Saving to database working

This commit is contained in:
David Markowitz
2024-05-18 02:05:55 -07:00
parent c8e0bb0db0
commit f2bf9a2a28
24 changed files with 192 additions and 20 deletions

View File

@@ -239,7 +239,7 @@ void Character::SaveXMLToDatabase() {
auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
// lzid garbage, binary concat of zoneID, zoneInstance and zoneClone
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
// if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
uint64_t lzidConcat = zoneInfo.GetCloneID();
lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetInstanceID());
lzidConcat = (lzidConcat << 16) | uint16_t(zoneInfo.GetMapID());
@@ -251,7 +251,7 @@ void Character::SaveXMLToDatabase() {
// Set the target scene, custom attribute
character->SetAttribute("tscene", m_TargetScene.c_str());
}
// }
auto emotes = character->FirstChildElement("ue");
if (!emotes) emotes = m_Doc.NewElement("ue");

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@@ -187,7 +187,7 @@ void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
auto zoneInfo = Game::zoneManager->GetZone()->GetZoneID();
if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
// if (zoneInfo.GetMapID() != 0 && zoneInfo.GetCloneID() == 0 && !Game::zoneManager->GetDisableSaveLocation()) {
character->SetAttribute("lzx", m_Position.x);
character->SetAttribute("lzy", m_Position.y);
character->SetAttribute("lzz", m_Position.z);
@@ -195,7 +195,7 @@ void ControllablePhysicsComponent::UpdateXml(tinyxml2::XMLDocument& doc) {
character->SetAttribute("lzry", m_Rotation.y);
character->SetAttribute("lzrz", m_Rotation.z);
character->SetAttribute("lzrw", m_Rotation.w);
}
// }
}
void ControllablePhysicsComponent::SetPosition(const NiPoint3& pos) {

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@@ -6,6 +6,7 @@
#include "BehaviorStates.h"
#include "ControlBehaviorMsgs.h"
#include "tinyxml2.h"
ModelComponent::ModelComponent(Entity* parent) : Component(parent) {
m_OriginalPosition = m_Parent->GetDefaultPosition();
@@ -72,3 +73,22 @@ void ModelComponent::MoveToInventory(MoveToInventoryMessage& msg) {
m_Behaviors.erase(m_Behaviors.begin() + msg.GetBehaviorIndex());
// TODO move to the inventory
}
std::array<std::pair<LWOOBJID, std::string>, 5> ModelComponent::GetBehaviorsForSave() const {
std::array<std::pair<LWOOBJID, std::string>, 5> toReturn;
for (auto i = 0; i < m_Behaviors.size(); i++) {
const auto& behavior = m_Behaviors.at(i);
if (behavior.GetBehaviorId() == -1) continue;
auto& [id, behaviorData] = toReturn[i];
id = behavior.GetBehaviorId();
tinyxml2::XMLDocument doc;
auto* root = doc.NewElement("Behavior");
behavior.Serialize(*root);
doc.InsertFirstChild(root);
tinyxml2::XMLPrinter printer(0, false, 0);
doc.Print(&printer);
behaviorData = printer.CStr();
}
return toReturn;
}

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@@ -109,6 +109,8 @@ public:
void VerifyBehaviors();
std::array<std::pair<LWOOBJID, std::string>, 5> GetBehaviorsForSave() const;
private:
/**
* The behaviors of the model

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@@ -21,9 +21,11 @@
#include "eObjectBits.h"
#include "CharacterComponent.h"
#include "PlayerManager.h"
#include "ModelComponent.h"
#include <vector>
#include "CppScripts.h"
#include <ranges>
PropertyManagementComponent* PropertyManagementComponent::instance = nullptr;
@@ -610,6 +612,12 @@ void PropertyManagementComponent::Save() {
return;
}
const auto* const owner = GetOwner();
if (!owner) return;
const auto* const character = owner->GetCharacter();
if (!character) return;
auto present = Database::Get()->GetPropertyModels(propertyId);
std::vector<LWOOBJID> modelIds;
@@ -624,6 +632,20 @@ void PropertyManagementComponent::Save() {
if (entity == nullptr) {
continue;
}
auto* modelComponent = entity->GetComponent<ModelComponent>();
if (!modelComponent) continue;
const auto modelBehaviors = modelComponent->GetBehaviorsForSave();
// save the behaviors of the model
for (const auto& [behaviorId, behaviorStr] : modelBehaviors) {
if (behaviorStr.empty() || behaviorId == LWOOBJID_EMPTY) continue;
IBehaviors::Info info {
.behaviorId = behaviorId,
.characterId = character->GetID(),
.behaviorInfo = behaviorStr
};
Database::Get()->AddBehavior(info);
}
const auto position = entity->GetPosition();
const auto rotation = entity->GetRotation();
@@ -635,10 +657,13 @@ void PropertyManagementComponent::Save() {
model.position = position;
model.rotation = rotation;
model.ugcId = 0;
for (auto i = 0; i < model.behaviors.size(); i++) {
model.behaviors[i] = modelBehaviors[i].first;
}
Database::Get()->InsertNewPropertyModel(propertyId, model, "Objects_" + std::to_string(model.lot) + "_name");
} else {
Database::Get()->UpdateModelPositionRotation(id, position, rotation);
Database::Get()->UpdateModel(id, position, rotation, modelBehaviors);
}
}

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@@ -1,6 +1,8 @@
#include "Action.h"
#include "Amf3.h"
#include "tinyxml2.h"
Action::Action(const AMFArrayValue& arguments) {
for (const auto& [paramName, paramValue] : arguments.GetAssociative()) {
if (paramName == "Type") {
@@ -32,3 +34,15 @@ void Action::SendBehaviorBlocksToClient(AMFArrayValue& args) const {
actionArgs->Insert(m_ValueParameterName, m_ValueParameterDouble);
}
}
void Action::Serialize(tinyxml2::XMLElement& action) const {
action.SetAttribute("Type", m_Type.c_str());
if (m_ValueParameterName.empty()) return;
if (m_ValueParameterName == "Message") {
action.SetAttribute(m_ValueParameterName.c_str(), m_ValueParameterString.c_str());
} else {
action.SetAttribute(m_ValueParameterName.c_str(), m_ValueParameterDouble);
}
}

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@@ -3,6 +3,10 @@
#include <string>
namespace tinyxml2 {
class XMLElement;
};
class AMFArrayValue;
/**
@@ -20,6 +24,7 @@ public:
void SendBehaviorBlocksToClient(AMFArrayValue& args) const;
void Serialize(tinyxml2::XMLElement& action) const;
private:
double m_ValueParameterDouble{ 0.0 };
std::string m_Type{ "" };

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@@ -1,6 +1,7 @@
#include "StripUiPosition.h"
#include "Amf3.h"
#include "tinyxml2.h"
StripUiPosition::StripUiPosition(const AMFArrayValue& arguments, const std::string& uiKeyName) {
const auto* const uiArray = arguments.GetArray(uiKeyName);
@@ -21,3 +22,8 @@ void StripUiPosition::SendBehaviorBlocksToClient(AMFArrayValue& args) const {
uiArgs->Insert("x", m_XPosition);
uiArgs->Insert("y", m_YPosition);
}
void StripUiPosition::Serialize(tinyxml2::XMLElement& position) const {
position.SetAttribute("x", m_XPosition);
position.SetAttribute("y", m_YPosition);
}

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@@ -3,6 +3,10 @@
class AMFArrayValue;
namespace tinyxml2 {
class XMLElement;
}
/**
* @brief The position of the first Action in a Strip
*
@@ -15,6 +19,7 @@ public:
[[nodiscard]] double GetX() const noexcept { return m_XPosition; }
[[nodiscard]] double GetY() const noexcept { return m_YPosition; }
void Serialize(tinyxml2::XMLElement& position) const;
private:
double m_XPosition{ 0.0 };
double m_YPosition{ 0.0 };

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@@ -3,6 +3,7 @@
#include "Amf3.h"
#include "BehaviorStates.h"
#include "ControlBehaviorMsgs.h"
#include "tinyxml2.h"
PropertyBehavior::PropertyBehavior() {
m_LastEditedState = BehaviorState::HOME_STATE;
@@ -124,3 +125,17 @@ void PropertyBehavior::SendBehaviorBlocksToClient(AMFArrayValue& args) const {
// TODO Serialize the execution state of the behavior
}
void PropertyBehavior::Serialize(tinyxml2::XMLElement& behavior) const {
behavior.SetAttribute("id", m_BehaviorId);
behavior.SetAttribute("name", m_Name.c_str());
behavior.SetAttribute("isLocked", isLocked);
behavior.SetAttribute("isLoot", isLoot);
for (const auto& [stateId, state] : m_States) {
if (state.IsEmpty()) continue;
auto* const stateElement = behavior.InsertNewChildElement("State");
stateElement->SetAttribute("id", static_cast<uint32_t>(stateId));
state.Serialize(*stateElement);
}
}

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@@ -3,6 +3,10 @@
#include "State.h"
namespace tinyxml2 {
class XMLElement;
}
enum class BehaviorState : uint32_t;
class AMFArrayValue;
@@ -25,6 +29,7 @@ public:
[[nodiscard]] int32_t GetBehaviorId() const noexcept { return m_BehaviorId; }
void SetBehaviorId(int32_t id) noexcept { m_BehaviorId = id; }
void Serialize(tinyxml2::XMLElement& behavior) const;
private:
// The states this behavior has.

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@@ -2,6 +2,7 @@
#include "Amf3.h"
#include "ControlBehaviorMsgs.h"
#include "tinyxml2.h"
template <>
void State::HandleMsg(AddStripMessage& msg) {
@@ -134,4 +135,13 @@ void State::SendBehaviorBlocksToClient(AMFArrayValue& args) const {
strip.SendBehaviorBlocksToClient(*stripArgs);
}
};
}
void State::Serialize(tinyxml2::XMLElement& state) const {
for (const auto& strip : m_Strips) {
if (strip.IsEmpty()) continue;
auto* const stripElement = state.InsertNewChildElement("Strip");
strip.Serialize(*stripElement);
}
}

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@@ -3,6 +3,10 @@
#include "Strip.h"
namespace tinyxml2 {
class XMLElement;
}
class AMFArrayValue;
class State {
@@ -13,6 +17,7 @@ public:
void SendBehaviorBlocksToClient(AMFArrayValue& args) const;
bool IsEmpty() const;
void Serialize(tinyxml2::XMLElement& state) const;
private:
std::vector<Strip> m_Strips;
};

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@@ -2,6 +2,7 @@
#include "Amf3.h"
#include "ControlBehaviorMsgs.h"
#include "tinyxml2.h"
template <>
void Strip::HandleMsg(AddStripMessage& msg) {
@@ -83,4 +84,13 @@ void Strip::SendBehaviorBlocksToClient(AMFArrayValue& args) const {
for (const auto& action : m_Actions) {
action.SendBehaviorBlocksToClient(*actions);
}
};
}
void Strip::Serialize(tinyxml2::XMLElement& strip) const {
auto* const positionElement = strip.InsertNewChildElement("Position");
m_Position.Serialize(*positionElement);
for (const auto& action : m_Actions) {
auto* const actionElement = strip.InsertNewChildElement("Action");
action.Serialize(*actionElement);
}
}

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@@ -6,6 +6,10 @@
#include <vector>
namespace tinyxml2 {
class XMLElement;
}
class AMFArrayValue;
class Strip {
@@ -16,6 +20,7 @@ public:
void SendBehaviorBlocksToClient(AMFArrayValue& args) const;
bool IsEmpty() const noexcept { return m_Actions.empty(); }
void Serialize(tinyxml2::XMLElement& strip) const;
private:
std::vector<Action> m_Actions;
StripUiPosition m_Position;