mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-09 20:24:16 +00:00
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:
@@ -158,20 +158,6 @@ void UserManager::DeletePendingRemovals() {
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m_UsersToDelete.clear();
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}
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bool UserManager::IsNameAvailable(const std::string& requestedName) {
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bool toReturn = false; //To allow for a clean exit
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE name=? OR pending_name=? LIMIT 1;");
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stmt->setString(1, requestedName.c_str());
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stmt->setString(2, requestedName.c_str());
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sql::ResultSet* res = stmt->executeQuery();
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if (res->rowsCount() == 0) toReturn = true;
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delete stmt;
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delete res;
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return toReturn;
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}
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std::string UserManager::GetPredefinedName(uint32_t firstNameIndex, uint32_t middleNameIndex, uint32_t lastNameIndex) {
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if (firstNameIndex > m_FirstNames.size() || middleNameIndex > m_MiddleNames.size() || lastNameIndex > m_LastNames.size()) return std::string("INVALID");
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return std::string(m_FirstNames[firstNameIndex] + m_MiddleNames[middleNameIndex] + m_LastNames[lastNameIndex]);
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@@ -200,11 +186,6 @@ bool UserManager::IsNamePreapproved(const std::string& requestedName) {
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void UserManager::RequestCharacterList(const SystemAddress& sysAddr) {
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User* u = GetUser(sysAddr);
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if (!u) return;
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE account_id=? ORDER BY last_login DESC LIMIT 4;");
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stmt->setUInt(1, u->GetAccountID());
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sql::ResultSet* res = stmt->executeQuery();
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std::vector<Character*>& chars = u->GetCharacters();
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for (size_t i = 0; i < chars.size(); ++i) {
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@@ -232,16 +213,13 @@ void UserManager::RequestCharacterList(const SystemAddress& sysAddr) {
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chars.clear();
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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), u);
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for (const auto& characterId : Database::Get()->GetAccountCharacterIds(u->GetAccountID())) {
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Character* character = new Character(characterId, u);
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character->UpdateFromDatabase();
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character->SetIsNewLogin();
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chars.push_back(character);
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}
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delete res;
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delete stmt;
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WorldPackets::SendCharacterList(sysAddr, u);
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}
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@@ -270,19 +248,19 @@ void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet)
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LOT shirtLOT = FindCharShirtID(shirtColor, shirtStyle);
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LOT pantsLOT = FindCharPantsID(pantsColor);
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if (name != "" && !UserManager::IsNameAvailable(name)) {
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if (!name.empty() && Database::Get()->GetCharacterInfo(name)) {
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LOG("AccountID: %i chose unavailable name: %s", u->GetAccountID(), name.c_str());
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WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::CUSTOM_NAME_IN_USE);
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return;
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}
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if (!IsNameAvailable(predefinedName)) {
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if (Database::Get()->GetCharacterInfo(predefinedName)) {
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LOG("AccountID: %i chose unavailable predefined name: %s", u->GetAccountID(), predefinedName.c_str());
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WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::PREDEFINED_NAME_IN_USE);
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return;
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}
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if (name == "") {
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if (name.empty()) {
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LOG("AccountID: %i is creating a character with predefined name: %s", u->GetAccountID(), predefinedName.c_str());
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} else {
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LOG("AccountID: %i is creating a character with name: %s (temporary: %s)", u->GetAccountID(), name.c_str(), predefinedName.c_str());
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@@ -290,13 +268,8 @@ void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet)
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//Now that the name is ok, we can get an objectID from Master:
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ObjectIDManager::Instance()->RequestPersistentID([=](uint32_t objectID) {
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sql::PreparedStatement* overlapStmt = Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE id = ?");
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overlapStmt->setUInt(1, objectID);
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auto* overlapResult = overlapStmt->executeQuery();
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if (overlapResult->next()) {
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LOG("Character object id unavailable, check objectidtracker!");
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if (Database::Get()->GetCharacterInfo(objectID)) {
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LOG("Character object id unavailable, check object_id_tracker!");
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WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::OBJECT_ID_UNAVAILABLE);
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return;
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}
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@@ -337,41 +310,19 @@ void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet)
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bool nameOk = IsNamePreapproved(name);
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if (!nameOk && u->GetMaxGMLevel() > eGameMasterLevel::FORUM_MODERATOR) nameOk = true;
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if (name != "") {
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("INSERT INTO `charinfo`(`id`, `account_id`, `name`, `pending_name`, `needs_rename`, `last_login`) VALUES (?,?,?,?,?,?)");
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stmt->setUInt(1, objectID);
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stmt->setUInt(2, u->GetAccountID());
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stmt->setString(3, predefinedName.c_str());
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stmt->setString(4, name.c_str());
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stmt->setBoolean(5, false);
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stmt->setUInt64(6, time(NULL));
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std::string_view nameToAssign = !name.empty() && nameOk ? name : predefinedName;
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std::string pendingName = !name.empty() && !nameOk ? name : "";
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if (nameOk) {
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stmt->setString(3, name.c_str());
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stmt->setString(4, "");
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}
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ICharInfo::Info info;
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info.name = nameToAssign;
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info.pendingName = pendingName;
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info.id = objectID;
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info.accountId = u->GetAccountID();
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stmt->execute();
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delete stmt;
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} else {
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("INSERT INTO `charinfo`(`id`, `account_id`, `name`, `pending_name`, `needs_rename`, `last_login`) VALUES (?,?,?,?,?,?)");
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stmt->setUInt(1, objectID);
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stmt->setUInt(2, u->GetAccountID());
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stmt->setString(3, predefinedName.c_str());
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stmt->setString(4, "");
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stmt->setBoolean(5, false);
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stmt->setUInt64(6, time(NULL));
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stmt->execute();
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delete stmt;
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}
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Database::Get()->InsertNewCharacter(info);
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//Now finally insert our character xml:
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("INSERT INTO `charxml`(`id`, `xml_data`) VALUES (?,?)");
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stmt->setUInt(1, objectID);
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stmt->setString(2, xml3.str().c_str());
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stmt->execute();
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delete stmt;
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Database::Get()->InsertCharacterXml(objectID, xml3.str());
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WorldPackets::SendCharacterCreationResponse(sysAddr, eCharacterCreationResponse::SUCCESS);
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UserManager::RequestCharacterList(sysAddr);
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@@ -403,73 +354,12 @@ void UserManager::DeleteCharacter(const SystemAddress& sysAddr, Packet* packet)
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WorldPackets::SendCharacterDeleteResponse(sysAddr, false);
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} else {
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LOG("Deleting character %i", charID);
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{
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM charxml WHERE id=? LIMIT 1;");
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stmt->setUInt64(1, charID);
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stmt->execute();
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delete stmt;
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}
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{
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM command_log WHERE character_id=?;");
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stmt->setUInt64(1, charID);
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stmt->execute();
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delete stmt;
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}
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{
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM friends WHERE player_id=? OR friend_id=?;");
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stmt->setUInt(1, charID);
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stmt->setUInt(2, charID);
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stmt->execute();
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delete stmt;
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::PLAYER_REMOVED_NOTIFICATION);
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bitStream.Write(objectID);
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Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
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}
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{
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM leaderboard WHERE character_id=?;");
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stmt->setUInt64(1, charID);
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stmt->execute();
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delete stmt;
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}
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{
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
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"DELETE FROM properties_contents WHERE property_id IN (SELECT id FROM properties WHERE owner_id=?);"
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);
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stmt->setUInt64(1, charID);
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stmt->execute();
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delete stmt;
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}
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{
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM properties WHERE owner_id=?;");
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stmt->setUInt64(1, charID);
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stmt->execute();
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delete stmt;
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}
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{
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM ugc WHERE character_id=?;");
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stmt->setUInt64(1, charID);
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stmt->execute();
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delete stmt;
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}
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{
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM activity_log WHERE character_id=?;");
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stmt->setUInt64(1, charID);
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stmt->execute();
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delete stmt;
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}
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{
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM mail WHERE receiver_id=?;");
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stmt->setUInt64(1, charID);
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stmt->execute();
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delete stmt;
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}
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{
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("DELETE FROM charinfo WHERE id=? LIMIT 1;");
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stmt->setUInt64(1, charID);
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stmt->execute();
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delete stmt;
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}
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Database::Get()->DeleteCharacter(charID);
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CHAT_INTERNAL, eChatInternalMessageType::PLAYER_REMOVED_NOTIFICATION);
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bitStream.Write(objectID);
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Game::chatServer->Send(&bitStream, SYSTEM_PRIORITY, RELIABLE, 0, Game::chatSysAddr, false);
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WorldPackets::SendCharacterDeleteResponse(sysAddr, true);
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}
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@@ -517,26 +407,14 @@ void UserManager::RenameCharacter(const SystemAddress& sysAddr, Packet* packet)
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return;
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}
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if (IsNameAvailable(newName)) {
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if (Database::Get()->GetCharacterInfo(newName)) {
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if (IsNamePreapproved(newName)) {
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("UPDATE charinfo SET name=?, pending_name='', needs_rename=0, last_login=? WHERE id=? LIMIT 1");
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stmt->setString(1, newName);
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stmt->setUInt64(2, time(NULL));
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stmt->setUInt(3, character->GetID());
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stmt->execute();
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delete stmt;
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Database::Get()->SetCharacterName(charID, newName);
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LOG("Character %s now known as %s", character->GetName().c_str(), newName.c_str());
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WorldPackets::SendCharacterRenameResponse(sysAddr, eRenameResponse::SUCCESS);
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UserManager::RequestCharacterList(sysAddr);
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} else {
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("UPDATE charinfo SET pending_name=?, needs_rename=0, last_login=? WHERE id=? LIMIT 1");
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stmt->setString(1, newName);
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stmt->setUInt64(2, time(NULL));
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stmt->setUInt(3, character->GetID());
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stmt->execute();
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delete stmt;
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Database::Get()->SetPendingCharacterName(charID, newName);
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LOG("Character %s has been renamed to %s and is pending approval by a moderator.", character->GetName().c_str(), newName.c_str());
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WorldPackets::SendCharacterRenameResponse(sysAddr, eRenameResponse::SUCCESS);
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UserManager::RequestCharacterList(sysAddr);
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@@ -566,11 +444,7 @@ void UserManager::LoginCharacter(const SystemAddress& sysAddr, uint32_t playerID
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}
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if (hasCharacter && character) {
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("UPDATE charinfo SET last_login=? WHERE id=? LIMIT 1");
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stmt->setUInt64(1, time(NULL));
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stmt->setUInt(2, playerID);
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stmt->execute();
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delete stmt;
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Database::Get()->UpdateLastLoggedInCharacter(playerID);
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uint32_t zoneID = character->GetZoneID();
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if (zoneID == LWOZONEID_INVALID) zoneID = 1000; //Send char to VE
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