idek if ill keep this but yeah

This commit is contained in:
David Markowitz 2023-07-11 00:02:59 -07:00
parent 8678ed03c3
commit a37ec326b9
6 changed files with 118 additions and 108 deletions

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@ -1,6 +1,6 @@
#include "PropertyEntranceComponent.h"
#include <CDPropertyEntranceComponentTable.h>
#include "CDPropertyEntranceComponentTable.h"
#include "Character.h"
#include "Database.h"
@ -16,7 +16,7 @@
#include "eGameMasterLevel.h"
#include "DluAssert.h"
PropertyEntranceComponent::PropertyEntranceComponent(Entity* parent, uint32_t componentID) : Component(parent) {
PropertyEntranceComponent::PropertyEntranceComponent(Entity* parent, int32_t componentID) : Component(parent) {
this->propertyQueries.clear();
m_ComponentId = componentID;
}
@ -57,14 +57,14 @@ void PropertyEntranceComponent::OnEnterProperty(Entity* entity, uint32_t index,
// Increment index once here because the first index of other player properties is 2 in the propertyQueries cache.
index++;
const auto& pair = propertyQueries.find(entity->GetObjectID());
const auto& cachedQuery = propertyQueries.find(entity->GetObjectID());
if (pair == propertyQueries.end()) {
if (cachedQuery == propertyQueries.end()) {
Game::logger->Log("PropertyEntranceComponent", "Player %llu:%s did not have a property query open", entity->GetObjectID(), entity->GetCharacter()->GetName().c_str());
return;
}
const auto& query = pair->second;
const auto& query = cachedQuery->second;
if (index >= query.size()) return;
@ -80,11 +80,25 @@ void PropertyEntranceComponent::OnEnterProperty(Entity* entity, uint32_t index,
launcher->Launch(entity, launcher->GetTargetZone(), cloneId);
}
std::string PropertyEntranceComponent::BuildQuery(Entity* entity, int32_t sortMethod, Character* character, std::string customQuery, bool wantLimits) {
std::string PropertyEntranceComponent::BuildQuery(const ePropertySortType sortMethod, Character* character, const std::string& customQuery, const bool wantLimits) {
const std::string baseQueryForProperties =
R"QUERY(
SELECT p.*
FROM properties as p
JOIN charinfo as ci
ON ci.prop_clone_id = p.clone_id
WHERE p.zone_id = ?
AND (
p.description LIKE ?
OR p.name LIKE ?
OR ci.name LIKE ?
)
AND p.privacy_option >= ?
)QUERY";
DluAssert(character != nullptr);
std::string base = customQuery.empty() ? baseQueryForProperties : customQuery;
std::string orderBy;
if (sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS) {
const std::string base = customQuery.empty() ? baseQueryForProperties : customQuery;
std::string orderBy = "ORDER BY p.last_updated DESC";
if (sortMethod == ePropertySortType::SORT_TYPE_FEATURED || sortMethod == ePropertySortType::SORT_TYPE_FRIENDS) {
std::stringstream friendsStream;
friendsStream << " AND p.owner_id IN (";
@ -98,32 +112,28 @@ std::string PropertyEntranceComponent::BuildQuery(Entity* entity, int32_t sortMe
std::unique_ptr<sql::ResultSet> friendsListQueryResult(friendsListQuery->executeQuery());
if (friendsListQueryResult->next()) {
friendsStream << friendsListQueryResult->getInt(1);
friendsStream << friendsListQueryResult->getInt("requested_player");
while (friendsListQueryResult->next()) {
friendsStream << ',' << friendsListQueryResult->getInt(1);
friendsStream << ',' << friendsListQueryResult->getInt("requested_player");
}
}
// Replace trailing comma with the closing parenthesis.
// If we have no friends then use a -1 for the query.
if (friendsListQueryResult->rowsCount() == 0) friendsStream << -1;
friendsStream << ')';
orderBy += friendsStream.str() + " ORDER BY ci.name ASC";
} else if (sortMethod == SORT_TYPE_RECENT) {
} else if (sortMethod == ePropertySortType::SORT_TYPE_RECENT) {
orderBy = "ORDER BY p.last_updated DESC";
} else if (sortMethod == SORT_TYPE_REPUTATION) {
} else if (sortMethod == ePropertySortType::SORT_TYPE_REPUTATION) {
orderBy = "ORDER BY p.reputation DESC, p.last_updated DESC";
} else {
orderBy = "ORDER BY p.last_updated DESC";
}
return base + orderBy + (wantLimits ? " LIMIT ? OFFSET ?;" : " ;");
}
void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, int32_t sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr) {
std::vector<PropertySelectQueryProperty> entries;
PropertySelectQueryProperty playerEntry;
void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, ePropertySortType sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr) {
std::vector<PropertySelectQueryProperty> propertyPageEntries;
PropertySelectQueryProperty requestorEntry;
auto character = entity->GetCharacter();
if (!character) return;
@ -139,42 +149,39 @@ void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool incl
std::unique_ptr<sql::ResultSet> playerPropertyLookupResults(playerPropertyLookup->executeQuery());
// If the player has a property this query will have a single result.
requestorEntry.CloneId = character->GetPropertyCloneID();
requestorEntry.OwnerName = character->GetName();
if (playerPropertyLookupResults->next()) {
playerEntry.CloneId = playerPropertyLookupResults->getUInt64(4);;
playerEntry.OwnerName = character->GetName();
playerEntry.Name = playerPropertyLookupResults->getString(5).c_str();
playerEntry.Description = playerPropertyLookupResults->getString(6).c_str();
playerEntry.Reputation = playerPropertyLookupResults->getUInt(14);
playerEntry.IsBestFriend = true;
playerEntry.IsFriend = true;
playerEntry.IsModeratorApproved = playerPropertyLookupResults->getBoolean(10);
playerEntry.IsAlt = true;
playerEntry.IsOwned = true;
playerEntry.AccessType = playerPropertyLookupResults->getInt(9);
playerEntry.DateLastPublished = playerPropertyLookupResults->getInt64(11);
playerEntry.PerformanceCost = playerPropertyLookupResults->getDouble(16);
} else {
playerEntry.CloneId = character->GetPropertyCloneID();
playerEntry.OwnerName = character->GetName();
playerEntry.Description.clear();
playerEntry.Name.clear();
playerEntry.Reputation = 0.0f;
playerEntry.IsBestFriend = true;
playerEntry.IsFriend = true;
requestorEntry.Name = std::string(playerPropertyLookupResults->getString("name").c_str());
requestorEntry.Description = std::string(playerPropertyLookupResults->getString("description").c_str());
requestorEntry.Reputation = playerPropertyLookupResults->getUInt("reputation");
requestorEntry.IsBestFriend = true;
requestorEntry.IsFriend = true;
requestorEntry.IsModeratorApproved = playerPropertyLookupResults->getBoolean("mod_approved");
requestorEntry.IsAlt = true;
requestorEntry.IsOwned = true;
requestorEntry.AccessType = playerPropertyLookupResults->getInt("privacy_option");
requestorEntry.DateLastPublished = playerPropertyLookupResults->getInt64("last_updated");
requestorEntry.PerformanceCost = playerPropertyLookupResults->getDouble("performance_cost");
}
entries.push_back(playerEntry);
propertyPageEntries.push_back(requestorEntry);
const auto query = BuildQuery(entity, sortMethod, character);
const auto query = BuildQuery(sortMethod, character);
std::unique_ptr<sql::PreparedStatement> propertyLookup(Database::CreatePreppedStmt(query));
const auto searchString = "%" + filterText + "%";
PropertyPrivacyOption friendsLookup =
sortMethod == ePropertySortType::SORT_TYPE_FEATURED || sortMethod == ePropertySortType::SORT_TYPE_FRIENDS ?
PropertyPrivacyOption::Friends :
PropertyPrivacyOption::Public;
propertyLookup->setUInt(1, this->m_MapID);
propertyLookup->setString(2, searchString.c_str());
propertyLookup->setString(3, searchString.c_str());
propertyLookup->setString(4, searchString.c_str());
propertyLookup->setInt(5, sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS ? (uint32_t)PropertyPrivacyOption::Friends : (uint32_t)PropertyPrivacyOption::Public);
propertyLookup->setInt(5, static_cast<uint32_t>(friendsLookup));
propertyLookup->setInt(6, numResults);
propertyLookup->setInt(7, startIndex);
@ -182,15 +189,15 @@ void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool incl
while (propertyEntry->next()) {
PropertySelectQueryProperty playerPropertyEntry;
const auto owner = propertyEntry->getInt(2);
playerPropertyEntry.CloneId = propertyEntry->getUInt64(4);
playerPropertyEntry.Name = std::string(propertyEntry->getString(5).c_str());
playerPropertyEntry.Description = std::string(propertyEntry->getString(6).c_str());
playerPropertyEntry.AccessType = propertyEntry->getInt(9);
playerPropertyEntry.IsModeratorApproved = propertyEntry->getBoolean(10);
playerPropertyEntry.DateLastPublished = propertyEntry->getInt(11);
playerPropertyEntry.Reputation = static_cast<float>(propertyEntry->getInt(14));
playerPropertyEntry.PerformanceCost = static_cast<float>(propertyEntry->getDouble(16));
const auto owner = propertyEntry->getInt("owner_id");
playerPropertyEntry.CloneId = propertyEntry->getUInt64("clone_id");
playerPropertyEntry.Name = std::string(propertyEntry->getString("name").c_str());
playerPropertyEntry.Description = std::string(propertyEntry->getString("description").c_str());
playerPropertyEntry.AccessType = propertyEntry->getInt("privacy_option");
playerPropertyEntry.IsModeratorApproved = propertyEntry->getBoolean("mod_approved");
playerPropertyEntry.DateLastPublished = propertyEntry->getInt("last_updated");
playerPropertyEntry.Reputation = static_cast<float>(propertyEntry->getInt("reputation"));
playerPropertyEntry.PerformanceCost = static_cast<float>(propertyEntry->getDouble("performance_cost"));
playerPropertyEntry.OwnerName = "";
playerPropertyEntry.IsBestFriend = false;
playerPropertyEntry.IsFriend = false;
@ -209,7 +216,7 @@ void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool incl
continue;
}
playerPropertyEntry.IsOwned = playerPropertyEntry.CloneId == character->GetPropertyCloneID();
playerPropertyEntry.OwnerName = std::string(nameResult->getString(1).c_str());
playerPropertyEntry.OwnerName = std::string(nameResult->getString("name").c_str());
// Query to get friend and best friend fields
std::unique_ptr<sql::PreparedStatement> friendCheck(
@ -225,9 +232,9 @@ void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool incl
// If we got a result than the two players are friends.
playerPropertyEntry.IsFriend = friendResult->next();
playerPropertyEntry.IsBestFriend = playerPropertyEntry.IsFriend && friendResult->getInt(1) == 3;
playerPropertyEntry.IsBestFriend = playerPropertyEntry.IsFriend && friendResult->getInt("best_friend") == 3;
playerPropertyEntry.IsModeratorApproved = propertyEntry->getBoolean(10);
playerPropertyEntry.IsModeratorApproved = propertyEntry->getBoolean("mod_approved");
// So lead moderators can visit the property but also see that it is still awaiting approval.
if (!playerPropertyEntry.IsModeratorApproved && entity->GetGMLevel() >= eGameMasterLevel::LEAD_MODERATOR) {
@ -248,23 +255,38 @@ void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool incl
if (isAltQueryResults->next()) playerPropertyEntry.IsAlt = true;
entries.push_back(playerPropertyEntry);
propertyPageEntries.push_back(playerPropertyEntry);
}
propertyQueries[entity->GetObjectID()] = entries;
propertyQueries[entity->GetObjectID()] = propertyPageEntries;
// Query here is to figure out whether or not to display the button to go to the next page or not.
auto buttonQuery = BuildQuery(entity, sortMethod, character, "SELECT COUNT(*) as numProperties FROM properties as p JOIN charinfo as ci ON ci.prop_clone_id = p.clone_id where p.zone_id = ? AND (p.description LIKE ? OR p.name LIKE ? OR ci.name LIKE ?) AND p.privacy_option >= ? ", false);
const std::string baseButtonQuery =
R"QUERY(
SELECT COUNT(*) as numProperties
FROM properties as p
JOIN charinfo as ci
ON ci.prop_clone_id = p.clone_id
WHERE p.zone_id = ?
AND (
p.description LIKE ?
OR p.name LIKE ?
OR ci.name LIKE ?
)
AND p.privacy_option >= ?
)QUERY";
auto buttonQuery = BuildQuery(sortMethod, character, baseButtonQuery, false);
std::unique_ptr<sql::PreparedStatement> propertiesLeft(Database::CreatePreppedStmt(buttonQuery));
propertiesLeft->setUInt(1, this->m_MapID);
propertiesLeft->setString(2, searchString.c_str());
propertiesLeft->setString(3, searchString.c_str());
propertiesLeft->setString(4, searchString.c_str());
propertiesLeft->setInt(5, sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS ? 1 : 2);
propertiesLeft->setInt(5, static_cast<uint32_t>(friendsLookup));
std::unique_ptr<sql::ResultSet> result(propertiesLeft->executeQuery());
result->next();
int32_t numberOfProperties = result->getInt("numProperties");
GameMessages::SendPropertySelectQuery(m_ParentEntity->GetObjectID(), startIndex, numberOfProperties - (startIndex + numResults) > 0, character->GetPropertyCloneID(), false, true, entries, sysAddr);
GameMessages::SendPropertySelectQuery(m_ParentEntity->GetObjectID(), startIndex, numberOfProperties - (startIndex + numResults) > 0, character->GetPropertyCloneID(), false, true, propertyPageEntries, sysAddr);
}

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@ -6,13 +6,20 @@
#include "eReplicaComponentType.h"
#include "PropertySelectQueryProperty.h"
enum class ePropertySortType : int32_t {
SORT_TYPE_FRIENDS = 0,
SORT_TYPE_REPUTATION = 1,
SORT_TYPE_RECENT = 3,
SORT_TYPE_FEATURED = 5
};
/**
* Represents the launch pad that's used to select and browse properties
*/
class PropertyEntranceComponent : public Component {
class PropertyEntranceComponent final : public Component {
public:
inline static const eReplicaComponentType ComponentType = eReplicaComponentType::PROPERTY_ENTRANCE;
explicit PropertyEntranceComponent(Entity* parent, uint32_t componentID);
explicit PropertyEntranceComponent(Entity* parent, int32_t componentID);
void LoadTemplateData() override;
@ -45,7 +52,7 @@ public:
* @param filterText property names to search for
* @param sysAddr the address to send gamemessage responses to
*/
void OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, int32_t sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr);
void OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, ePropertySortType sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr);
/**
* Returns the name of this property
@ -59,7 +66,7 @@ public:
*/
[[nodiscard]] LWOMAPID GetMapID() const { return m_MapID; };
std::string BuildQuery(Entity* entity, int32_t sortMethod, Character* character, std::string customQuery = "", bool wantLimits = true);
[[nodiscard]] static std::string BuildQuery(const ePropertySortType sortMethod, Character* character, const std::string& customQuery = "", const bool wantLimits = true);
private:
/**
@ -77,14 +84,5 @@ private:
*/
LWOMAPID m_MapID;
enum ePropertySortType : int32_t {
SORT_TYPE_FRIENDS = 0,
SORT_TYPE_REPUTATION = 1,
SORT_TYPE_RECENT = 3,
SORT_TYPE_FEATURED = 5
};
std::string baseQueryForProperties = "SELECT p.* FROM properties as p JOIN charinfo as ci ON ci.prop_clone_id = p.clone_id where p.zone_id = ? AND (p.description LIKE ? OR p.name LIKE ? OR ci.name LIKE ?) AND p.privacy_option >= ? ";
int32_t m_ComponentId = -1;
};

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@ -8,7 +8,7 @@
/**
* Information regarding which players may visit this property
*/
enum class PropertyPrivacyOption
enum class PropertyPrivacyOption : uint32_t
{
/**
* Default, only you can visit your property

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@ -2752,7 +2752,7 @@ void GameMessages::HandlePropertyEntranceSync(RakNet::BitStream* inStream, Entit
bool updateUi{};
int32_t numResults{};
int32_t reputation{};
int32_t sortMethod{};
ePropertySortType sortMethod{};
int32_t startIndex{};
uint32_t filterTextLength{};
std::string filterText{};
@ -2769,15 +2769,14 @@ void GameMessages::HandlePropertyEntranceSync(RakNet::BitStream* inStream, Entit
for (auto i = 0u; i < filterTextLength; i++) {
char c;
inStream->Read(c);
filterText.push_back(c);
if (inStream->Read(c)) filterText.push_back(c);
}
auto* player = Player::GetPlayer(sysAddr);
auto* entranceComponent = entity->GetComponent<PropertyEntranceComponent>();
if (entranceComponent == nullptr) return;
if (!entranceComponent) return;
entranceComponent->OnPropertyEntranceSync(player,
includeNullAddress,

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@ -3,22 +3,19 @@
void PropertySelectQueryProperty::Serialize(RakNet::BitStream& stream) const {
stream.Write(CloneId);
const auto& owner = GeneralUtils::UTF8ToUTF16(OwnerName);
stream.Write(uint32_t(owner.size()));
for (uint32_t i = 0; i < owner.size(); ++i) {
stream.Write(static_cast<uint16_t>(owner[i]));
stream.Write<uint32_t>(OwnerName.size());
for (const auto& c : OwnerName) {
stream.Write<uint16_t>(c);
}
const auto& name = GeneralUtils::UTF8ToUTF16(Name);
stream.Write(uint32_t(name.size()));
for (uint32_t i = 0; i < name.size(); ++i) {
stream.Write(static_cast<uint16_t>(name[i]));
stream.Write<uint32_t>(Name.size());
for (const auto& c : Name) {
stream.Write<uint16_t>(c);
}
const auto& description = GeneralUtils::UTF8ToUTF16(Description);
stream.Write(uint32_t(description.size()));
for (uint32_t i = 0; i < description.size(); ++i) {
stream.Write(static_cast<uint16_t>(description[i]));
stream.Write<uint32_t>(Description.size());
for (const auto& c : Description) {
stream.Write<uint16_t>(c);
}
stream.Write(Reputation);
@ -32,7 +29,3 @@ void PropertySelectQueryProperty::Serialize(RakNet::BitStream& stream) const {
stream.Write(PerformanceIndex);
stream.Write(PerformanceCost);
}
void PropertySelectQueryProperty::Deserialize(RakNet::BitStream& stream) const {
// Do we need this?
}

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@ -1,7 +1,7 @@
#pragma once
#ifndef PROPERTYSELECTQUERY_H
#define PROPERTYSELECTQUERY_H
#ifndef __PROPERTYSELECTQUERY_H__
#define __PROPERTYSELECTQUERY_H__
#include "Entity.h"
@ -10,12 +10,10 @@ class PropertySelectQueryProperty final
public:
void Serialize(RakNet::BitStream& stream) const;
void Deserialize(RakNet::BitStream& stream) const;
LWOCLONEID CloneId = LWOCLONEID_INVALID; // The cloneID of the property
std::string OwnerName = ""; // The property owners name
std::string Name = ""; // The property name
std::string Description = ""; // The property description
std::string OwnerName; // The property owners name
std::string Name; // The property name
std::string Description; // The property description
float Reputation = 0; // The reputation of the property
bool IsBestFriend = false; // Whether or not the property belongs to a best friend
bool IsFriend = false; // Whether or not the property belongs to a friend
@ -28,4 +26,4 @@ public:
uint32_t PerformanceIndex = 0; // The performance index of the property? Always 0?
};
#endif
#endif // __PROPERTYSELECTQUERY_H__