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>
This commit is contained in:
David Markowitz
2023-11-17 16:47:18 -08:00
committed by GitHub
parent b68823b4cb
commit 7f623d358c
161 changed files with 2114 additions and 1516 deletions

View File

@@ -30,32 +30,17 @@ void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
auto player = playerContainer.GetPlayerData(playerID);
if (!player) return;
//Get our friends list from the Db. Using a derived table since the friend of a player can be in either column.
std::unique_ptr<sql::PreparedStatement> stmt(Database::CreatePreppedStmt(
"SELECT fr.requested_player, best_friend, ci.name FROM "
"(SELECT CASE "
"WHEN player_id = ? THEN friend_id "
"WHEN friend_id = ? THEN player_id "
"END AS requested_player, best_friend FROM friends) AS fr "
"JOIN charinfo AS ci ON ci.id = fr.requested_player "
"WHERE fr.requested_player IS NOT NULL AND fr.requested_player != ?;"));
stmt->setUInt(1, static_cast<uint32_t>(playerID));
stmt->setUInt(2, static_cast<uint32_t>(playerID));
stmt->setUInt(3, static_cast<uint32_t>(playerID));
std::vector<FriendData> friends;
std::unique_ptr<sql::ResultSet> res(stmt->executeQuery());
while (res->next()) {
auto friendsList = Database::Get()->GetFriendsList(playerID);
for (const auto& friendData : friendsList) {
FriendData fd;
fd.isFTP = false; // not a thing in DLU
fd.friendID = res->getUInt(1);
fd.friendID = friendData.friendID;
GeneralUtils::SetBit(fd.friendID, eObjectBits::PERSISTENT);
GeneralUtils::SetBit(fd.friendID, eObjectBits::CHARACTER);
fd.isBestFriend = res->getInt(2) == 3; //0 = friends, 1 = left_requested, 2 = right_requested, 3 = both_accepted - are now bffs
fd.isBestFriend = friendData.isBestFriend; //0 = friends, 1 = left_requested, 2 = right_requested, 3 = both_accepted - are now bffs
if (fd.isBestFriend) player->countOfBestFriends += 1;
fd.friendName = res->getString(3);
fd.friendName = friendData.friendName;
//Now check if they're online:
auto fr = playerContainer.GetPlayerData(fd.friendID);
@@ -71,7 +56,7 @@ void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
fd.zoneID = LWOZONEID();
}
friends.push_back(fd);
player->friends.push_back(fd);
}
//Now, we need to send the friendlist to the server they came from:
@@ -83,14 +68,12 @@ void ChatPacketHandler::HandleFriendlistRequest(Packet* packet) {
BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::GET_FRIENDS_LIST_RESPONSE);
bitStream.Write<uint8_t>(0);
bitStream.Write<uint16_t>(1); //Length of packet -- just writing one as it doesn't matter, client skips it.
bitStream.Write((uint16_t)friends.size());
bitStream.Write((uint16_t)player->friends.size());
for (auto& data : friends) {
for (auto& data : player->friends) {
data.Serialize(bitStream);
}
player->friends = friends;
SystemAddress sysAddr = player->sysAddr;
SEND_PACKET;
}
@@ -152,35 +135,26 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
// If at this point we dont have a target, then they arent online and we cant send the request.
// Send the response code that corresponds to what the error is.
if (!requestee) {
std::unique_ptr<sql::PreparedStatement> nameQuery(Database::CreatePreppedStmt("SELECT name from charinfo where name = ?;"));
nameQuery->setString(1, playerName);
std::unique_ptr<sql::ResultSet> result(nameQuery->executeQuery());
requestee.reset(new PlayerData());
requestee->playerName = playerName;
auto responseType = Database::Get()->GetCharacterInfo(playerName)
? eAddFriendResponseType::NOTONLINE
: eAddFriendResponseType::INVALIDCHARACTER;
SendFriendResponse(requestor, requestee.get(), result->next() ? eAddFriendResponseType::NOTONLINE : eAddFriendResponseType::INVALIDCHARACTER);
SendFriendResponse(requestor, requestee.get(), responseType);
return;
}
if (isBestFriendRequest) {
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;"));
friendUpdate->setUInt(1, static_cast<uint32_t>(requestorPlayerID));
friendUpdate->setUInt(2, static_cast<uint32_t>(requestee->playerID));
friendUpdate->setUInt(3, static_cast<uint32_t>(requestee->playerID));
friendUpdate->setUInt(4, static_cast<uint32_t>(requestorPlayerID));
std::unique_ptr<sql::ResultSet> result(friendUpdate->executeQuery());
LWOOBJID queryPlayerID = LWOOBJID_EMPTY;
LWOOBJID queryFriendID = LWOOBJID_EMPTY;
uint8_t oldBestFriendStatus{};
uint8_t bestFriendStatus{};
if (result->next()) {
auto bestFriendInfo = Database::Get()->GetBestFriendStatus(requestorPlayerID, requestee->playerID);
if (bestFriendInfo) {
// Get the IDs
queryPlayerID = result->getInt(1);
queryFriendID = result->getInt(2);
oldBestFriendStatus = result->getInt(3);
LWOOBJID queryPlayerID = bestFriendInfo->playerCharacterId;
LWOOBJID queryFriendID = bestFriendInfo->friendCharacterId;
oldBestFriendStatus = bestFriendInfo->bestFriendStatus;
bestFriendStatus = oldBestFriendStatus;
// Set the bits
@@ -211,13 +185,7 @@ void ChatPacketHandler::HandleFriendRequest(Packet* packet) {
}
} else {
// Then update the database with this new info.
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;"));
updateQuery->setUInt(1, bestFriendStatus);
updateQuery->setUInt(2, static_cast<uint32_t>(requestorPlayerID));
updateQuery->setUInt(3, static_cast<uint32_t>(requestee->playerID));
updateQuery->setUInt(4, static_cast<uint32_t>(requestee->playerID));
updateQuery->setUInt(5, static_cast<uint32_t>(requestorPlayerID));
updateQuery->executeUpdate();
Database::Get()->SetBestFriendStatus(requestorPlayerID, requestee->playerID, bestFriendStatus);
// Sent the best friend update here if the value is 3
if (bestFriendStatus == 3U) {
requestee->countOfBestFriends += 1;
@@ -319,11 +287,7 @@ void ChatPacketHandler::HandleFriendResponse(Packet* packet) {
requesteeData.isOnline = true;
requestor->friends.push_back(requesteeData);
std::unique_ptr<sql::PreparedStatement> statement(Database::CreatePreppedStmt("INSERT IGNORE INTO `friends` (`player_id`, `friend_id`, `best_friend`) VALUES (?,?,?);"));
statement->setUInt(1, static_cast<uint32_t>(requestor->playerID));
statement->setUInt(2, static_cast<uint32_t>(requestee->playerID));
statement->setInt(3, 0);
statement->execute();
Database::Get()->AddFriend(requestor->playerID, requestee->playerID);
}
if (serverResponseCode != eAddFriendResponseType::DECLINED) SendFriendResponse(requestor, requestee, serverResponseCode, isAlreadyBestFriends);
@@ -338,25 +302,17 @@ void ChatPacketHandler::HandleRemoveFriend(Packet* packet) {
//we'll have to query the db here to find the user, since you can delete them while they're offline.
//First, we need to find their ID:
std::unique_ptr<sql::PreparedStatement> stmt(Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE name=? LIMIT 1;"));
stmt->setString(1, friendName.c_str());
LWOOBJID friendID = 0;
std::unique_ptr<sql::ResultSet> res(stmt->executeQuery());
while (res->next()) {
friendID = res->getUInt(1);
auto friendIdResult = Database::Get()->GetCharacterInfo(friendName);
if (friendIdResult) {
friendID = friendIdResult->id;
}
// Convert friendID to LWOOBJID
GeneralUtils::SetBit(friendID, eObjectBits::PERSISTENT);
GeneralUtils::SetBit(friendID, eObjectBits::CHARACTER);
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;"));
deletestmt->setUInt(1, static_cast<uint32_t>(playerID));
deletestmt->setUInt(2, static_cast<uint32_t>(friendID));
deletestmt->setUInt(3, static_cast<uint32_t>(friendID));
deletestmt->setUInt(4, static_cast<uint32_t>(playerID));
deletestmt->execute();
Database::Get()->RemoveFriend(playerID, friendID);
//Now, we need to send an update to notify the sender (and possibly, receiver) that their friendship has been ended:
auto goonA = playerContainer.GetPlayerData(playerID);