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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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#pragma once
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// Custom Classes
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#include "CDTable.h"
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#include "dCommonVars.h"
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struct CDItemComponent {
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unsigned int id; //!< The Component ID
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std::string equipLocation; //!< The equip location
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unsigned int baseValue; //!< The monetary base value of the item
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bool isKitPiece; //!< Whether or not the item belongs to a kit
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unsigned int rarity; //!< The rarity of the item
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unsigned int itemType; //!< The item type
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int64_t itemInfo; //!< The item info
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bool inLootTable; //!< Whether or not the item is in a loot table
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bool inVendor; //!< Whether or not the item is in a vendor inventory
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bool isUnique; //!< ???
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bool isBOP; //!< ???
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bool isBOE; //!< ???
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unsigned int reqFlagID; //!< User must have completed this flag to get the item
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unsigned int reqSpecialtyID; //!< ???
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unsigned int reqSpecRank; //!< ???
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unsigned int reqAchievementID; //!< The required achievement must be completed
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unsigned int stackSize; //!< The stack size of the item
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unsigned int color1; //!< Something to do with item color...
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unsigned int decal; //!< The decal of the item
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unsigned int offsetGroupID; //!< Something to do with group IDs
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unsigned int buildTypes; //!< Something to do with building
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std::string reqPrecondition; //!< The required precondition
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unsigned int animationFlag; //!< The Animation Flag
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unsigned int equipEffects; //!< The effect played when the item is equipped
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bool readyForQA; //!< ???
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unsigned int itemRating; //!< ???
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bool isTwoHanded; //!< Whether or not the item is double handed
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unsigned int minNumRequired; //!< Maybe the minimum number required for a mission, or to own this object?
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unsigned int delResIndex; //!< ???
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unsigned int currencyLOT; //!< ???
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unsigned int altCurrencyCost; //!< ???
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std::string subItems; //!< A comma seperate string of sub items (maybe for multi-itemed things like faction test gear set)
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UNUSED(std::string audioEventUse); //!< ???
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bool noEquipAnimation; //!< Whether or not there is an equip animation
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unsigned int commendationLOT; //!< The commendation LOT
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unsigned int commendationCost; //!< The commendation cost
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UNUSED(std::string audioEquipMetaEventSet); //!< ???
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std::string currencyCosts; //!< Used for crafting
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UNUSED(std::string ingredientInfo); //!< Unused
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unsigned int locStatus; //!< ???
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unsigned int forgeType; //!< Forge Type
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float SellMultiplier; //!< Something to do with early vendors perhaps (but replaced)
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};
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class CDItemComponentTable : public CDTable<CDItemComponentTable> {
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private:
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std::map<unsigned int, CDItemComponent> entries;
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public:
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void LoadValuesFromDatabase();
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static std::map<LOT, uint32_t> ParseCraftingCurrencies(const CDItemComponent& itemComponent);
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// Gets an entry by ID
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const CDItemComponent& GetItemComponentByID(unsigned int skillID);
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static CDItemComponent Default;
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};
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