mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-08-04 09:44:10 +00:00
Merge branch 'main' into main
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@@ -26,9 +26,10 @@ void Database::Connect(const string& host, const string& database, const string&
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con->setClientOption("MYSQL_OPT_RECONNECT", &myTrue);
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} //Connect
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void Database::Destroy() {
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void Database::Destroy(std::string source) {
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if (!con) return;
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Game::logger->Log("Database", "Destroying MySQL connection!\n");
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if (source != "") Game::logger->Log("Database", "Destroying MySQL connection from %s!\n", source.c_str());
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else Game::logger->Log("Database", "Destroying MySQL connection!\n");
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con->close();
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delete con;
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} //Destroy
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@@ -22,7 +22,7 @@ private:
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public:
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static void Connect(const std::string& host, const std::string& database, const std::string& username, const std::string& password);
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static void Destroy();
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static void Destroy(std::string source="");
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static sql::Statement* CreateStmt();
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static sql::PreparedStatement* CreatePreppedStmt(const std::string& query);
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};
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@@ -3,6 +3,7 @@
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// Custom Classes
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#include "CDTable.h"
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#include <map>
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#include <cstdint>
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/*!
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\file CDMissionsTable.hpp
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@@ -17,9 +18,9 @@ struct CDMissions {
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int UISortOrder; //!< The UI Sort Order for the mission
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int offer_objectID; //!< The LOT of the mission giver
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int target_objectID; //!< The LOT of the mission's target
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__int64 reward_currency; //!< The amount of currency to reward the player
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int64_t reward_currency; //!< The amount of currency to reward the player
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int LegoScore; //!< The amount of LEGO Score to reward the player
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__int64 reward_reputation; //!< The reputation to award the player
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int64_t reward_reputation; //!< The reputation to award the player
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bool isChoiceReward; //!< Whether or not the user has the option to choose their loot
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int reward_item1; //!< The first rewarded item
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int reward_item1_count; //!< The count of the first item to be rewarded
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@@ -40,7 +41,7 @@ struct CDMissions {
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int reward_maxwidget; //!< ???
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int reward_maxwallet; //!< ???
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bool repeatable; //!< Whether or not this mission can be repeated (for instance, is it a daily mission)
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__int64 reward_currency_repeatable; //!< The repeatable reward
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int64_t reward_currency_repeatable; //!< The repeatable reward
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int reward_item1_repeatable; //!< The first rewarded item
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int reward_item1_repeat_count; //!< The count of the first item to be rewarded
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int reward_item2_repeatable; //!< The second rewarded item
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@@ -55,7 +56,7 @@ struct CDMissions {
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std::string prereqMissionID; //!< A '|' seperated list of prerequisite missions
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bool localize; //!< Whether or not to localize the mission
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bool inMOTD; //!< In Match of the Day(?)
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__int64 cooldownTime; //!< The mission cooldown time
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int64_t cooldownTime; //!< The mission cooldown time
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bool isRandom; //!< ???
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std::string randomPool; //!< ???
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int UIPrereqID; //!< ???
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