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

@@ -130,13 +130,8 @@ int main(int argc, char** argv) {
LOG("Compiled on: %s", __TIMESTAMP__);
//Connect to the MySQL Database
std::string mysql_host = Game::config->GetValue("mysql_host");
std::string mysql_database = Game::config->GetValue("mysql_database");
std::string mysql_username = Game::config->GetValue("mysql_username");
std::string mysql_password = Game::config->GetValue("mysql_password");
try {
Database::Connect(mysql_host, mysql_database, mysql_username, mysql_password);
Database::Connect();
} catch (sql::SQLException& ex) {
LOG("Got an error while connecting to the database: %s", ex.what());
LOG("Migrations not run");
@@ -225,19 +220,14 @@ int main(int argc, char** argv) {
std::cout << "Enter a username: ";
std::cin >> username;
std::unique_ptr<sql::PreparedStatement> userLookupStatement(Database::CreatePreppedStmt("SELECT id FROM accounts WHERE name=? LIMIT 1;"));
userLookupStatement->setString(1, username.c_str());
std::unique_ptr<sql::ResultSet> res(userLookupStatement->executeQuery());
if (res->rowsCount() > 0) {
auto accountId = Database::Get()->GetAccountInfo(username);
if (accountId) {
LOG("Account with name \"%s\" already exists", username.c_str());
std::cout << "Do you want to change the password of that account? [y/n]?";
std::string prompt = "";
std::cin >> prompt;
if (prompt == "y" || prompt == "yes") {
uint32_t accountId = 0;
res->next();
accountId = res->getUInt(1);
if (accountId == 0) return EXIT_FAILURE;
if (accountId->id == 0) return EXIT_FAILURE;
//Read the password from the console without echoing it.
#ifdef __linux__
@@ -257,10 +247,7 @@ int main(int argc, char** argv) {
bcryptState = ::bcrypt_hashpw(password.c_str(), salt, hash);
assert(bcryptState == 0);
std::unique_ptr<sql::PreparedStatement> userUpdateStatement(Database::CreatePreppedStmt("UPDATE accounts SET password = ? WHERE id = ?;"));
userUpdateStatement->setString(1, std::string(hash, BCRYPT_HASHSIZE).c_str());
userUpdateStatement->setUInt(2, accountId);
userUpdateStatement->execute();
Database::Get()->UpdateAccountPassword(accountId->id, std::string(hash, BCRYPT_HASHSIZE));
LOG("Account \"%s\" password updated successfully!", username.c_str());
} else {
@@ -289,11 +276,7 @@ int main(int argc, char** argv) {
//Create account
try {
std::unique_ptr<sql::PreparedStatement> statement(Database::CreatePreppedStmt("INSERT INTO accounts (name, password, gm_level) VALUES (?, ?, ?);"));
statement->setString(1, username.c_str());
statement->setString(2, std::string(hash, BCRYPT_HASHSIZE).c_str());
statement->setInt(3, 9);
statement->execute();
Database::Get()->InsertNewAccount(username, std::string(hash, BCRYPT_HASHSIZE));
} catch(sql::SQLException& e) {
LOG("A SQL error occurred!:\n %s", e.what());
return EXIT_FAILURE;
@@ -312,8 +295,6 @@ int main(int argc, char** argv) {
Game::server = new dServer(Game::config->GetValue("external_ip"), ourPort, 0, maxClients, true, false, Game::logger, "", 0, ServerType::Master, Game::config, &Game::shouldShutdown);
//Query for the database for a server labeled "master"
auto* masterLookupStatement = Database::CreatePreppedStmt("SELECT id FROM `servers` WHERE `name` = 'master'");
auto* result = masterLookupStatement->executeQuery();
auto master_server_ip = Game::config->GetValue("master_ip");
@@ -321,22 +302,7 @@ int main(int argc, char** argv) {
master_server_ip = Game::server->GetIP();
}
//If we found a server, update it's IP and port to the current one.
if (result->next()) {
auto* updateStatement = Database::CreatePreppedStmt("UPDATE `servers` SET `ip` = ?, `port` = ? WHERE `id` = ?");
updateStatement->setString(1, master_server_ip.c_str());
updateStatement->setInt(2, Game::server->GetPort());
updateStatement->setInt(3, result->getInt("id"));
updateStatement->execute();
delete updateStatement;
} else {
//If we didn't find a server, create one.
auto* insertStatement = Database::CreatePreppedStmt("INSERT INTO `servers` (`name`, `ip`, `port`, `state`, `version`) VALUES ('master', ?, ?, 0, 171023)");
insertStatement->setString(1, master_server_ip.c_str());
insertStatement->setInt(2, Game::server->GetPort());
insertStatement->execute();
delete insertStatement;
}
Database::Get()->SetMasterIp(master_server_ip, Game::server->GetPort());
//Create additional objects here:
ObjectIDManager::Instance()->Initialize(Game::logger);
@@ -384,16 +350,12 @@ int main(int argc, char** argv) {
//Find out the master's IP for absolutely no reason:
std::string masterIP;
uint32_t masterPort;
sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT ip, port FROM servers WHERE name='master';");
auto res = stmt->executeQuery();
while (res->next()) {
masterIP = res->getString(1).c_str();
masterPort = res->getInt(2);
auto masterInfo = Database::Get()->GetMasterInfo();
if (masterInfo) {
masterIP = masterInfo->ip;
masterPort = masterInfo->port;
}
delete res;
delete stmt;
framesSinceLastSQLPing = 0;
} else
framesSinceLastSQLPing++;

View File

@@ -14,58 +14,35 @@ void ObjectIDManager::Initialize(Logger* logger) {
this->currentPersistentID = 1;
try {
sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
"SELECT last_object_id FROM object_id_tracker");
sql::ResultSet* result = stmt->executeQuery();
auto next = result->next();
if (!next) {
sql::PreparedStatement* insertStmt = Database::CreatePreppedStmt(
"INSERT INTO object_id_tracker VALUES (1)");
insertStmt->execute();
delete insertStmt;
auto lastObjectId = Database::Get()->GetCurrentPersistentId();
if (!lastObjectId) {
Database::Get()->InsertDefaultPersistentId();
return;
} else {
this->currentPersistentID = lastObjectId.value();
}
while (next) {
this->currentPersistentID =
result->getInt(1) > 0 ? result->getInt(1) : 1;
next = result->next();
if (this->currentPersistentID <= 0) {
LOG("Invalid persistent object ID in database. Aborting to prevent bad id generation.");
throw std::runtime_error("Invalid persistent object ID in database. Aborting to prevent bad id generation.");
}
delete result;
delete stmt;
} catch (sql::SQLException& e) {
LOG("Unable to fetch max persistent object ID in use. Defaulting to 1.");
LOG("Unable to fetch max persistent object ID in use. This will cause issues. Aborting to prevent collisions.");
LOG("SQL error: %s", e.what());
this->currentPersistentID = 1;
throw;
}
}
//! Generates a new persistent ID
uint32_t ObjectIDManager::GeneratePersistentID(void) {
uint32_t ObjectIDManager::GeneratePersistentID() {
uint32_t toReturn = ++this->currentPersistentID;
// So we peroidically save our ObjID to the database:
// if (toReturn % 25 == 0) { // TEMP: DISABLED FOR DEBUG / DEVELOPMENT!
sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
"UPDATE object_id_tracker SET last_object_id=?");
stmt->setUInt(1, toReturn);
stmt->execute();
delete stmt;
// }
SaveToDatabase();
return toReturn;
}
void ObjectIDManager::SaveToDatabase() {
sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
"UPDATE object_id_tracker SET last_object_id=?");
stmt->setUInt(1, currentPersistentID);
stmt->execute();
delete stmt;
Database::Get()->UpdatePersistentId(this->currentPersistentID);
}

View File

@@ -41,7 +41,7 @@ public:
/*!
\return The new persistent ID
*/
uint32_t GeneratePersistentID(void);
uint32_t GeneratePersistentID();
void SaveToDatabase();
};