32_t highestLootRarity = 0;
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for (auto oldItrInner = oldItrOuter; oldItrInner != table.end(); oldItrInner++) {
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uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(oldItrInner->itemid, eReplicaComponentType::ITEM);
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uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
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if (rarity > highestLootRarity) {
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highestLootRarity = rarity;
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lootToInsert = oldItrInner;
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}
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}
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Game::logger->LogDebug("CDLootTableTable", "highest rarity %i item id %i", highestLootRarity, lootToInsert->itemid);
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std::swap(*oldItrOuter, *lootToInsert);
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}
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}
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CDLootTable CDLootTableTable::ReadRow(CppSQLite3Query& tableData) const {
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CDLootTable entry{};
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@@ -32,6 +61,9 @@ void CDLootTableTable::LoadValuesFromDatabase() {
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this->entries[lootTableIndex].push_back(ReadRow(tableData));
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tableData.nextRow();
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}
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for (auto& [id, table] : this->entries) {
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SortTable(table);
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}
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}
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const LootTableEntries& CDLootTableTable::GetTable(uint32_t tableId) {
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@@ -49,6 +81,7 @@ const LootTableEntries& CDLootTableTable::GetTable(uint32_t tableId) {
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this->entries[tableId].push_back(ReadRow(tableData));
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tableData.nextRow();
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}
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SortTable(this->entries[tableId]);
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return this->entries[tableId];
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}
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