feat: contraband list with flagging and optional removal

Staff list contraband items on a new dashboard page (item search, reason, flag or flag and remove;
contraband_manage to edit, reports_view to see). World servers check every inventory when a
character loads and every item a player receives: each find is an economy flag of the new kind
Contraband, shown with the other flags and in the character's related data. Items marked for
removal are taken away, with a character snapshot kept first so they can be given back, an audit
entry and a mail or chat message telling the player why. Staff are skipped unless
contraband_ignore_staff is off. Worlds reload the list when it changes (RELOAD_CONTRABAND, added
at the end of ePlayerAction).

Fixes #1563

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-26 23:20:16 -05:00
parent 341ce89a6a
commit b2403b09ea
36 changed files with 766 additions and 22 deletions

View File

@@ -0,0 +1,22 @@
#include "MySQLDatabase.h"
std::vector<IContraband::ContrabandItem> MySQLDatabase::GetContrabandItems() {
std::vector<ContrabandItem> items;
auto result = ExecuteSelect("SELECT * FROM contraband_items ORDER BY lot;");
while (result->next()) {
items.push_back({ result->getInt("lot"), result->getString("reason").c_str(), static_cast<eContrabandAction>(result->getUInt("action")),
result->getString("added_by").c_str(), result->getInt64("added_at") });
}
return items;
}
void MySQLDatabase::SetContrabandItem(const ContrabandItem& item) {
ExecuteInsert(
"INSERT INTO contraband_items (lot, reason, action, added_by, added_at) VALUES (?, ?, ?, ?, ?) "
"ON DUPLICATE KEY UPDATE reason = VALUES(reason), action = VALUES(action), added_by = VALUES(added_by), added_at = VALUES(added_at);",
item.lot, item.reason, static_cast<uint32_t>(item.action), item.addedBy, item.addedAt);
}
bool MySQLDatabase::DeleteContrabandItem(LOT lot) {
return ExecuteUpdate("DELETE FROM contraband_items WHERE lot = ?;", lot) > 0;
}