feat: implement character and property reputation system

- Added ICharacterReputation and IPropertyReputationContribution interfaces for managing character and property reputations.
- Implemented MySQL and SQLite database methods for getting and setting character reputations.
- Created migration scripts for character and property reputation tables in both MySQL and SQLite.
- Updated CharacterComponent to retrieve and set character reputation.
- Enhanced PropertyManagementComponent to manage property reputation and contributions.
- Added methods for handling reputation contributions and decay.
- Introduced CharacterReputationMigration to migrate existing character reputations from XML to the database.
This commit is contained in:
Aaron Kimbrell
2026-04-05 02:56:51 -05:00
parent 247576e101
commit e45e860ec0
29 changed files with 510 additions and 13 deletions

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@@ -357,4 +357,18 @@ namespace GeneralUtils {
return value - modulo;
}
}
//! Returns the current UTC date as a string in "YYYY-MM-DD" format
inline std::string GetCurrentUTCDate() {
const auto now = std::time(nullptr);
std::tm utcTime{};
#ifdef _MSC_VER
gmtime_s(&utcTime, &now);
#else
gmtime_r(&now, &utcTime);
#endif
char buf[11];
std::strftime(buf, sizeof(buf), "%Y-%m-%d", &utcTime);
return std::string(buf);
}
}

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@@ -1,7 +1,7 @@
add_subdirectory(CDClientDatabase)
add_subdirectory(GameDatabase)
add_library(dDatabase STATIC "MigrationRunner.cpp" "ModelNormalizeMigration.cpp")
add_library(dDatabase STATIC "MigrationRunner.cpp" "ModelNormalizeMigration.cpp" "CharacterReputationMigration.cpp")
add_custom_target(conncpp_dylib
${CMAKE_COMMAND} -E copy $<TARGET_FILE:MariaDB::ConnCpp> ${PROJECT_BINARY_DIR})

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@@ -0,0 +1,41 @@
#include "CharacterReputationMigration.h"
#include "Database.h"
#include "Logger.h"
#include "tinyxml2.h"
uint32_t CharacterReputationMigration::Run() {
uint32_t charactersMigrated = 0;
const auto allCharIds = Database::Get()->GetAllCharacterIds();
const bool previousCommitValue = Database::Get()->GetAutoCommit();
Database::Get()->SetAutoCommit(false);
for (const auto charId : allCharIds) {
const auto xmlStr = Database::Get()->GetCharacterXml(charId);
if (xmlStr.empty()) continue;
tinyxml2::XMLDocument doc;
if (doc.Parse(xmlStr.c_str(), xmlStr.size()) != tinyxml2::XML_SUCCESS) {
LOG("Failed to parse XML for character %llu during reputation migration", charId);
continue;
}
auto* obj = doc.FirstChildElement("obj");
if (!obj) continue;
auto* character = obj->FirstChildElement("char");
if (!character) continue;
int64_t reputation = 0;
if (character->QueryInt64Attribute("rpt", &reputation) == tinyxml2::XML_SUCCESS && reputation != 0) {
Database::Get()->SetCharacterReputation(charId, reputation);
charactersMigrated++;
}
}
Database::Get()->Commit();
Database::Get()->SetAutoCommit(previousCommitValue);
return charactersMigrated;
}

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@@ -0,0 +1,7 @@
#pragma once
#include <cstdint>
namespace CharacterReputationMigration {
uint32_t Run();
};

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@@ -25,6 +25,8 @@
#include "IAccountsRewardCodes.h"
#include "IBehaviors.h"
#include "IUgcModularBuild.h"
#include "ICharacterReputation.h"
#include "IPropertyReputationContribution.h"
#ifdef _DEBUG
# define DLU_SQL_TRY_CATCH_RETHROW(x) do { try { x; } catch (std::exception& ex) { LOG("SQL Error: %s", ex.what()); throw; } } while(0)
@@ -38,7 +40,8 @@ class GameDatabase :
public IPropertyContents, public IProperty, public IPetNames, public ICharXml,
public IMigrationHistory, public IUgc, public IFriends, public ICharInfo,
public IAccounts, public IActivityLog, public IAccountsRewardCodes, public IIgnoreList,
public IBehaviors, public IUgcModularBuild {
public IBehaviors, public IUgcModularBuild,
public ICharacterReputation, public IPropertyReputationContribution {
public:
virtual ~GameDatabase() = default;
// TODO: These should be made private.

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@@ -33,6 +33,9 @@ public:
// Get the character ids for the given account.
virtual std::vector<LWOOBJID> GetAccountCharacterIds(const LWOOBJID accountId) = 0;
// Get all character ids.
virtual std::vector<LWOOBJID> GetAllCharacterIds() = 0;
// Insert a new character into the database.
virtual void InsertNewCharacter(const ICharInfo::Info info) = 0;

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@@ -0,0 +1,14 @@
#ifndef __ICHARACTERREPUTATION__H__
#define __ICHARACTERREPUTATION__H__
#include <cstdint>
#include "dCommonVars.h"
class ICharacterReputation {
public:
virtual int64_t GetCharacterReputation(const LWOOBJID charId) = 0;
virtual void SetCharacterReputation(const LWOOBJID charId, const int64_t reputation) = 0;
};
#endif //!__ICHARACTERREPUTATION__H__

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@@ -0,0 +1,30 @@
#ifndef __IPROPERTYREPUTATIONCONTRIBUTION__H__
#define __IPROPERTYREPUTATIONCONTRIBUTION__H__
#include <cstdint>
#include <string>
#include <vector>
#include "dCommonVars.h"
class IPropertyReputationContribution {
public:
struct ContributionInfo {
LWOOBJID playerId{};
uint32_t reputationGained{};
};
// Get today's reputation contributions for a property.
virtual std::vector<ContributionInfo> GetPropertyReputationContributions(
const LWOOBJID propertyId, const std::string& date) = 0;
// Upsert a player's reputation contribution for a property on a given date.
virtual void UpdatePropertyReputationContribution(
const LWOOBJID propertyId, const LWOOBJID playerId,
const std::string& date, const uint32_t reputationGained) = 0;
// Update the total reputation on a property.
virtual void UpdatePropertyReputation(const LWOOBJID propertyId, const uint32_t reputation) = 0;
};
#endif //!__IPROPERTYREPUTATIONCONTRIBUTION__H__

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@@ -139,6 +139,15 @@ public:
void IncrementTimesPlayed(const LWOOBJID playerId, const uint32_t gameId) override;
void InsertUgcBuild(const std::string& modules, const LWOOBJID bigId, const std::optional<LWOOBJID> characterId) override;
void DeleteUgcBuild(const LWOOBJID bigId) override;
std::vector<LWOOBJID> GetAllCharacterIds() override;
int64_t GetCharacterReputation(const LWOOBJID charId) override;
void SetCharacterReputation(const LWOOBJID charId, const int64_t reputation) override;
std::vector<IPropertyReputationContribution::ContributionInfo> GetPropertyReputationContributions(
const LWOOBJID propertyId, const std::string& date) override;
void UpdatePropertyReputationContribution(
const LWOOBJID propertyId, const LWOOBJID playerId,
const std::string& date, const uint32_t reputationGained) override;
void UpdatePropertyReputation(const LWOOBJID propertyId, const uint32_t reputation) override;
uint32_t GetAccountCount() override;
bool IsNameInUse(const std::string_view name) override;
std::optional<IPropertyContents::Model> GetModel(const LWOOBJID modelID) override;

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@@ -21,6 +21,8 @@ set(DDATABASES_DATABASES_MYSQL_TABLES_SOURCES
"Servers.cpp"
"Ugc.cpp"
"UgcModularBuild.cpp"
"CharacterReputation.cpp"
"PropertyReputationContribution.cpp"
PARENT_SCOPE
)

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@@ -52,6 +52,18 @@ std::vector<LWOOBJID> MySQLDatabase::GetAccountCharacterIds(const LWOOBJID accou
return toReturn;
}
std::vector<LWOOBJID> MySQLDatabase::GetAllCharacterIds() {
auto result = ExecuteSelect("SELECT id FROM charinfo;");
std::vector<LWOOBJID> toReturn;
toReturn.reserve(result->rowsCount());
while (result->next()) {
toReturn.push_back(result->getInt64("id"));
}
return toReturn;
}
void MySQLDatabase::InsertNewCharacter(const ICharInfo::Info info) {
ExecuteInsert(
"INSERT INTO `charinfo`(`id`, `account_id`, `name`, `pending_name`, `needs_rename`, `last_login`) VALUES (?,?,?,?,?,?)",

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@@ -0,0 +1,17 @@
#include "MySQLDatabase.h"
int64_t MySQLDatabase::GetCharacterReputation(const LWOOBJID charId) {
auto result = ExecuteSelect("SELECT reputation FROM character_reputation WHERE character_id = ? LIMIT 1;", charId);
if (!result->next()) {
return 0;
}
return result->getInt64("reputation");
}
void MySQLDatabase::SetCharacterReputation(const LWOOBJID charId, const int64_t reputation) {
ExecuteInsert(
"INSERT INTO character_reputation (character_id, reputation) VALUES (?, ?) ON DUPLICATE KEY UPDATE reputation = ?;",
charId, reputation, reputation);
}

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@@ -0,0 +1,30 @@
#include "MySQLDatabase.h"
std::vector<IPropertyReputationContribution::ContributionInfo> MySQLDatabase::GetPropertyReputationContributions(
const LWOOBJID propertyId, const std::string& date) {
auto result = ExecuteSelect(
"SELECT player_id, reputation_gained FROM property_reputation_contribution WHERE property_id = ? AND contribution_date = ?;",
propertyId, date);
std::vector<IPropertyReputationContribution::ContributionInfo> contributions;
while (result->next()) {
IPropertyReputationContribution::ContributionInfo info;
info.playerId = result->getUInt64("player_id");
info.reputationGained = static_cast<uint32_t>(result->getUInt("reputation_gained"));
contributions.push_back(info);
}
return contributions;
}
void MySQLDatabase::UpdatePropertyReputationContribution(
const LWOOBJID propertyId, const LWOOBJID playerId,
const std::string& date, const uint32_t reputationGained) {
ExecuteInsert(
"INSERT INTO property_reputation_contribution (property_id, player_id, contribution_date, reputation_gained) "
"VALUES (?, ?, ?, ?) ON DUPLICATE KEY UPDATE reputation_gained = ?;",
propertyId, playerId, date, reputationGained, reputationGained);
}
void MySQLDatabase::UpdatePropertyReputation(const LWOOBJID propertyId, const uint32_t reputation) {
ExecuteUpdate("UPDATE properties SET reputation = ? WHERE id = ?;", reputation, propertyId);
}

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@@ -123,6 +123,15 @@ public:
void IncrementTimesPlayed(const LWOOBJID playerId, const uint32_t gameId) override;
void InsertUgcBuild(const std::string& modules, const LWOOBJID bigId, const std::optional<LWOOBJID> characterId) override;
void DeleteUgcBuild(const LWOOBJID bigId) override;
std::vector<LWOOBJID> GetAllCharacterIds() override;
int64_t GetCharacterReputation(const LWOOBJID charId) override;
void SetCharacterReputation(const LWOOBJID charId, const int64_t reputation) override;
std::vector<IPropertyReputationContribution::ContributionInfo> GetPropertyReputationContributions(
const LWOOBJID propertyId, const std::string& date) override;
void UpdatePropertyReputationContribution(
const LWOOBJID propertyId, const LWOOBJID playerId,
const std::string& date, const uint32_t reputationGained) override;
void UpdatePropertyReputation(const LWOOBJID propertyId, const uint32_t reputation) override;
uint32_t GetAccountCount() override;
bool IsNameInUse(const std::string_view name) override;
std::optional<IPropertyContents::Model> GetModel(const LWOOBJID modelID) override;

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@@ -21,6 +21,8 @@ set(DDATABASES_DATABASES_SQLITE_TABLES_SOURCES
"Servers.cpp"
"Ugc.cpp"
"UgcModularBuild.cpp"
"CharacterReputation.cpp"
"PropertyReputationContribution.cpp"
PARENT_SCOPE
)

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@@ -55,6 +55,18 @@ std::vector<LWOOBJID> SQLiteDatabase::GetAccountCharacterIds(const LWOOBJID acco
return toReturn;
}
std::vector<LWOOBJID> SQLiteDatabase::GetAllCharacterIds() {
auto [_, result] = ExecuteSelect("SELECT id FROM charinfo;");
std::vector<LWOOBJID> toReturn;
while (!result.eof()) {
toReturn.push_back(result.getInt64Field("id"));
result.nextRow();
}
return toReturn;
}
void SQLiteDatabase::InsertNewCharacter(const ICharInfo::Info info) {
ExecuteInsert(
"INSERT INTO `charinfo`(`id`, `account_id`, `name`, `pending_name`, `needs_rename`, `last_login`, `prop_clone_id`) VALUES (?,?,?,?,?,?,(SELECT IFNULL(MAX(`prop_clone_id`), 0) + 1 FROM `charinfo`))",

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@@ -0,0 +1,17 @@
#include "SQLiteDatabase.h"
int64_t SQLiteDatabase::GetCharacterReputation(const LWOOBJID charId) {
auto [_, result] = ExecuteSelect("SELECT reputation FROM character_reputation WHERE character_id = ? LIMIT 1;", charId);
if (result.eof()) {
return 0;
}
return result.getInt64Field("reputation");
}
void SQLiteDatabase::SetCharacterReputation(const LWOOBJID charId, const int64_t reputation) {
ExecuteInsert(
"INSERT OR REPLACE INTO character_reputation (character_id, reputation) VALUES (?, ?);",
charId, reputation);
}

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@@ -0,0 +1,31 @@
#include "SQLiteDatabase.h"
std::vector<IPropertyReputationContribution::ContributionInfo> SQLiteDatabase::GetPropertyReputationContributions(
const LWOOBJID propertyId, const std::string& date) {
auto [_, result] = ExecuteSelect(
"SELECT player_id, reputation_gained FROM property_reputation_contribution WHERE property_id = ? AND contribution_date = ?;",
propertyId, date);
std::vector<IPropertyReputationContribution::ContributionInfo> contributions;
while (!result.eof()) {
IPropertyReputationContribution::ContributionInfo info;
info.playerId = result.getInt64Field("player_id");
info.reputationGained = static_cast<uint32_t>(result.getIntField("reputation_gained"));
contributions.push_back(info);
result.nextRow();
}
return contributions;
}
void SQLiteDatabase::UpdatePropertyReputationContribution(
const LWOOBJID propertyId, const LWOOBJID playerId,
const std::string& date, const uint32_t reputationGained) {
ExecuteInsert(
"INSERT OR REPLACE INTO property_reputation_contribution (property_id, player_id, contribution_date, reputation_gained) "
"VALUES (?, ?, ?, ?);",
propertyId, playerId, date, reputationGained);
}
void SQLiteDatabase::UpdatePropertyReputation(const LWOOBJID propertyId, const uint32_t reputation) {
ExecuteUpdate("UPDATE properties SET reputation = ? WHERE id = ?;", reputation, propertyId);
}

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@@ -1,6 +1,7 @@
#ifndef TESTSQLDATABASE_H
#define TESTSQLDATABASE_H
#include <unordered_map>
#include "GameDatabase.h"
class TestSQLDatabase : public GameDatabase {
@@ -103,11 +104,27 @@ class TestSQLDatabase : public GameDatabase {
void InsertUgcBuild(const std::string& modules, const LWOOBJID bigId, const std::optional<LWOOBJID> characterId) override {};
void DeleteUgcBuild(const LWOOBJID bigId) override {};
uint32_t GetAccountCount() override { return 0; };
std::vector<LWOOBJID> GetAllCharacterIds() override { return {}; };
int64_t GetCharacterReputation(const LWOOBJID charId) override {
auto it = m_CharacterReputation.find(charId);
return it != m_CharacterReputation.end() ? it->second : 0;
};
void SetCharacterReputation(const LWOOBJID charId, const int64_t reputation) override {
m_CharacterReputation[charId] = reputation;
};
std::vector<IPropertyReputationContribution::ContributionInfo> GetPropertyReputationContributions(
const LWOOBJID propertyId, const std::string& date) override { return {}; };
void UpdatePropertyReputationContribution(
const LWOOBJID propertyId, const LWOOBJID playerId,
const std::string& date, const uint32_t reputationGained) override {};
void UpdatePropertyReputation(const LWOOBJID propertyId, const uint32_t reputation) override {};
bool IsNameInUse(const std::string_view name) override { return false; };
std::optional<IPropertyContents::Model> GetModel(const LWOOBJID modelID) override { return {}; }
std::optional<IProperty::Info> GetPropertyInfo(const LWOOBJID id) override { return {}; }
std::optional<IUgc::Model> GetUgcModel(const LWOOBJID ugcId) override { return {}; }
private:
std::unordered_map<LWOOBJID, int64_t> m_CharacterReputation;
};
#endif //!TESTSQLDATABASE_H

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@@ -8,6 +8,7 @@
#include "Logger.h"
#include "BinaryPathFinder.h"
#include "ModelNormalizeMigration.h"
#include "CharacterReputationMigration.h"
#include <fstream>
@@ -49,6 +50,7 @@ void MigrationRunner::RunMigrations() {
bool runNormalizeMigrations = false;
bool runNormalizeAfterFirstPartMigrations = false;
bool runBrickBuildsNotOnGrid = false;
bool runCharacterReputationMigration = false;
for (const auto& entry : GeneralUtils::GetSqlFileNamesFromFolder((BinaryPathFinder::GetBinaryDir() / "./migrations/dlu/" / migrationFolder).string())) {
auto migration = LoadMigration("dlu/" + migrationFolder + "/", entry);
@@ -67,6 +69,9 @@ void MigrationRunner::RunMigrations() {
runNormalizeAfterFirstPartMigrations = true;
} else if (migration.name.ends_with("_brickbuilds_not_on_grid.sql")) {
runBrickBuildsNotOnGrid = true;
} else if (migration.name.ends_with("_character_reputation.sql")) {
runCharacterReputationMigration = true;
finalSQL.append(migration.data.c_str());
} else {
finalSQL.append(migration.data.c_str());
}
@@ -74,7 +79,7 @@ void MigrationRunner::RunMigrations() {
Database::Get()->InsertMigration(migration.name);
}
if (finalSQL.empty() && !runSd0Migrations && !runNormalizeMigrations && !runNormalizeAfterFirstPartMigrations && !runBrickBuildsNotOnGrid) {
if (finalSQL.empty() && !runSd0Migrations && !runNormalizeMigrations && !runNormalizeAfterFirstPartMigrations && !runBrickBuildsNotOnGrid && !runCharacterReputationMigration) {
LOG("Server database is up to date.");
return;
}
@@ -110,6 +115,11 @@ void MigrationRunner::RunMigrations() {
if (runBrickBuildsNotOnGrid) {
ModelNormalizeMigration::RunBrickBuildGrid();
}
if (runCharacterReputationMigration) {
uint32_t charactersMigrated = CharacterReputationMigration::Run();
LOG("%u characters had their reputation migrated from XML to the database.", charactersMigrated);
}
}
void MigrationRunner::RunSQLiteMigrations() {

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@@ -42,7 +42,7 @@ CharacterComponent::CharacterComponent(Entity* parent, const int32_t componentID
m_EditorEnabled = false;
m_EditorLevel = m_GMLevel;
m_Reputation = 0;
m_Reputation = Database::Get()->GetCharacterReputation(m_Character->GetObjectID());
m_CurrentActivity = eGameActivity::NONE;
m_CountryCode = 0;
@@ -249,6 +249,12 @@ void CharacterComponent::SetPvpEnabled(const bool value) {
m_PvpEnabled = value;
}
void CharacterComponent::SetReputation(int64_t newValue) {
m_Reputation = newValue;
Database::Get()->SetCharacterReputation(m_Character->GetObjectID(), m_Reputation);
GameMessages::SendUpdateReputation(m_Parent->GetObjectID(), m_Reputation, m_Parent->GetSystemAddress());
}
void CharacterComponent::SetGMLevel(eGameMasterLevel gmlevel) {
m_DirtyGMInfo = true;
if (gmlevel > eGameMasterLevel::CIVILIAN) m_IsGM = true;
@@ -263,10 +269,6 @@ void CharacterComponent::LoadFromXml(const tinyxml2::XMLDocument& doc) {
LOG("Failed to find char tag while loading XML!");
return;
}
if (character->QueryAttribute("rpt", &m_Reputation) == tinyxml2::XML_NO_ATTRIBUTE) {
SetReputation(0);
}
auto* vl = character->FirstChildElement("vl");
if (vl) LoadVisitedLevelsXml(*vl);
character->QueryUnsigned64Attribute("co", &m_ClaimCodes[0]);
@@ -408,8 +410,6 @@ void CharacterComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
if (m_ClaimCodes[3] != 0) character->SetAttribute("co3", m_ClaimCodes[3]);
character->SetAttribute("ls", m_Uscore);
// Custom attribute to keep track of reputation.
character->SetAttribute("rpt", GetReputation());
character->SetAttribute("stt", StatisticsToString().c_str());
// Set the zone statistics of the form <zs><s/> ... <s/></zs>

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@@ -156,7 +156,7 @@ public:
* Sets the lifetime reputation of the character to newValue
* @param newValue the value to set reputation to
*/
void SetReputation(int64_t newValue) { m_Reputation = newValue; };
void SetReputation(int64_t newValue);
/**
* Sets the current value of PvP combat being enabled

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@@ -27,6 +27,9 @@
#include "CppScripts.h"
#include <ranges>
#include "dConfig.h"
#include "PositionUpdate.h"
#include "GeneralUtils.h"
#include "User.h"
PropertyManagementComponent* PropertyManagementComponent::instance = nullptr;
@@ -75,6 +78,42 @@ PropertyManagementComponent::PropertyManagementComponent(Entity* parent, const i
this->reputation = propertyInfo->reputation;
Load();
// Cache owner's account ID for same-account reputation exclusion
if (this->owner != LWOOBJID_EMPTY) {
auto ownerCharId = this->owner;
GeneralUtils::ClearBit(ownerCharId, eObjectBits::CHARACTER);
auto charInfo = Database::Get()->GetCharacterInfo(ownerCharId);
if (charInfo) {
m_OwnerAccountId = charInfo->accountId;
}
}
// Load reputation config
auto configFloat = [](const std::string& key, float def) {
const auto& val = Game::config->GetValue(key);
return val.empty() ? def : std::stof(val);
};
auto configUint = [](const std::string& key, uint32_t def) {
const auto& val = Game::config->GetValue(key);
return val.empty() ? def : static_cast<uint32_t>(std::stoul(val));
};
m_RepInterval = configFloat("property_rep_interval", 60.0f);
m_RepDailyCap = configUint("property_rep_daily_cap", 50);
m_RepPerTick = configUint("property_rep_per_tick", 1);
m_RepMultiplier = configFloat("property_rep_multiplier", 1.0f);
m_RepVelocityThreshold = configFloat("property_rep_velocity_threshold", 0.5f);
m_RepSaveInterval = configFloat("property_rep_save_interval", 300.0f);
m_RepDecayRate = configFloat("property_rep_decay_rate", 0.0f);
m_RepDecayInterval = configFloat("property_rep_decay_interval", 86400.0f);
m_RepDecayMinimum = configUint("property_rep_decay_minimum", 0);
// Load daily reputation contributions and subscribe to position updates
m_CurrentDate = GeneralUtils::GetCurrentUTCDate();
LoadDailyContributions();
Entity::OnPlayerPositionUpdate += [this](Entity* player, const PositionUpdate& update) {
OnPlayerPositionUpdateHandler(player, update);
};
}
}
@@ -832,3 +871,126 @@ void PropertyManagementComponent::OnChatMessageReceived(const std::string& sMess
modelComponent->OnChatMessageReceived(sMessage);
}
}
PropertyManagementComponent::~PropertyManagementComponent() {
SaveReputation();
}
void PropertyManagementComponent::Update(float deltaTime) {
// Check for day rollover
const auto currentDate = GeneralUtils::GetCurrentUTCDate();
if (currentDate != m_CurrentDate) {
m_CurrentDate = currentDate;
m_PlayerActivity.clear();
}
// Periodic reputation save
m_ReputationSaveTimer += deltaTime;
if (m_ReputationSaveTimer >= m_RepSaveInterval && m_ReputationDirty) {
SaveReputation();
m_ReputationSaveTimer = 0.0f;
}
// Property reputation decay
if (m_RepDecayRate > 0.0f && owner != LWOOBJID_EMPTY) {
m_DecayTimer += deltaTime;
if (m_DecayTimer >= m_RepDecayInterval) {
m_DecayTimer = 0.0f;
if (reputation > m_RepDecayMinimum) {
const auto loss = static_cast<uint32_t>(m_RepDecayRate);
reputation = (reputation > m_RepDecayMinimum + loss) ? reputation - loss : m_RepDecayMinimum;
m_ReputationDirty = true;
}
}
}
}
void PropertyManagementComponent::OnPlayerPositionUpdateHandler(Entity* player, const PositionUpdate& update) {
if (owner == LWOOBJID_EMPTY) return;
if (propertyId == LWOOBJID_EMPTY) return;
if (m_RepInterval <= 0.0f) return;
// Check same-account exclusion (covers owner + owner's alts)
auto* character = player->GetCharacter();
if (!character) return;
auto* parentUser = character->GetParentUser();
if (!parentUser) return;
if (parentUser->GetAccountID() == m_OwnerAccountId) return;
// Check velocity threshold (player must be active/moving)
if (update.velocity.SquaredLength() < m_RepVelocityThreshold * m_RepVelocityThreshold) return;
const auto playerId = player->GetObjectID();
auto& info = m_PlayerActivity[playerId];
// Check daily cap
if (info.dailyContribution >= m_RepDailyCap) return;
// Compute delta time since last position update for this player
const auto now = std::chrono::steady_clock::now();
if (info.hasLastUpdate) {
const auto dt = std::chrono::duration<float>(now - info.lastUpdate).count();
// Cap delta to avoid spikes from reconnects etc.
const auto clampedDt = std::min(dt, 1.0f);
info.activeTime += clampedDt;
}
info.lastUpdate = now;
info.hasLastUpdate = true;
// Check if we've accumulated enough active time for a reputation tick
if (info.activeTime >= m_RepInterval) {
info.activeTime -= m_RepInterval;
const auto repGain = static_cast<uint32_t>(m_RepPerTick * m_RepMultiplier);
if (repGain == 0) return;
// Clamp to daily cap
const auto actualGain = std::min(repGain, m_RepDailyCap - info.dailyContribution);
if (actualGain == 0) return;
// Grant property reputation
reputation += actualGain;
info.dailyContribution += actualGain;
m_ReputationDirty = true;
// Grant character reputation to property owner
auto* ownerEntity = Game::entityManager->GetEntity(owner);
if (ownerEntity) {
auto* charComp = ownerEntity->GetComponent<CharacterComponent>();
if (charComp) {
charComp->SetReputation(charComp->GetReputation() + actualGain);
}
} else {
// Owner is offline, update DB directly
auto ownerCharId = owner;
GeneralUtils::ClearBit(ownerCharId, eObjectBits::CHARACTER);
const auto currentRep = Database::Get()->GetCharacterReputation(ownerCharId);
Database::Get()->SetCharacterReputation(ownerCharId, currentRep + actualGain);
}
}
}
void PropertyManagementComponent::SaveReputation() {
if (!m_ReputationDirty) return;
if (propertyId == LWOOBJID_EMPTY) return;
Database::Get()->UpdatePropertyReputation(propertyId, reputation);
for (const auto& [playerId, info] : m_PlayerActivity) {
if (info.dailyContribution > 0) {
Database::Get()->UpdatePropertyReputationContribution(propertyId, playerId, m_CurrentDate, info.dailyContribution);
}
}
m_ReputationDirty = false;
}
void PropertyManagementComponent::LoadDailyContributions() {
if (propertyId == LWOOBJID_EMPTY) return;
const auto contributions = Database::Get()->GetPropertyReputationContributions(propertyId, m_CurrentDate);
for (const auto& contrib : contributions) {
m_PlayerActivity[contrib.playerId].dailyContribution = contrib.reputationGained;
}
}

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@@ -1,10 +1,13 @@
#pragma once
#include <chrono>
#include <unordered_map>
#include "Entity.h"
#include "Component.h"
#include "eReplicaComponentType.h"
class PositionUpdate;
/**
* Information regarding which players may visit this property
*/
@@ -164,9 +167,40 @@ public:
LWOOBJID GetId() const noexcept { return propertyId; }
void OnChatMessageReceived(const std::string& sMessage) const;
void Update(float deltaTime) override;
~PropertyManagementComponent() override;
private:
void OnPlayerPositionUpdateHandler(Entity* player, const PositionUpdate& update);
void SaveReputation();
void LoadDailyContributions();
struct PlayerActivityInfo {
float activeTime = 0.0f;
uint32_t dailyContribution = 0;
std::chrono::steady_clock::time_point lastUpdate{};
bool hasLastUpdate = false;
};
std::unordered_map<LWOOBJID, PlayerActivityInfo> m_PlayerActivity;
float m_ReputationSaveTimer = 0.0f;
float m_DecayTimer = 0.0f;
bool m_ReputationDirty = false;
std::string m_CurrentDate;
uint32_t m_OwnerAccountId = 0;
// Cached config values
float m_RepInterval = 60.0f;
uint32_t m_RepDailyCap = 50;
uint32_t m_RepPerTick = 1;
float m_RepMultiplier = 1.0f;
float m_RepVelocityThreshold = 0.5f;
float m_RepSaveInterval = 300.0f;
float m_RepDecayRate = 0.0f;
float m_RepDecayInterval = 86400.0f;
uint32_t m_RepDecayMinimum = 0;
/**
* This
*/

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@@ -480,7 +480,6 @@ void Mission::YieldRewards() {
auto* const character = entity->GetComponent<CharacterComponent>();
if (character) {
character->SetReputation(character->GetReputation() + info.reward_reputation);
GameMessages::SendUpdateReputation(entity->GetObjectID(), character->GetReputation(), entity->GetSystemAddress());
}
}

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@@ -0,0 +1,4 @@
CREATE TABLE IF NOT EXISTS character_reputation (
character_id BIGINT NOT NULL PRIMARY KEY,
reputation BIGINT NOT NULL DEFAULT 0
);

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@@ -0,0 +1,7 @@
CREATE TABLE IF NOT EXISTS property_reputation_contribution (
property_id BIGINT NOT NULL,
player_id BIGINT NOT NULL,
contribution_date DATE NOT NULL,
reputation_gained INT UNSIGNED NOT NULL DEFAULT 0,
PRIMARY KEY (property_id, player_id, contribution_date)
);

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@@ -0,0 +1,4 @@
CREATE TABLE IF NOT EXISTS character_reputation (
character_id BIGINT NOT NULL PRIMARY KEY,
reputation BIGINT NOT NULL DEFAULT 0
);

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@@ -0,0 +1,7 @@
CREATE TABLE IF NOT EXISTS property_reputation_contribution (
property_id BIGINT NOT NULL,
player_id BIGINT NOT NULL,
contribution_date DATE NOT NULL,
reputation_gained INTEGER NOT NULL DEFAULT 0,
PRIMARY KEY (property_id, player_id, contribution_date)
);