mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-08 11:44:11 +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:
@@ -74,6 +74,7 @@
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#include "ZCompression.h"
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#include "EntityManager.h"
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#include "CheatDetection.h"
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#include "eGameMasterLevel.h"
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namespace Game {
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Logger* logger = nullptr;
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@@ -180,20 +181,15 @@ int main(int argc, char** argv) {
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CDClientManager::Instance();
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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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Diagnostics::SetProduceMemoryDump(Game::config->GetValue("generate_dump") == "1");
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if (!Game::config->GetValue("dump_folder").empty()) {
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Diagnostics::SetOutDirectory(Game::config->GetValue("dump_folder"));
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}
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//Connect to the MySQL Database:
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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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return EXIT_FAILURE;
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@@ -202,15 +198,12 @@ int main(int argc, char** argv) {
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//Find out the master's IP:
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std::string masterIP = "localhost";
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uint32_t masterPort = 1000;
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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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}
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auto masterInfo = Database::Get()->GetMasterInfo();
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delete res;
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delete stmt;
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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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ObjectIDManager::Instance()->Initialize();
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UserManager::Instance()->Initialize();
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@@ -485,16 +478,12 @@ 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 framesSinceLastSQLPing++;
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@@ -886,20 +875,15 @@ void HandlePacket(Packet* packet) {
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// If the check is turned on, validate the client's database checksum.
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if (Game::config->GetValue("check_fdb") == "1" && !databaseChecksum.empty()) {
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uint32_t gmLevel = 0;
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auto* stmt = Database::CreatePreppedStmt("SELECT gm_level FROM accounts WHERE name=? LIMIT 1;");
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stmt->setString(1, username.c_str());
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auto* res = stmt->executeQuery();
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while (res->next()) {
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gmLevel = res->getInt(1);
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auto accountInfo = Database::Get()->GetAccountInfo(username);
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if (!accountInfo) {
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LOG("Client's account does not exist in the database, aborting connection.");
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Game::server->Disconnect(packet->systemAddress, eServerDisconnectIdentifiers::CHARACTER_NOT_FOUND);
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return;
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}
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delete stmt;
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delete res;
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// Developers may skip this check
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if (gmLevel < 8 && clientDatabaseChecksum != databaseChecksum) {
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if (accountInfo->maxGmLevel < eGameMasterLevel::DEVELOPER && clientDatabaseChecksum != databaseChecksum) {
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LOG("Client's database checksum does not match the server's, aborting connection.");
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Game::server->Disconnect(packet->systemAddress, eServerDisconnectIdentifiers::WRONG_GAME_VERSION);
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return;
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@@ -963,7 +947,7 @@ void HandlePacket(Packet* packet) {
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CheckType::Entity,
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"Sending GM with a sending player that does not match their own. GM ID: %i",
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static_cast<int32_t>(messageID)
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);
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);
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if (isSender) GameMessageHandler::HandleMessage(&dataStream, packet->systemAddress, objectID, messageID);
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break;
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@@ -987,7 +971,7 @@ void HandlePacket(Packet* packet) {
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CheckType::User,
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"Sending login request with a sending player that does not match their own. Player ID: %llu",
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playerID
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);
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);
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if (!valid) return;
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@@ -1058,23 +1042,23 @@ void HandlePacket(Packet* packet) {
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if (!levelComponent) return;
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auto version = levelComponent->GetCharacterVersion();
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switch(version) {
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case eCharacterVersion::RELEASE:
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// TODO: Implement, super low priority
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case eCharacterVersion::LIVE:
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LOG("Updating Character Flags");
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c->SetRetroactiveFlags();
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levelComponent->SetCharacterVersion(eCharacterVersion::PLAYER_FACTION_FLAGS);
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case eCharacterVersion::PLAYER_FACTION_FLAGS:
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LOG("Updating Vault Size");
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player->RetroactiveVaultSize();
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levelComponent->SetCharacterVersion(eCharacterVersion::VAULT_SIZE);
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case eCharacterVersion::VAULT_SIZE:
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LOG("Updaing Speedbase");
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levelComponent->SetRetroactiveBaseSpeed();
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levelComponent->SetCharacterVersion(eCharacterVersion::UP_TO_DATE);
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case eCharacterVersion::UP_TO_DATE:
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break;
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switch (version) {
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case eCharacterVersion::RELEASE:
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// TODO: Implement, super low priority
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case eCharacterVersion::LIVE:
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LOG("Updating Character Flags");
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c->SetRetroactiveFlags();
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levelComponent->SetCharacterVersion(eCharacterVersion::PLAYER_FACTION_FLAGS);
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case eCharacterVersion::PLAYER_FACTION_FLAGS:
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LOG("Updating Vault Size");
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player->RetroactiveVaultSize();
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levelComponent->SetCharacterVersion(eCharacterVersion::VAULT_SIZE);
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case eCharacterVersion::VAULT_SIZE:
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LOG("Updaing Speedbase");
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levelComponent->SetRetroactiveBaseSpeed();
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levelComponent->SetCharacterVersion(eCharacterVersion::UP_TO_DATE);
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case eCharacterVersion::UP_TO_DATE:
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break;
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}
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player->GetCharacter()->SetTargetScene("");
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@@ -1090,89 +1074,45 @@ void HandlePacket(Packet* packet) {
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if (g_CloneID != 0) {
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const auto& worldId = Game::zoneManager->GetZone()->GetZoneID();
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const auto zoneId = Game::server->GetZoneID();
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const auto zoneId = worldId.GetMapID();
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const auto cloneId = g_CloneID;
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auto query = CDClientDatabase::CreatePreppedStmt(
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"SELECT id FROM PropertyTemplate WHERE mapID = ?;");
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query.bind(1, (int)zoneId);
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//Check for BBB models:
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auto propertyInfo = Database::Get()->GetPropertyInfo(zoneId, cloneId);
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auto result = query.execQuery();
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if (result.eof() || result.fieldIsNull(0)) {
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LOG("No property templates found for zone %d, not sending BBB", zoneId);
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LWOOBJID propertyId = LWOOBJID_EMPTY;
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if (propertyInfo) propertyId = propertyInfo->id;
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else {
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LOG("Couldn't find property ID for zone %i, clone %i", zoneId, cloneId);
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goto noBBB;
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}
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for (auto& bbbModel : Database::Get()->GetUgcModels(propertyId)) {
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LOG("Getting lxfml ugcID: %llu", bbbModel.id);
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//Check for BBB models:
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auto stmt = Database::CreatePreppedStmt("SELECT ugc_id FROM properties_contents WHERE lot=14 AND property_id=?");
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bbbModel.lxfmlData.seekg(0, std::ios::end);
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size_t lxfmlSize = bbbModel.lxfmlData.tellg();
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bbbModel.lxfmlData.seekg(0);
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int32_t templateId = result.getIntField(0);
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//Send message:
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LWOOBJID blueprintID = bbbModel.id;
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GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT);
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result.finalize();
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::BLUEPRINT_SAVE_RESPONSE);
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bitStream.Write<LWOOBJID>(LWOOBJID_EMPTY); //always zero so that a check on the client passes
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bitStream.Write(eBlueprintSaveResponseType::EverythingWorked);
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bitStream.Write<uint32_t>(1);
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bitStream.Write(blueprintID);
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auto* propertyLookup = Database::CreatePreppedStmt("SELECT * FROM properties WHERE template_id = ? AND clone_id = ?;");
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bitStream.Write<uint32_t>(lxfmlSize);
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propertyLookup->setInt(1, templateId);
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propertyLookup->setInt64(2, g_CloneID);
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bitStream.WriteAlignedBytes(reinterpret_cast<const unsigned char*>(bbbModel.lxfmlData.str().c_str()), lxfmlSize);
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auto* propertyEntry = propertyLookup->executeQuery();
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uint64_t propertyId = 0;
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if (propertyEntry->next()) {
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propertyId = propertyEntry->getUInt64(1);
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SystemAddress sysAddr = packet->systemAddress;
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SEND_PACKET;
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// PacketUtils::SavePacket("lxfml packet " + std::to_string(bbbModel.id) + ".bin", (char*)bitStream.GetData(), bitStream.GetNumberOfBytesUsed());
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}
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delete propertyLookup;
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stmt->setUInt64(1, propertyId);
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auto res = stmt->executeQuery();
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while (res->next()) {
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LOG("Getting lxfml ugcID: %u", res->getUInt(1));
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//Get lxfml:
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auto stmtL = Database::CreatePreppedStmt("SELECT lxfml from ugc where id=?");
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stmtL->setUInt(1, res->getUInt(1));
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auto lxres = stmtL->executeQuery();
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while (lxres->next()) {
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auto lxfml = lxres->getBlob(1);
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lxfml->seekg(0, std::ios::end);
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size_t lxfmlSize = lxfml->tellg();
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lxfml->seekg(0);
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//Send message:
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{
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LWOOBJID blueprintID = res->getUInt(1);
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GeneralUtils::SetBit(blueprintID, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(blueprintID, eObjectBits::PERSISTENT);
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CBITSTREAM;
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BitStreamUtils::WriteHeader(bitStream, eConnectionType::CLIENT, eClientMessageType::BLUEPRINT_SAVE_RESPONSE);
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bitStream.Write<LWOOBJID>(LWOOBJID_EMPTY); //always zero so that a check on the client passes
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bitStream.Write(eBlueprintSaveResponseType::EverythingWorked);
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bitStream.Write<uint32_t>(1);
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bitStream.Write(blueprintID);
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bitStream.Write<uint32_t>(lxfmlSize);
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for (size_t i = 0; i < lxfmlSize; ++i)
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bitStream.Write<uint8_t>(lxfml->get());
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SystemAddress sysAddr = packet->systemAddress;
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SEND_PACKET;
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PacketUtils::SavePacket("lxfml packet " + std::to_string(res->getUInt(1)) + ".bin", (char*)bitStream.GetData(), bitStream.GetNumberOfBytesUsed());
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}
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}
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delete stmtL;
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delete lxres;
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}
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delete stmt;
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delete res;
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}
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noBBB:
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@@ -1330,6 +1270,7 @@ void WorldShutdownProcess(uint32_t zoneId) {
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if (PropertyManagementComponent::Instance() != nullptr) {
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LOG("Saving ALL property data for zone %i clone %i!", zoneId, PropertyManagementComponent::Instance()->GetCloneId());
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PropertyManagementComponent::Instance()->Save();
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Database::Get()->RemoveUnreferencedUgcModels();
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LOG("ALL property data saved for zone %i clone %i!", zoneId, PropertyManagementComponent::Instance()->GetCloneId());
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}
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