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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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81
dDatabase/CDClientDatabase/CDClientTables/CDMissionsTable.h
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81
dDatabase/CDClientDatabase/CDClientTables/CDMissionsTable.h
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#pragma once
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// Custom Classes
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#include "CDTable.h"
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#include <map>
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#include <cstdint>
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struct CDMissions {
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int id; //!< The Mission ID
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std::string defined_type; //!< The type of mission
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std::string defined_subtype; //!< The subtype of the mission
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int UISortOrder; //!< The UI Sort Order for the mission
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int offer_objectID; //!< The LOT of the mission giver
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int target_objectID; //!< The LOT of the mission's target
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int64_t reward_currency; //!< The amount of currency to reward the player
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int LegoScore; //!< The amount of LEGO Score to reward the player
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int64_t reward_reputation; //!< The reputation to award the player
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bool isChoiceReward; //!< Whether or not the user has the option to choose their loot
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int reward_item1; //!< The first rewarded item
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int reward_item1_count; //!< The count of the first item to be rewarded
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int reward_item2; //!< The second rewarded item
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int reward_item2_count; //!< The count of the second item to be rewarded
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int reward_item3; //!< The third rewarded item
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int reward_item3_count; //!< The count of the third item to be rewarded
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int reward_item4; //!< The fourth rewarded item
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int reward_item4_count; //!< The count of the fourth item to be rewarded
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int reward_emote; //!< The first emote to be rewarded
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int reward_emote2; //!< The second emote to be rewarded
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int reward_emote3; //!< The third emote to be rewarded
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int reward_emote4; //!< The fourth emote to be rewarded
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int reward_maximagination; //!< The amount of max imagination to reward
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int reward_maxhealth; //!< The amount of max health to reward
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int reward_maxinventory; //!< The amount of max inventory to reward
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int reward_maxmodel; //!< ???
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int reward_maxwidget; //!< ???
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int reward_maxwallet; //!< ???
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bool repeatable; //!< Whether or not this mission can be repeated (for instance, is it a daily mission)
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int64_t reward_currency_repeatable; //!< The repeatable reward
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int reward_item1_repeatable; //!< The first rewarded item
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int reward_item1_repeat_count; //!< The count of the first item to be rewarded
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int reward_item2_repeatable; //!< The second rewarded item
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int reward_item2_repeat_count; //!< The count of the second item to be rewarded
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int reward_item3_repeatable; //!< The third rewarded item
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int reward_item3_repeat_count; //!< The count of the third item to be rewarded
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int reward_item4_repeatable; //!< The fourth rewarded item
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int reward_item4_repeat_count; //!< The count of the fourth item to be rewarded
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int time_limit; //!< The time limit of the mission
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bool isMission; //!< Maybe to differentiate between missions and achievements?
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int missionIconID; //!< The mission icon ID
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std::string prereqMissionID; //!< A '|' seperated list of prerequisite missions
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bool localize; //!< Whether or not to localize the mission
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bool inMOTD; //!< In Match of the Day(?)
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int64_t cooldownTime; //!< The mission cooldown time
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bool isRandom; //!< ???
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std::string randomPool; //!< ???
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int UIPrereqID; //!< ???
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UNUSED(std::string gate_version); //!< The gate version
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UNUSED(std::string HUDStates); //!< ???
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UNUSED(int locStatus); //!< ???
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int reward_bankinventory; //!< The amount of bank space this mission rewards
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};
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class CDMissionsTable : public CDTable<CDMissionsTable> {
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private:
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std::vector<CDMissions> entries;
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public:
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void LoadValuesFromDatabase();
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// Queries the table with a custom "where" clause
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std::vector<CDMissions> Query(std::function<bool(CDMissions)> predicate);
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// Gets all the entries in the table
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const std::vector<CDMissions>& GetEntries() const;
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const CDMissions* GetPtrByMissionID(uint32_t missionID) const;
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const CDMissions& GetByMissionID(uint32_t missionID, bool& found) const;
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static CDMissions Default;
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};
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