mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-06 10:44:08 +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:
@@ -130,13 +130,8 @@ int main(int argc, char** argv) {
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LOG("Compiled on: %s", __TIMESTAMP__);
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//Connect to the MySQL Database
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std::string mysql_host = Game::config->GetValue("mysql_host");
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std::string mysql_database = Game::config->GetValue("mysql_database");
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std::string mysql_username = Game::config->GetValue("mysql_username");
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std::string mysql_password = Game::config->GetValue("mysql_password");
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try {
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Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
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Database::Connect();
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} catch (sql::SQLException& ex) {
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LOG("Got an error while connecting to the database: %s", ex.what());
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LOG("Migrations not run");
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@@ -225,19 +220,14 @@ int main(int argc, char** argv) {
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std::cout << "Enter a username: ";
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std::cin >> username;
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std::unique_ptr<sql::PreparedStatement> userLookupStatement(Database::CreatePreppedStmt("SELECT id FROM accounts WHERE name=? LIMIT 1;"));
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userLookupStatement->setString(1, username.c_str());
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std::unique_ptr<sql::ResultSet> res(userLookupStatement->executeQuery());
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if (res->rowsCount() > 0) {
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auto accountId = Database::Get()->GetAccountInfo(username);
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if (accountId) {
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LOG("Account with name \"%s\" already exists", username.c_str());
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std::cout << "Do you want to change the password of that account? [y/n]?";
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std::string prompt = "";
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std::cin >> prompt;
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if (prompt == "y" || prompt == "yes") {
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uint32_t accountId = 0;
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res->next();
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accountId = res->getUInt(1);
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if (accountId == 0) return EXIT_FAILURE;
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if (accountId->id == 0) return EXIT_FAILURE;
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//Read the password from the console without echoing it.
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#ifdef __linux__
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@@ -257,10 +247,7 @@ int main(int argc, char** argv) {
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bcryptState = ::bcrypt_hashpw(password.c_str(), salt, hash);
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assert(bcryptState == 0);
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std::unique_ptr<sql::PreparedStatement> userUpdateStatement(Database::CreatePreppedStmt("UPDATE accounts SET password = ? WHERE id = ?;"));
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userUpdateStatement->setString(1, std::string(hash, BCRYPT_HASHSIZE).c_str());
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userUpdateStatement->setUInt(2, accountId);
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userUpdateStatement->execute();
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Database::Get()->UpdateAccountPassword(accountId->id, std::string(hash, BCRYPT_HASHSIZE));
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LOG("Account \"%s\" password updated successfully!", username.c_str());
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} else {
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@@ -289,11 +276,7 @@ int main(int argc, char** argv) {
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//Create account
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try {
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std::unique_ptr<sql::PreparedStatement> statement(Database::CreatePreppedStmt("INSERT INTO accounts (name, password, gm_level) VALUES (?, ?, ?);"));
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statement->setString(1, username.c_str());
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statement->setString(2, std::string(hash, BCRYPT_HASHSIZE).c_str());
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statement->setInt(3, 9);
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statement->execute();
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Database::Get()->InsertNewAccount(username, std::string(hash, BCRYPT_HASHSIZE));
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} catch(sql::SQLException& e) {
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LOG("A SQL error occurred!:\n %s", e.what());
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return EXIT_FAILURE;
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@@ -312,8 +295,6 @@ int main(int argc, char** argv) {
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Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master, Game::config, &Game::shouldShutdown);
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//Query for the database for a server labeled "master"
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auto* masterLookupStatement = Database::CreatePreppedStmt("SELECT id FROM `servers` WHERE `name` = 'master'");
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auto* result = masterLookupStatement->executeQuery();
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auto master_server_ip = Game::config->GetValue("master_ip");
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@@ -321,22 +302,7 @@ int main(int argc, char** argv) {
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master_server_ip = Game::server->GetIP();
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}
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//If we found a server, update it's IP and port to the current one.
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if (result->next()) {
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auto* updateStatement = Database::CreatePreppedStmt("UPDATE `servers` SET `ip` = ?, `port` = ? WHERE `id` = ?");
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updateStatement->setString(1, master_server_ip.c_str());
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updateStatement->setInt(2, Game::server->GetPort());
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updateStatement->setInt(3, result->getInt("id"));
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updateStatement->execute();
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delete updateStatement;
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} else {
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//If we didn't find a server, create one.
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auto* insertStatement = Database::CreatePreppedStmt("INSERT INTO `servers` (`name`, `ip`, `port`, `state`, `version`) VALUES ('master', ?, ?, 0, 171023)");
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insertStatement->setString(1, master_server_ip.c_str());
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insertStatement->setInt(2, Game::server->GetPort());
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insertStatement->execute();
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delete insertStatement;
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}
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Database::Get()->SetMasterIp(master_server_ip, Game::server->GetPort());
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//Create additional objects here:
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ObjectIDManager::Instance()->Initialize(Game::logger);
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@@ -384,16 +350,12 @@ int main(int argc, char** argv) {
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//Find out the master's IP for absolutely no reason:
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std::string masterIP;
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uint32_t masterPort;
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
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auto res = stmt->executeQuery();
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while (res->next()) {
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masterIP = res->getString(1).c_str();
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masterPort = res->getInt(2);
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auto masterInfo = Database::Get()->GetMasterInfo();
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if (masterInfo) {
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masterIP = masterInfo->ip;
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masterPort = masterInfo->port;
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}
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delete res;
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delete stmt;
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framesSinceLastSQLPing = 0;
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} else
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framesSinceLastSQLPing++;
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@@ -14,58 +14,35 @@ void ObjectIDManager::Initialize(Logger* logger) {
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this->currentPersistentID = 1;
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try {
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
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"SELECT last_object_id FROM object_id_tracker");
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sql::ResultSet* result = stmt->executeQuery();
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auto next = result->next();
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if (!next) {
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sql::PreparedStatement* insertStmt = Database::CreatePreppedStmt(
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"INSERT INTO object_id_tracker VALUES (1)");
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insertStmt->execute();
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delete insertStmt;
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auto lastObjectId = Database::Get()->GetCurrentPersistentId();
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if (!lastObjectId) {
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Database::Get()->InsertDefaultPersistentId();
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return;
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} else {
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this->currentPersistentID = lastObjectId.value();
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}
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while (next) {
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this->currentPersistentID =
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result->getInt(1) > 0 ? result->getInt(1) : 1;
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next = result->next();
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if (this->currentPersistentID <= 0) {
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LOG("Invalid persistent object ID in database. Aborting to prevent bad id generation.");
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throw std::runtime_error("Invalid persistent object ID in database. Aborting to prevent bad id generation.");
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}
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delete result;
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delete stmt;
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} catch (sql::SQLException& e) {
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LOG("Unable to fetch max persistent object ID in use. Defaulting to 1.");
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LOG("Unable to fetch max persistent object ID in use. This will cause issues. Aborting to prevent collisions.");
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LOG("SQL error: %s", e.what());
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this->currentPersistentID = 1;
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throw;
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}
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}
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//! Generates a new persistent ID
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uint32_t ObjectIDManager::GeneratePersistentID(void) {
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uint32_t ObjectIDManager::GeneratePersistentID() {
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uint32_t toReturn = ++this->currentPersistentID;
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// So we peroidically save our ObjID to the database:
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// if (toReturn % 25 == 0) { // TEMP: DISABLED FOR DEBUG / DEVELOPMENT!
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
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"UPDATE object_id_tracker SET last_object_id=?");
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stmt->setUInt(1, toReturn);
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stmt->execute();
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delete stmt;
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// }
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SaveToDatabase();
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return toReturn;
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}
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void ObjectIDManager::SaveToDatabase() {
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
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"UPDATE object_id_tracker SET last_object_id=?");
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stmt->setUInt(1, currentPersistentID);
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stmt->execute();
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delete stmt;
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Database::Get()->UpdatePersistentId(this->currentPersistentID);
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}
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@@ -41,7 +41,7 @@ public:
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/*!
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\return The new persistent ID
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*/
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uint32_t GeneratePersistentID(void);
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uint32_t GeneratePersistentID();
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void SaveToDatabase();
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};
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