mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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refactor: Database abstraction and organization of files (#1274)
* Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
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@@ -30,32 +30,17 @@ void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
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auto player = playerContainer.GetPlayerData(playerID);
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if (!player) return;
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//Get our friends list from the Db. Using a derived table since the friend of a player can be in either column.
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std::unique_ptr<sql::PreparedStatement> stmt(Database::CreatePreppedStmt(
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"SELECT fr.requested_player, best_friend, ci.name FROM "
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"(SELECT CASE "
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"WHEN player_id = ? THEN friend_id "
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"WHEN friend_id = ? THEN player_id "
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"END AS requested_player, best_friend FROM friends) AS fr "
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"JOIN charinfo AS ci ON ci.id = fr.requested_player "
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"WHERE fr.requested_player IS NOT NULL AND fr.requested_player != ?;"));
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stmt->setUInt(1, static_cast<uint32_t>(playerID));
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stmt->setUInt(2, static_cast<uint32_t>(playerID));
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stmt->setUInt(3, static_cast<uint32_t>(playerID));
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std::vector<FriendData> friends;
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std::unique_ptr<sql::ResultSet> res(stmt->executeQuery());
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while (res->next()) {
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auto friendsList = Database::Get()->GetFriendsList(playerID);
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for (const auto& friendData : friendsList) {
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FriendData fd;
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fd.isFTP = false; // not a thing in DLU
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fd.friendID = res->getUInt(1);
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fd.friendID = friendData.friendID;
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GeneralUtils::SetBit(fd.friendID, eObjectBits::PERSISTENT);
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GeneralUtils::SetBit(fd.friendID, eObjectBits::CHARACTER);
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fd.isBestFriend = res->getInt(2) == 3; //0 = friends, 1 = left_requested, 2 = right_requested, 3 = both_accepted - are now bffs
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fd.isBestFriend = friendData.isBestFriend; //0 = friends, 1 = left_requested, 2 = right_requested, 3 = both_accepted - are now bffs
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if (fd.isBestFriend) player->countOfBestFriends += 1;
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fd.friendName = res->getString(3);
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fd.friendName = friendData.friendName;
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//Now check if they're online:
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auto fr = playerContainer.GetPlayerData(fd.friendID);
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@@ -71,7 +56,7 @@ void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
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fd.zoneID = LWOZONEID();
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}
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friends.push_back(fd);
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player->friends.push_back(fd);
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}
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//Now, we need to send the friendlist to the server they came from:
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@@ -83,14 +68,12 @@ void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::GET_FRIENDS_LIST_RESPONSE);
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bitStream.Write<uint8_t>(0);
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bitStream.Write<uint16_t>(1); //Length of packet -- just writing one as it doesn't matter, client skips it.
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bitStream.Write((uint16_t)friends.size());
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bitStream.Write((uint16_t)player->friends.size());
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for (auto& data : friends) {
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for (auto& data : player->friends) {
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data.Serialize(bitStream);
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}
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player->friends = friends;
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SystemAddress sysAddr = player->sysAddr;
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SEND_PACKET;
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}
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@@ -152,35 +135,26 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
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// If at this point we dont have a target, then they arent online and we cant send the request.
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// Send the response code that corresponds to what the error is.
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if (!requestee) {
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std::unique_ptr<sql::PreparedStatement> nameQuery(Database::CreatePreppedStmt("SELECT name from charinfo where name = ?;"));
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nameQuery->setString(1, playerName);
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std::unique_ptr<sql::ResultSet> result(nameQuery->executeQuery());
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requestee.reset(new PlayerData());
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requestee->playerName = playerName;
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auto responseType = Database::Get()->GetCharacterInfo(playerName)
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? eAddFriendResponseType::NOTONLINE
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: eAddFriendResponseType::INVALIDCHARACTER;
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SendFriendResponse(requestor, requestee.get(), result->next() ? eAddFriendResponseType::NOTONLINE : eAddFriendResponseType::INVALIDCHARACTER);
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SendFriendResponse(requestor, requestee.get(), responseType);
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return;
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}
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if (isBestFriendRequest) {
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std::unique_ptr<sql::PreparedStatement> friendUpdate(Database::CreatePreppedStmt("SELECT * FROM friends WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?) LIMIT 1;"));
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friendUpdate->setUInt(1, static_cast<uint32_t>(requestorPlayerID));
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friendUpdate->setUInt(2, static_cast<uint32_t>(requestee->playerID));
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friendUpdate->setUInt(3, static_cast<uint32_t>(requestee->playerID));
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friendUpdate->setUInt(4, static_cast<uint32_t>(requestorPlayerID));
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std::unique_ptr<sql::ResultSet> result(friendUpdate->executeQuery());
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LWOOBJID queryPlayerID = LWOOBJID_EMPTY;
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LWOOBJID queryFriendID = LWOOBJID_EMPTY;
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uint8_t oldBestFriendStatus{};
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uint8_t bestFriendStatus{};
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if (result->next()) {
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auto bestFriendInfo = Database::Get()->GetBestFriendStatus(requestorPlayerID, requestee->playerID);
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if (bestFriendInfo) {
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// Get the IDs
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queryPlayerID = result->getInt(1);
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queryFriendID = result->getInt(2);
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oldBestFriendStatus = result->getInt(3);
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LWOOBJID queryPlayerID = bestFriendInfo->playerCharacterId;
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LWOOBJID queryFriendID = bestFriendInfo->friendCharacterId;
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oldBestFriendStatus = bestFriendInfo->bestFriendStatus;
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bestFriendStatus = oldBestFriendStatus;
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// Set the bits
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@@ -211,13 +185,7 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
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}
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} else {
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// Then update the database with this new info.
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std::unique_ptr<sql::PreparedStatement> updateQuery(Database::CreatePreppedStmt("UPDATE friends SET best_friend = ? WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?) LIMIT 1;"));
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updateQuery->setUInt(1, bestFriendStatus);
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updateQuery->setUInt(2, static_cast<uint32_t>(requestorPlayerID));
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updateQuery->setUInt(3, static_cast<uint32_t>(requestee->playerID));
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updateQuery->setUInt(4, static_cast<uint32_t>(requestee->playerID));
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updateQuery->setUInt(5, static_cast<uint32_t>(requestorPlayerID));
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updateQuery->executeUpdate();
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Database::Get()->SetBestFriendStatus(requestorPlayerID, requestee->playerID, bestFriendStatus);
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// Sent the best friend update here if the value is 3
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if (bestFriendStatus == 3U) {
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requestee->countOfBestFriends += 1;
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@@ -319,11 +287,7 @@ void ChatPacketHandler::HandleFriendResponse(Packet* packet) {
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requesteeData.isOnline = true;
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requestor->friends.push_back(requesteeData);
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std::unique_ptr<sql::PreparedStatement> statement(Database::CreatePreppedStmt("INSERT IGNORE INTO `friends` (`player_id`, `friend_id`, `best_friend`) VALUES (?,?,?);"));
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statement->setUInt(1, static_cast<uint32_t>(requestor->playerID));
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statement->setUInt(2, static_cast<uint32_t>(requestee->playerID));
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statement->setInt(3, 0);
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statement->execute();
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Database::Get()->AddFriend(requestor->playerID, requestee->playerID);
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}
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if (serverResponseCode != eAddFriendResponseType::DECLINED) SendFriendResponse(requestor, requestee, serverResponseCode, isAlreadyBestFriends);
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@@ -338,25 +302,17 @@ void ChatPacketHandler::HandleRemoveFriend(Packet* packet) {
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//we'll have to query the db here to find the user, since you can delete them while they're offline.
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//First, we need to find their ID:
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std::unique_ptr<sql::PreparedStatement> stmt(Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE name=? LIMIT 1;"));
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stmt->setString(1, friendName.c_str());
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LWOOBJID friendID = 0;
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std::unique_ptr<sql::ResultSet> res(stmt->executeQuery());
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while (res->next()) {
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friendID = res->getUInt(1);
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auto friendIdResult = Database::Get()->GetCharacterInfo(friendName);
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if (friendIdResult) {
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friendID = friendIdResult->id;
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}
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// Convert friendID to LWOOBJID
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GeneralUtils::SetBit(friendID, eObjectBits::PERSISTENT);
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GeneralUtils::SetBit(friendID, eObjectBits::CHARACTER);
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std::unique_ptr<sql::PreparedStatement> deletestmt(Database::CreatePreppedStmt("DELETE FROM friends WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?) LIMIT 1;"));
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deletestmt->setUInt(1, static_cast<uint32_t>(playerID));
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deletestmt->setUInt(2, static_cast<uint32_t>(friendID));
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deletestmt->setUInt(3, static_cast<uint32_t>(friendID));
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deletestmt->setUInt(4, static_cast<uint32_t>(playerID));
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deletestmt->execute();
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Database::Get()->RemoveFriend(playerID, friendID);
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//Now, we need to send an update to notify the sender (and possibly, receiver) that their friendship has been ended:
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auto goonA = playerContainer.GetPlayerData(playerID);
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