mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2025-10-10 17:38:08 +00:00
Make logger automatically put a newline (#675)
at the end of the line remove all the newlines in log calls
This commit is contained in:
@@ -25,9 +25,9 @@ Character::Character(uint32_t id, User* parentUser) {
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);
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stmt->setInt64(1, id);
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sql::ResultSet* res = stmt->executeQuery();
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while (res->next()) {
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m_Name = res->getString(1).c_str();
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m_UnapprovedName = res->getString(2).c_str();
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@@ -35,25 +35,25 @@ Character::Character(uint32_t id, User* parentUser) {
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m_PropertyCloneID = res->getUInt(4);
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m_PermissionMap = static_cast<PermissionMap>(res->getUInt64(5));
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}
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delete res;
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delete stmt;
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//Load the xmlData now:
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sql::PreparedStatement* xmlStmt = Database::CreatePreppedStmt(
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"SELECT xml_data FROM charxml WHERE id=? LIMIT 1;"
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);
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xmlStmt->setInt64(1, id);
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sql::ResultSet* xmlRes = xmlStmt->executeQuery();
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while (xmlRes->next()) {
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m_XMLData = xmlRes->getString(1).c_str();
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}
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delete xmlRes;
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delete xmlStmt;
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m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing.
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m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused.
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m_ZoneCloneID = 0;
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@@ -62,12 +62,12 @@ Character::Character(uint32_t id, User* parentUser) {
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//Quickly and dirtly parse the xmlData to get the info we need:
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DoQuickXMLDataParse();
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//Set our objectID:
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m_ObjectID = m_ID;
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m_ObjectID = GeneralUtils::SetBit(m_ObjectID, OBJECT_BIT_CHARACTER);
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m_ObjectID = GeneralUtils::SetBit(m_ObjectID, OBJECT_BIT_PERSISTENT);
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m_ParentUser = parentUser;
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m_OurEntity = nullptr;
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m_BuildMode = false;
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@@ -78,16 +78,16 @@ Character::~Character() {
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m_Doc = nullptr;
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}
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void Character::UpdateFromDatabase()
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void Character::UpdateFromDatabase()
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{
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt(
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"SELECT name, pending_name, needs_rename, prop_clone_id, permission_map FROM charinfo WHERE id=? LIMIT 1;"
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);
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stmt->setInt64(1, m_ID);
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sql::ResultSet* res = stmt->executeQuery();
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while (res->next()) {
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m_Name = res->getString(1).c_str();
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m_UnapprovedName = res->getString(2).c_str();
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@@ -95,24 +95,24 @@ void Character::UpdateFromDatabase()
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m_PropertyCloneID = res->getUInt(4);
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m_PermissionMap = static_cast<PermissionMap>(res->getUInt64(5));
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}
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delete res;
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delete stmt;
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//Load the xmlData now:
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sql::PreparedStatement* xmlStmt = Database::CreatePreppedStmt(
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"SELECT xml_data FROM charxml WHERE id=? LIMIT 1;"
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);
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xmlStmt->setInt64(1, m_ID);
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sql::ResultSet* xmlRes = xmlStmt->executeQuery();
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while (xmlRes->next()) {
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m_XMLData = xmlRes->getString(1).c_str();
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}
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delete xmlRes;
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delete xmlStmt;
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m_ZoneID = 0; //TEMP! Set back to 0 when done. This is so we can see loading screen progress for testing.
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m_ZoneInstanceID = 0; //These values don't really matter, these are only used on the char select screen and seem unused.
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m_ZoneCloneID = 0;
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@@ -122,67 +122,67 @@ void Character::UpdateFromDatabase()
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//Quickly and dirtly parse the xmlData to get the info we need:
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DoQuickXMLDataParse();
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//Set our objectID:
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m_ObjectID = m_ID;
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m_ObjectID = GeneralUtils::SetBit(m_ObjectID, OBJECT_BIT_CHARACTER);
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m_ObjectID = GeneralUtils::SetBit(m_ObjectID, OBJECT_BIT_PERSISTENT);
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m_OurEntity = nullptr;
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m_BuildMode = false;
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}
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void Character::DoQuickXMLDataParse() {
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if (m_XMLData.size() == 0) return;
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delete m_Doc;
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m_Doc = new tinyxml2::XMLDocument();
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if (!m_Doc) return;
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if (m_Doc->Parse(m_XMLData.c_str(), m_XMLData.size()) == 0) {
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Game::logger->Log("Character", "Loaded xmlData for character %s (%i)!\n", m_Name.c_str(), m_ID);
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Game::logger->Log("Character", "Loaded xmlData for character %s (%i)!", m_Name.c_str(), m_ID);
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} else {
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Game::logger->Log("Character", "Failed to load xmlData!\n");
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Game::logger->Log("Character", "Failed to load xmlData!");
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//Server::rakServer->CloseConnection(m_ParentUser->GetSystemAddress(), true);
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return;
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}
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tinyxml2::XMLElement* mf = m_Doc->FirstChildElement("obj")->FirstChildElement("mf");
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if (!mf) {
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Game::logger->Log("Character", "Failed to find mf tag!\n");
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Game::logger->Log("Character", "Failed to find mf tag!");
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return;
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}
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mf->QueryAttribute("hc", &m_HairColor);
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mf->QueryAttribute("hs", &m_HairStyle);
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mf->QueryAttribute("t", &m_ShirtColor);
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mf->QueryAttribute("l", &m_PantsColor);
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mf->QueryAttribute("lh", &m_LeftHand);
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mf->QueryAttribute("rh", &m_RightHand);
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mf->QueryAttribute("es", &m_Eyebrows);
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mf->QueryAttribute("ess", &m_Eyes);
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mf->QueryAttribute("ms", &m_Mouth);
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tinyxml2::XMLElement* inv = m_Doc->FirstChildElement("obj")->FirstChildElement("inv");
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if (!inv) {
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Game::logger->Log("Character", "Char has no inv!\n");
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Game::logger->Log("Character", "Char has no inv!");
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return;
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}
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tinyxml2::XMLElement* bag = inv->FirstChildElement("items")->FirstChildElement("in");
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if (!bag) {
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Game::logger->Log("Character", "Couldn't find bag0!\n");
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Game::logger->Log("Character", "Couldn't find bag0!");
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return;
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}
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while (bag != nullptr)
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{
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auto* sib = bag->FirstChildElement();
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while (sib != nullptr) {
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bool eq = false;
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sib->QueryAttribute("eq", &eq);
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@@ -198,8 +198,8 @@ void Character::DoQuickXMLDataParse() {
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bag = bag->NextSiblingElement();
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}
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tinyxml2::XMLElement* character = m_Doc->FirstChildElement("obj")->FirstChildElement("char");
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if (character) {
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character->QueryAttribute("cc", &m_Coins);
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@@ -261,7 +261,7 @@ void Character::DoQuickXMLDataParse() {
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character->QueryAttribute("lzrz", &m_OriginalRotation.z);
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character->QueryAttribute("lzrw", &m_OriginalRotation.w);
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}
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auto* flags = m_Doc->FirstChildElement("obj")->FirstChildElement("flag");
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if (flags) {
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auto* currentChild = flags->FirstChildElement();
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@@ -269,10 +269,10 @@ void Character::DoQuickXMLDataParse() {
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uint32_t index = 0;
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uint64_t value = 0;
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const auto* temp = currentChild->Attribute("v");
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index = std::stoul(currentChild->Attribute("id"));
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value = std::stoull(temp);
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m_PlayerFlags.insert(std::make_pair(index, value));
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currentChild = currentChild->NextSiblingElement();
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}
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@@ -296,10 +296,10 @@ void Character::SetBuildMode(bool buildMode)
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void Character::SaveXMLToDatabase() {
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if (!m_Doc) return;
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//For metrics, we'll record the time it took to save:
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auto start = std::chrono::system_clock::now();
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tinyxml2::XMLElement* character = m_Doc->FirstChildElement("obj")->FirstChildElement("char");
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if (character) {
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character->SetAttribute("gm", m_GMLevel);
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@@ -323,7 +323,7 @@ void Character::SaveXMLToDatabase() {
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auto emotes = character->FirstChildElement("ue");
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if (!emotes) emotes = m_Doc->NewElement("ue");
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emotes->DeleteChildren();
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for (int emoteID : m_UnlockedEmotes) {
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auto emote = m_Doc->NewElement("e");
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@@ -334,53 +334,53 @@ void Character::SaveXMLToDatabase() {
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character->LinkEndChild(emotes);
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}
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//Export our flags:
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auto* flags = m_Doc->FirstChildElement("obj")->FirstChildElement("flag");
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if (!flags) {
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flags = m_Doc->NewElement("flag"); //Create a flags tag if we don't have one
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m_Doc->FirstChildElement("obj")->LinkEndChild(flags); //Link it to the obj tag so we can find next time
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}
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flags->DeleteChildren(); //Clear it if we have anything, so that we can fill it up again without dupes
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for (std::pair<uint32_t, uint64_t> flag : m_PlayerFlags) {
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auto* f = m_Doc->NewElement("f");
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f->SetAttribute("id", flag.first);
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//Because of the joy that is tinyxml2, it doesn't offer a function to set a uint64 as an attribute.
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//Only signed 64-bits ints would work.
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std::string v = std::to_string(flag.second);
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f->SetAttribute("v", v.c_str());
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flags->LinkEndChild(f);
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}
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SaveXmlRespawnCheckpoints();
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//Call upon the entity to update our xmlDoc:
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//Call upon the entity to update our xmlDoc:
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if (!m_OurEntity) {
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Game::logger->Log("Character", "We didn't have an entity set while saving! CHARACTER WILL NOT BE SAVED!\n");
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Game::logger->Log("Character", "We didn't have an entity set while saving! CHARACTER WILL NOT BE SAVED!");
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return;
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}
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m_OurEntity->UpdateXMLDoc(m_Doc);
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//Dump our xml into m_XMLData:
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auto* printer = new tinyxml2::XMLPrinter(0, true, 0);
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m_Doc->Print(printer);
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m_XMLData = printer->CStr();
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//Finally, save to db:
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("UPDATE charxml SET xml_data=? WHERE id=?");
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stmt->setString(1, m_XMLData.c_str());
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stmt->setUInt(2, m_ID);
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stmt->execute();
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delete stmt;
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//For metrics, log the time it took to save:
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auto end = std::chrono::system_clock::now();
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std::chrono::duration<double> elapsed = end - start;
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Game::logger->Log("Character", "Saved character to Database in: %fs\n", elapsed.count());
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Game::logger->Log("Character", "Saved character to Database in: %fs", elapsed.count());
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delete printer;
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}
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@@ -404,7 +404,7 @@ void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
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}
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}
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}
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// Calculate the index first
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auto flagIndex = uint32_t(std::floor(flagId / 64));
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@@ -425,9 +425,9 @@ void Character::SetPlayerFlag(const uint32_t flagId, const bool value) {
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if (value) {
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// Otherwise, insert the value
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uint64_t flagValue = 0;
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flagValue |= shiftedValue;
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m_PlayerFlags.insert(std::make_pair(flagIndex, flagValue));
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}
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}
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@@ -458,7 +458,7 @@ void Character::SetRetroactiveFlags() {
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}
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}
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void Character::SaveXmlRespawnCheckpoints()
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void Character::SaveXmlRespawnCheckpoints()
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{
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//Export our respawn points:
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auto* points = m_Doc->FirstChildElement("obj")->FirstChildElement("res");
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@@ -466,21 +466,21 @@ void Character::SaveXmlRespawnCheckpoints()
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points = m_Doc->NewElement("res");
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m_Doc->FirstChildElement("obj")->LinkEndChild(points);
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}
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points->DeleteChildren();
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for (const auto& point : m_WorldRespawnCheckpoints) {
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auto* r = m_Doc->NewElement("r");
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r->SetAttribute("w", point.first);
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r->SetAttribute("x", point.second.x);
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r->SetAttribute("y", point.second.y);
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r->SetAttribute("z", point.second.z);
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points->LinkEndChild(r);
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}
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}
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void Character::LoadXmlRespawnCheckpoints()
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void Character::LoadXmlRespawnCheckpoints()
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{
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m_WorldRespawnCheckpoints.clear();
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@@ -504,10 +504,10 @@ void Character::LoadXmlRespawnCheckpoints()
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m_WorldRespawnCheckpoints[map] = point;
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}
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}
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void Character::OnZoneLoad()
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void Character::OnZoneLoad()
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{
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if (m_OurEntity == nullptr) {
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return;
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@@ -530,8 +530,8 @@ void Character::OnZoneLoad()
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}
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/**
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* Restrict old character to 1 million coins
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*/
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* Restrict old character to 1 million coins
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*/
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if (HasPermission(PermissionMap::Old)) {
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if (GetCoins() > 1000000) {
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SetCoins(1000000, eLootSourceType::LOOT_SOURCE_NONE);
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@@ -560,7 +560,7 @@ bool Character::HasPermission(PermissionMap permission) const
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return (static_cast<uint64_t>(m_PermissionMap) & static_cast<uint64_t>(permission)) != 0;
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}
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void Character::SetRespawnPoint(LWOMAPID map, const NiPoint3& point)
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void Character::SetRespawnPoint(LWOMAPID map, const NiPoint3& point)
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{
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m_WorldRespawnCheckpoints[map] = point;
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}
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@@ -604,7 +604,7 @@ void Character::SendMuteNotice() const
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// Format: Mo, 15.06.2009 20:20:00
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std::strftime(buffer, 32, "%a, %d.%m.%Y %H:%M:%S", ptm);
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}
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const auto timeStr = GeneralUtils::ASCIIToUTF16(std::string(buffer));
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ChatPackets::SendSystemMessage(GetEntity()->GetSystemAddress(), u"You are muted until " + timeStr);
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Reference in New Issue
Block a user