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

@@ -25,104 +25,36 @@
Character::Character(uint32_t id, User* parentUser) {
//First load the name, etc:
m_ID = id;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
"SELECT name, pending_name, needs_rename, prop_clone_id, permission_map FROM charinfo WHERE id=? LIMIT 1;"
);
stmt->setInt64(1, id);
sql::ResultSet* res = stmt->executeQuery();
while (res->next()) {
m_Name = res->getString(1).c_str();
m_UnapprovedName = res->getString(2).c_str();
m_NameRejected = res->getBoolean(3);
m_PropertyCloneID = res->getUInt(4);
m_PermissionMap = static_cast<ePermissionMap>(res->getUInt64(5));
}
delete res;
delete stmt;
//Load the xmlData now:
sql::PreparedStatement* xmlStmt = Database::CreatePreppedStmt(
"SELECT xml_data FROM charxml WHERE id=? LIMIT 1;"
);
xmlStmt->setInt64(1, id);
sql::ResultSet* xmlRes = xmlStmt->executeQuery();
while (xmlRes->next()) {
m_XMLData = xmlRes->getString(1).c_str();
}
delete xmlRes;
delete xmlStmt;
m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing.
m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused.
m_ZoneCloneID = 0;
m_Doc = nullptr;
//Quickly and dirtly parse the xmlData to get the info we need:
DoQuickXMLDataParse();
//Set our objectID:
m_ObjectID = m_ID;
GeneralUtils::SetBit(m_ObjectID, eObjectBits::CHARACTER);
GeneralUtils::SetBit(m_ObjectID, eObjectBits::PERSISTENT);
m_ParentUser = parentUser;
m_OurEntity = nullptr;
m_BuildMode = false;
m_Doc = nullptr;
}
Character::~Character() {
delete m_Doc;
if (m_Doc) delete m_Doc;
m_Doc = nullptr;
m_OurEntity = nullptr;
m_ParentUser = nullptr;
}
void Character::UpdateFromDatabase() {
sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
"SELECT name, pending_name, needs_rename, prop_clone_id, permission_map FROM charinfo WHERE id=? LIMIT 1;"
);
void Character::UpdateInfoFromDatabase() {
auto charInfo = Database::Get()->GetCharacterInfo(m_ID);
stmt->setInt64(1, m_ID);
sql::ResultSet* res = stmt->executeQuery();
while (res->next()) {
m_Name = res->getString(1).c_str();
m_UnapprovedName = res->getString(2).c_str();
m_NameRejected = res->getBoolean(3);
m_PropertyCloneID = res->getUInt(4);
m_PermissionMap = static_cast<ePermissionMap>(res->getUInt64(5));
if (charInfo) {
m_Name = charInfo->name;
m_UnapprovedName = charInfo->pendingName;
m_NameRejected = charInfo->needsRename;
m_PropertyCloneID = charInfo->cloneId;
m_PermissionMap = charInfo->permissionMap;
}
delete res;
delete stmt;
//Load the xmlData now:
sql::PreparedStatement* xmlStmt = Database::CreatePreppedStmt(
"SELECT xml_data FROM charxml WHERE id=? LIMIT 1;"
);
xmlStmt->setInt64(1, m_ID);
sql::ResultSet* xmlRes = xmlStmt->executeQuery();
while (xmlRes->next()) {
m_XMLData = xmlRes->getString(1).c_str();
}
delete xmlRes;
delete xmlStmt;
m_XMLData = Database::Get()->GetCharacterXml(m_ID);
m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing.
m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused.
m_ZoneCloneID = 0;
delete m_Doc;
m_Doc = nullptr;
//Quickly and dirtly parse the xmlData to get the info we need:
@@ -137,6 +69,11 @@ void Character::UpdateFromDatabase() {
m_BuildMode = false;
}
void Character::UpdateFromDatabase() {
if (m_Doc) delete m_Doc;
UpdateInfoFromDatabase();
}
void Character::DoQuickXMLDataParse() {
if (m_XMLData.size() == 0) return;
@@ -406,17 +343,11 @@ void Character::SetIsNewLogin() {
void Character::WriteToDatabase() {
//Dump our xml into m_XMLData:
auto* printer = new tinyxml2::XMLPrinter(0, true, 0);
m_Doc->Print(printer);
m_XMLData = printer->CStr();
tinyxml2::XMLPrinter printer(0, true, 0);
m_Doc->Print(&printer);
//Finally, save to db:
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("UPDATE charxml SET xml_data=? WHERE id=?");
stmt->setString(1, m_XMLData.c_str());
stmt->setUInt(2, m_ID);
stmt->execute();
delete stmt;
delete printer;
Database::Get()->UpdateCharacterXml(m_ID, printer.CStr());
}
void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {