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Add property behaviors migration (#790)
* Add behaviors migration Add migration for behaviors. Tested that the tables get altered correctly, names are set correctly. Tested that I can place models, both regular and Brick-by-Brick ones and that they get deleted properly. Tested that picking up models and re-placing them down properly updates them in the tables. * Only update when empty
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@ -656,7 +656,7 @@ void PropertyManagementComponent::Save() {
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return;
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}
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auto* insertion = Database::CreatePreppedStmt("INSERT INTO properties_contents VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);");
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auto* insertion = Database::CreatePreppedStmt("INSERT INTO properties_contents VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);");
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auto* update = Database::CreatePreppedStmt("UPDATE properties_contents SET x = ?, y = ?, z = ?, rx = ?, ry = ?, rz = ?, rw = ? WHERE id = ?;");
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auto* lookup = Database::CreatePreppedStmt("SELECT id FROM properties_contents WHERE property_id = ?;");
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auto* remove = Database::CreatePreppedStmt("DELETE FROM properties_contents WHERE id = ?;");
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@ -706,6 +706,13 @@ void PropertyManagementComponent::Save() {
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insertion->setDouble(9, rotation.y);
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insertion->setDouble(10, rotation.z);
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insertion->setDouble(11, rotation.w);
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insertion->setString(12, "Objects_" + std::to_string(entity->GetLOT()) + "_name"); // Model name. TODO make this customizable
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insertion->setString(13, ""); // Model description. TODO implement this.
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insertion->setDouble(14, 0); // behavior 1. TODO implement this.
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insertion->setDouble(15, 0); // behavior 2. TODO implement this.
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insertion->setDouble(16, 0); // behavior 3. TODO implement this.
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insertion->setDouble(17, 0); // behavior 4. TODO implement this.
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insertion->setDouble(18, 0); // behavior 5. TODO implement this.
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try {
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insertion->execute();
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} catch (sql::SQLException& ex) {
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@ -2545,7 +2545,7 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
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delete ugcs;
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//Insert into the db as a BBB model:
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auto* stmt = Database::CreatePreppedStmt("INSERT INTO `properties_contents`(`id`, `property_id`, `ugc_id`, `lot`, `x`, `y`, `z`, `rx`, `ry`, `rz`, `rw`) VALUES (?,?,?,?,?,?,?,?,?,?,?)");
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auto* stmt = Database::CreatePreppedStmt("INSERT INTO `properties_contents` VALUES (?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?,?)");
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stmt->setUInt64(1, newIDL);
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stmt->setUInt64(2, propertyId);
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stmt->setUInt(3, blueprintIDSmall);
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@ -2557,6 +2557,13 @@ void GameMessages::HandleBBBSaveRequest(RakNet::BitStream* inStream, Entity* ent
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stmt->setDouble(9, 0.0f); // ry
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stmt->setDouble(10, 0.0f); // rz
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stmt->setDouble(11, 0.0f); // rw
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stmt->setString(12, "Objects_14_name"); // Model name. TODO make this customizable
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stmt->setString(13, ""); // Model description. TODO implement this.
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stmt->setDouble(14, 0); // behavior 1. TODO implement this.
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stmt->setDouble(15, 0); // behavior 2. TODO implement this.
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stmt->setDouble(16, 0); // behavior 3. TODO implement this.
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stmt->setDouble(17, 0); // behavior 4. TODO implement this.
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stmt->setDouble(18, 0); // behavior 5. TODO implement this.
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stmt->execute();
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delete stmt;
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11
migrations/dlu/6_property_behaviors.sql
Normal file
11
migrations/dlu/6_property_behaviors.sql
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@ -0,0 +1,11 @@
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ALTER TABLE properties_contents
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ADD COLUMN model_name TEXT NOT NULL DEFAULT "",
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ADD COLUMN model_description TEXT NOT NULL DEFAULT "",
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ADD COLUMN behavior_1 INT NOT NULL DEFAULT 0,
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ADD COLUMN behavior_2 INT NOT NULL DEFAULT 0,
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ADD COLUMN behavior_3 INT NOT NULL DEFAULT 0,
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ADD COLUMN behavior_4 INT NOT NULL DEFAULT 0,
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ADD COLUMN behavior_5 INT NOT NULL DEFAULT 0;
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UPDATE properties_contents SET model_name = CONCAT("Objects_", lot, "_name") WHERE model_name = "";
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CREATE TABLE IF NOT EXISTS behaviors (id INT NOT NULL, behavior_info TEXT NOT NULL);
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