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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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@@ -23,41 +23,23 @@ User::User(const SystemAddress& sysAddr, const std::string& username, const std:
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m_IsBestFriendMap = std::unordered_map<std::string, bool>();
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//HACK HACK HACK
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//This needs to be re-enabled / updated whenever the mute stuff is moved to another table.
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//This was only done because otherwise the website's account page dies and the website is waiting on a migration to wordpress.
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//sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id, gmlevel, mute_expire FROM accounts WHERE name=? LIMIT 1;");
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id, gm_level FROM accounts WHERE name=? LIMIT 1;");
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stmt->setString(1, username.c_str());
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sql::ResultSet* res = stmt->executeQuery();
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while (res->next()) {
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m_AccountID = res->getUInt(1);
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m_MaxGMLevel = static_cast<eGameMasterLevel>(res->getInt(2));
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auto userInfo = Database::Get()->GetAccountInfo(username);
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if (userInfo) {
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m_AccountID = userInfo->id;
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m_MaxGMLevel = userInfo->maxGmLevel;
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m_MuteExpire = 0; //res->getUInt64(3);
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}
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delete res;
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delete stmt;
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//If we're loading a zone, we'll load the last used (aka current) character:
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if (Game::server->GetZoneID() != 0) {
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE account_id=? ORDER BY last_login DESC LIMIT 1;");
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stmt->setUInt(1, m_AccountID);
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sql::ResultSet* res = stmt->executeQuery();
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if (res->rowsCount() > 0) {
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while (res->next()) {
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LWOOBJID objID = res->getUInt64(1);
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Character* character = new Character(uint32_t(objID), this);
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m_Characters.push_back(character);
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LOG("Loaded %llu as it is the last used char", objID);
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}
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auto characterList = Database::Get()->GetAccountCharacterIds(m_AccountID);
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if (!characterList.empty()) {
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const uint32_t lastUsedCharacterId = characterList.front();
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Character* character = new Character(lastUsedCharacterId, this);
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character->UpdateFromDatabase();
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m_Characters.push_back(character);
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LOG("Loaded %i as it is the last used char", lastUsedCharacterId);
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}
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delete res;
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delete stmt;
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}
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}
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@@ -92,10 +74,7 @@ User& User::operator= (const User& other) {
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}
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bool User::operator== (const User& other) const {
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if (m_Username == other.m_Username || m_SessionKey == other.m_SessionKey || m_SystemAddress == other.m_SystemAddress)
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return true;
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return false;
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return m_Username == other.m_Username || m_SessionKey == other.m_SessionKey || m_SystemAddress == other.m_SystemAddress;
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}
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Character* User::GetLastUsedChar() {
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