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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-04-26 16:46:31 +00:00
Merge branch 'main' into websockets
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commit
8b54c551cf
@ -28,7 +28,8 @@ enum eInventoryType : uint32_t {
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DONATION,
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VAULT_MODELS,
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ITEM_SETS, //internal, technically this is BankBehaviors.
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INVALID // made up, for internal use!!!, Technically this called the ALL inventory.
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INVALID, // made up, for internal use!!!, Technically this called the ALL inventory.
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ALL, // Use this to search all inventories instead of a specific one.
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};
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class InventoryType {
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@ -44,6 +44,8 @@ public:
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// Updates the given character ids last login to be right now.
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virtual void UpdateLastLoggedInCharacter(const uint32_t characterId) = 0;
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virtual bool IsNameInUse(const std::string_view name) = 0;
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};
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#endif //!__ICHARINFO__H__
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@ -124,8 +124,9 @@ public:
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void IncrementTimesPlayed(const uint32_t playerId, const uint32_t gameId) override;
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void InsertUgcBuild(const std::string& modules, const LWOOBJID bigId, const std::optional<uint32_t> characterId) override;
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void DeleteUgcBuild(const LWOOBJID bigId) override;
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sql::PreparedStatement* CreatePreppedStmt(const std::string& query);
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uint32_t GetAccountCount() override;
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bool IsNameInUse(const std::string_view name) override;
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sql::PreparedStatement* CreatePreppedStmt(const std::string& query);
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private:
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// Generic query functions that can be used for any query.
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@ -76,3 +76,9 @@ void MySQLDatabase::SetPendingCharacterName(const uint32_t characterId, const st
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void MySQLDatabase::UpdateLastLoggedInCharacter(const uint32_t characterId) {
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ExecuteUpdate("UPDATE charinfo SET last_login = ? WHERE id = ? LIMIT 1", static_cast<uint32_t>(time(NULL)), characterId);
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}
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bool MySQLDatabase::IsNameInUse(const std::string_view name) {
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auto result = ExecuteSelect("SELECT name FROM charinfo WHERE name = ? or pending_name = ? LIMIT 1;", name, name);
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return result->next();
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}
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@ -123,6 +123,7 @@ public:
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void InsertUgcBuild(const std::string& modules, const LWOOBJID bigId, const std::optional<uint32_t> characterId) override;
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void DeleteUgcBuild(const LWOOBJID bigId) override;
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uint32_t GetAccountCount() override;
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bool IsNameInUse(const std::string_view name) override;
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private:
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CppSQLite3Statement CreatePreppedStmt(const std::string& query);
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@ -77,3 +77,9 @@ void SQLiteDatabase::SetPendingCharacterName(const uint32_t characterId, const s
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void SQLiteDatabase::UpdateLastLoggedInCharacter(const uint32_t characterId) {
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ExecuteUpdate("UPDATE charinfo SET last_login = ? WHERE id = ?;", static_cast<uint32_t>(time(NULL)), characterId);
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}
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bool SQLiteDatabase::IsNameInUse(const std::string_view name) {
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auto [_, result] = ExecuteSelect("SELECT name FROM charinfo WHERE name = ? or pending_name = ? LIMIT 1;", name, name);
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return !result.eof();
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}
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@ -102,6 +102,8 @@ class TestSQLDatabase : public GameDatabase {
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void InsertUgcBuild(const std::string& modules, const LWOOBJID bigId, const std::optional<uint32_t> characterId) override {};
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void DeleteUgcBuild(const LWOOBJID bigId) override {};
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uint32_t GetAccountCount() override { return 0; };
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bool IsNameInUse(const std::string_view name) override { return false; };
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};
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#endif //!TESTSQLDATABASE_H
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@ -305,13 +305,13 @@ 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.empty() && Database::Get()->GetCharacterInfo(name)) {
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if (!name.empty() && Database::Get()->IsNameInUse(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 (Database::Get()->GetCharacterInfo(predefinedName)) {
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if (Database::Get()->IsNameInUse(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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@ -324,7 +324,7 @@ void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet)
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}
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//Now that the name is ok, we can get an objectID from Master:
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ObjectIDManager::RequestPersistentID([=, this](uint32_t objectID) mutable {
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ObjectIDManager::RequestPersistentID([=, this](uint32_t objectID) {
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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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@ -369,13 +369,14 @@ void UserManager::CreateCharacter(const SystemAddress& sysAddr, Packet* packet)
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// If predefined name is invalid, change it to be their object id
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// that way more than one player can create characters if the predefined name files are not provided
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if (predefinedName == "INVALID") {
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auto assignedPredefinedName = predefinedName;
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if (assignedPredefinedName == "INVALID") {
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std::stringstream nameObjID;
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nameObjID << "minifig" << objectID;
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predefinedName = nameObjID.str();
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assignedPredefinedName = nameObjID.str();
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}
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std::string_view nameToAssign = !name.empty() && nameOk ? name : predefinedName;
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std::string_view nameToAssign = !name.empty() && nameOk ? name : assignedPredefinedName;
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std::string pendingName = !name.empty() && !nameOk ? name : "";
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ICharInfo::Info info;
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@ -150,11 +150,11 @@ uint32_t InventoryComponent::GetLotCount(const LOT lot) const {
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return count;
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}
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uint32_t InventoryComponent::GetLotCountNonTransfer(LOT lot) const {
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uint32_t InventoryComponent::GetLotCountNonTransfer(LOT lot, bool includeVault) const {
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uint32_t count = 0;
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for (const auto& inventory : m_Inventories) {
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if (IsTransferInventory(inventory.second->GetType())) continue;
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if (IsTransferInventory(inventory.second->GetType(), includeVault)) continue;
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count += inventory.second->GetLotCount(lot);
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}
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@ -305,21 +305,35 @@ bool InventoryComponent::RemoveItem(const LOT lot, const uint32_t count, eInvent
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LOG("Attempted to remove 0 of item (%i) from the inventory!", lot);
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return false;
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}
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if (inventoryType == INVALID) inventoryType = Inventory::FindInventoryTypeForLot(lot);
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auto* inventory = GetInventory(inventoryType);
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if (!inventory) return false;
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if (inventoryType != eInventoryType::ALL) {
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if (inventoryType == INVALID) inventoryType = Inventory::FindInventoryTypeForLot(lot);
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auto* inventory = GetInventory(inventoryType);
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if (!inventory) return false;
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auto left = std::min<uint32_t>(count, inventory->GetLotCount(lot));
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if (left != count) return false;
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auto left = std::min<uint32_t>(count, inventory->GetLotCount(lot));
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if (left != count) return false;
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while (left > 0) {
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auto* item = FindItemByLot(lot, inventoryType, false, ignoreBound);
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if (!item) break;
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const auto delta = std::min<uint32_t>(left, item->GetCount());
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item->SetCount(item->GetCount() - delta, silent);
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left -= delta;
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while (left > 0) {
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auto* item = FindItemByLot(lot, inventoryType, false, ignoreBound);
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if (!item) break;
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const auto delta = std::min<uint32_t>(left, item->GetCount());
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item->SetCount(item->GetCount() - delta, silent);
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left -= delta;
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}
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return true;
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} else {
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auto left = count;
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for (const auto& inventory : m_Inventories | std::views::values) {
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while (left > 0 && inventory->GetLotCount(lot) > 0) {
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auto* item = inventory->FindItemByLot(lot, false, ignoreBound);
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if (!item) break;
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const auto delta = std::min<uint32_t>(item->GetCount(), left);
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item->SetCount(item->GetCount() - delta, silent);
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left -= delta;
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}
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}
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return left == 0;
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}
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return true;
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}
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void InventoryComponent::MoveItemToInventory(Item* item, const eInventoryType inventory, const uint32_t count, const bool showFlyingLot, bool isModMoveAndEquip, const bool ignoreEquipped, const int32_t preferredSlot) {
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@ -1318,8 +1332,8 @@ BehaviorSlot InventoryComponent::FindBehaviorSlot(const eItemType type) {
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}
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}
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bool InventoryComponent::IsTransferInventory(eInventoryType type) {
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return type == VENDOR_BUYBACK || type == VAULT_ITEMS || type == VAULT_MODELS || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB;
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bool InventoryComponent::IsTransferInventory(eInventoryType type, bool includeVault) {
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return type == VENDOR_BUYBACK || (includeVault && (type == VAULT_ITEMS || type == VAULT_MODELS)) || type == TEMP_ITEMS || type == TEMP_MODELS || type == MODELS_IN_BBB;
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}
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uint32_t InventoryComponent::FindSkill(const LOT lot) {
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@ -100,7 +100,7 @@ public:
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* @param lot the lot to search for
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* @return the amount of items this entity possesses of the specified lot
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*/
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uint32_t GetLotCountNonTransfer(LOT lot) const;
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uint32_t GetLotCountNonTransfer(LOT lot, bool includeVault = true) const;
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/**
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* Returns the items that are currently equipped by this entity
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@ -373,7 +373,7 @@ public:
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* @param type the inventory type to check
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* @return if the inventory type is a temp inventory
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*/
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static bool IsTransferInventory(eInventoryType type);
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static bool IsTransferInventory(eInventoryType type, bool includeVault = true);
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/**
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* Finds the skill related to the passed LOT from the ObjectSkills table
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@ -16,6 +16,7 @@ void DLUVanityTeleportingObject::OnStartup(Entity* self) {
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void DLUVanityTeleportingObject::OnTimerDone(Entity* self, std::string timerName) {
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if (timerName == "setupTeleport") {
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RenderComponent::PlayAnimation(self, u"interact");
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 6478, u"teleportBeam", "teleportBeam");
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GameMessages::SendPlayFXEffect(self->GetObjectID(), 6478, u"teleportRings", "teleportRings");
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@ -27,7 +28,6 @@ void DLUVanityTeleportingObject::OnTimerDone(Entity* self, std::string timerName
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} else if (timerName == "teleport") {
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std::vector<VanityObjectLocation>& locations = m_Object->m_Locations[Game::server->GetZoneID()];
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selectLocation:
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VanityObjectLocation& newLocation = locations[GeneralUtils::GenerateRandomNumber<size_t>(0, locations.size() - 1)];
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// try to get not the same position, but if we get the same one twice, it's fine
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@ -8,16 +8,11 @@ void AmTeapotServer::OnUse(Entity* self, Entity* user) {
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auto* inventoryComponent = user->GetComponent<InventoryComponent>();
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if (!inventoryComponent) return;
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auto* blueFlowerItem = inventoryComponent->FindItemByLot(BLUE_FLOWER_LEAVES, eInventoryType::ITEMS);
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if (!blueFlowerItem) {
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blueFlowerItem = inventoryComponent->FindItemByLot(BLUE_FLOWER_LEAVES, eInventoryType::VAULT_ITEMS);
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if (!blueFlowerItem) return;
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}
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// The client allows you to use the teapot only if you have a stack of 10 leaves in some inventory somewhere.
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if (blueFlowerItem->GetCount() >= 10) {
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blueFlowerItem->SetCount(blueFlowerItem->GetCount() - 10);
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if (inventoryComponent->GetLotCountNonTransfer(BLUE_FLOWER_LEAVES, false) >= 10) {
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inventoryComponent->RemoveItem(BLUE_FLOWER_LEAVES, 10, eInventoryType::ALL);
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inventoryComponent->AddItem(WU_S_IMAGINATION_TEA, 1);
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}
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GameMessages::SendTerminateInteraction(user->GetObjectID(), eTerminateType::FROM_INTERACTION, self->GetObjectID());
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}
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