#include "PropertyEntranceComponent.h" #include #include "Character.h" #include "Database.h" #include "GameMessages.h" #include "PropertyManagementComponent.h" #include "PropertySelectQueryProperty.h" #include "RocketLaunchpadControlComponent.h" #include "CharacterComponent.h" #include "UserManager.h" #include "dLogger.h" #include "Amf3.h" #include "eObjectBits.h" #include "eGameMasterLevel.h" PropertyEntranceComponent::PropertyEntranceComponent(uint32_t componentID, Entity* parent) : Component(parent) { this->propertyQueries = {}; auto table = CDClientManager::Instance().GetTable(); const auto& entry = table->GetByID(componentID); this->m_MapID = entry.mapID; this->m_PropertyName = entry.propertyName; } void PropertyEntranceComponent::OnUse(Entity* entity) { auto characterComponent = entity->GetComponent(); if (!characterComponent) return; auto rocket = entity->GetComponent()->RocketEquip(entity); if (!rocket) return; GameMessages::SendPropertyEntranceBegin(m_OwningEntity->GetObjectID(), entity->GetSystemAddress()); AMFArrayValue args; args.Insert("state", "property_menu"); GameMessages::SendUIMessageServerToSingleClient(entity, entity->GetSystemAddress(), "pushGameState", args); } void PropertyEntranceComponent::OnEnterProperty(Entity* entity, uint32_t index, bool returnToZone, const SystemAddress& sysAddr) { LWOCLONEID cloneId = 0; if (index == -1 && !returnToZone) { cloneId = entity->GetCharacter()->GetPropertyCloneID(); } else if (index == -1 && returnToZone) { cloneId = 0; } else if (index >= 0) { // Increment index once here because the first index of other player properties is 2 in the propertyQueries cache. index++; const auto& pair = propertyQueries.find(entity->GetObjectID()); if (pair == propertyQueries.end()) return; const auto& query = pair->second; if (index >= query.size()) return; cloneId = query[index].CloneId; } auto launcher = m_OwningEntity->GetComponent(); if (launcher == nullptr) { return; } launcher->SetSelectedCloneId(entity->GetObjectID(), cloneId); launcher->Launch(entity, launcher->GetTargetZone(), cloneId); } PropertySelectQueryProperty PropertyEntranceComponent::SetPropertyValues(PropertySelectQueryProperty property, LWOCLONEID cloneId, std::string ownerName, std::string propertyName, std::string propertyDescription, float reputation, bool isBFF, bool isFriend, bool isModeratorApproved, bool isAlt, bool isOwned, uint32_t privacyOption, uint32_t timeLastUpdated, float performanceCost) { property.CloneId = cloneId; property.OwnerName = ownerName; property.Name = propertyName; property.Description = propertyDescription; property.Reputation = reputation; property.IsBestFriend = isBFF; property.IsFriend = isFriend; property.IsModeratorApproved = isModeratorApproved; property.IsAlt = isAlt; property.IsOwned = isOwned; property.AccessType = privacyOption; property.DateLastPublished = timeLastUpdated; property.PerformanceCost = performanceCost; return property; } std::string PropertyEntranceComponent::BuildQuery(Entity* entity, int32_t sortMethod, Character* character, std::string customQuery, bool wantLimits) { std::string base; if (customQuery == "") { base = baseQueryForProperties; } else { base = customQuery; } std::string orderBy = ""; if (sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS) { std::string friendsList = " AND p.owner_id IN ("; auto friendsListQuery = Database::CreatePreppedStmt("SELECT * FROM (SELECT CASE WHEN player_id = ? THEN friend_id WHEN friend_id = ? THEN player_id END AS requested_player FROM friends ) AS fr WHERE requested_player IS NOT NULL ORDER BY requested_player DESC;"); friendsListQuery->setUInt(1, character->GetID()); friendsListQuery->setUInt(2, character->GetID()); auto friendsListQueryResult = friendsListQuery->executeQuery(); while (friendsListQueryResult->next()) { auto playerIDToConvert = friendsListQueryResult->getInt(1); friendsList = friendsList + std::to_string(playerIDToConvert) + ","; } // Replace trailing comma with the closing parenthesis. if (friendsList.at(friendsList.size() - 1) == ',') friendsList.erase(friendsList.size() - 1, 1); friendsList += ") "; // If we have no friends then use a -1 for the query. if (friendsList.find("()") != std::string::npos) friendsList = " AND p.owner_id IN (-1) "; orderBy += friendsList + "ORDER BY ci.name ASC "; delete friendsListQueryResult; friendsListQueryResult = nullptr; delete friendsListQuery; friendsListQuery = nullptr; } else if (sortMethod == SORT_TYPE_RECENT) { orderBy = "ORDER BY p.last_updated DESC "; } else if (sortMethod == SORT_TYPE_REPUTATION) { orderBy = "ORDER BY p.reputation DESC, p.last_updated DESC "; } else { orderBy = "ORDER BY p.last_updated DESC "; } return base + orderBy + (wantLimits ? "LIMIT ? OFFSET ?;" : ";"); } void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, int32_t sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr) { std::vector entries{}; PropertySelectQueryProperty playerEntry{}; auto character = entity->GetCharacter(); if (!character) return; // Player property goes in index 1 of the vector. This is how the client expects it. auto playerPropertyLookup = Database::CreatePreppedStmt("SELECT * FROM properties WHERE owner_id = ? AND zone_id = ?"); playerPropertyLookup->setInt(1, character->GetID()); playerPropertyLookup->setInt(2, this->m_MapID); auto playerPropertyLookupResults = playerPropertyLookup->executeQuery(); // If the player has a property this query will have a single result. if (playerPropertyLookupResults->next()) { const auto cloneId = playerPropertyLookupResults->getUInt64(4); const auto propertyName = std::string(playerPropertyLookupResults->getString(5).c_str()); const auto propertyDescription = std::string(playerPropertyLookupResults->getString(6).c_str()); const auto privacyOption = playerPropertyLookupResults->getInt(9); const auto modApproved = playerPropertyLookupResults->getBoolean(10); const auto dateLastUpdated = playerPropertyLookupResults->getInt64(11); const auto reputation = playerPropertyLookupResults->getUInt(14); const auto performanceCost = (float)playerPropertyLookupResults->getDouble(16); playerEntry = SetPropertyValues(playerEntry, cloneId, character->GetName(), propertyName, propertyDescription, reputation, true, true, modApproved, true, true, privacyOption, dateLastUpdated, performanceCost); } else { playerEntry = SetPropertyValues(playerEntry, character->GetPropertyCloneID(), character->GetName(), "", "", 0, true, true); } delete playerPropertyLookupResults; playerPropertyLookupResults = nullptr; delete playerPropertyLookup; playerPropertyLookup = nullptr; entries.push_back(playerEntry); const auto query = BuildQuery(entity, sortMethod, character); auto propertyLookup = Database::CreatePreppedStmt(query); const auto searchString = "%" + filterText + "%"; propertyLookup->setUInt(1, this->m_MapID); propertyLookup->setString(2, searchString.c_str()); propertyLookup->setString(3, searchString.c_str()); propertyLookup->setString(4, searchString.c_str()); propertyLookup->setInt(5, sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS ? (uint32_t)PropertyPrivacyOption::Friends : (uint32_t)PropertyPrivacyOption::Public); propertyLookup->setInt(6, numResults); propertyLookup->setInt(7, startIndex); auto propertyEntry = propertyLookup->executeQuery(); while (propertyEntry->next()) { const auto propertyId = propertyEntry->getUInt64(1); const auto owner = propertyEntry->getInt(2); const auto cloneId = propertyEntry->getUInt64(4); const auto propertyNameFromDb = std::string(propertyEntry->getString(5).c_str()); const auto propertyDescriptionFromDb = std::string(propertyEntry->getString(6).c_str()); const auto privacyOption = propertyEntry->getInt(9); const auto modApproved = propertyEntry->getBoolean(10); const auto dateLastUpdated = propertyEntry->getInt(11); const float reputation = propertyEntry->getInt(14); const auto performanceCost = (float)propertyEntry->getDouble(16); PropertySelectQueryProperty entry{}; std::string ownerName = ""; bool isOwned = true; auto nameLookup = Database::CreatePreppedStmt("SELECT name FROM charinfo WHERE prop_clone_id = ?;"); nameLookup->setUInt64(1, cloneId); auto nameResult = nameLookup->executeQuery(); if (!nameResult->next()) { delete nameLookup; nameLookup = nullptr; Game::logger->Log("PropertyEntranceComponent", "Failed to find property owner name for %llu!", cloneId); continue; } else { isOwned = cloneId == character->GetPropertyCloneID(); ownerName = std::string(nameResult->getString(1).c_str()); } delete nameResult; nameResult = nullptr; delete nameLookup; nameLookup = nullptr; std::string propertyName = propertyNameFromDb; std::string propertyDescription = propertyDescriptionFromDb; bool isBestFriend = false; bool isFriend = false; // Convert owner char id to LWOOBJID LWOOBJID ownerObjId = owner; GeneralUtils::SetBit(ownerObjId, eObjectBits::CHARACTER); GeneralUtils::SetBit(ownerObjId, eObjectBits::PERSISTENT); // Query to get friend and best friend fields auto friendCheck = Database::CreatePreppedStmt("SELECT best_friend FROM friends WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?)"); friendCheck->setUInt(1, character->GetID()); friendCheck->setUInt(2, ownerObjId); friendCheck->setUInt(3, ownerObjId); friendCheck->setUInt(4, character->GetID()); auto friendResult = friendCheck->executeQuery(); // If we got a result than the two players are friends. if (friendResult->next()) { isFriend = true; if (friendResult->getInt(1) == 3) { isBestFriend = true; } } delete friendCheck; friendCheck = nullptr; delete friendResult; friendResult = nullptr; bool isModeratorApproved = propertyEntry->getBoolean(10); if (!isModeratorApproved && entity->GetGMLevel() >= eGameMasterLevel::LEAD_MODERATOR) { propertyName = "[AWAITING APPROVAL]"; propertyDescription = "[AWAITING APPROVAL]"; isModeratorApproved = true; } bool isAlt = false; // Query to determine whether this property is an alt character of the entity. auto isAltQuery = Database::CreatePreppedStmt("SELECT id FROM charinfo where account_id in (SELECT account_id from charinfo WHERE id = ?) AND id = ?;"); isAltQuery->setInt(1, character->GetID()); isAltQuery->setInt(2, owner); auto isAltQueryResults = isAltQuery->executeQuery(); if (isAltQueryResults->next()) { isAlt = true; } delete isAltQueryResults; isAltQueryResults = nullptr; delete isAltQuery; isAltQuery = nullptr; entry = SetPropertyValues(entry, cloneId, ownerName, propertyName, propertyDescription, reputation, isBestFriend, isFriend, isModeratorApproved, isAlt, isOwned, privacyOption, dateLastUpdated, performanceCost); entries.push_back(entry); } delete propertyEntry; propertyEntry = nullptr; delete propertyLookup; propertyLookup = nullptr; propertyQueries[entity->GetObjectID()] = entries; // Query here is to figure out whether or not to display the button to go to the next page or not. int32_t numberOfProperties = 0; auto buttonQuery = BuildQuery(entity, sortMethod, character, "SELECT COUNT(*) FROM properties as p JOIN charinfo as ci ON ci.prop_clone_id = p.clone_id where p.zone_id = ? AND (p.description LIKE ? OR p.name LIKE ? OR ci.name LIKE ?) AND p.privacy_option >= ? ", false); auto propertiesLeft = Database::CreatePreppedStmt(buttonQuery); propertiesLeft->setUInt(1, this->m_MapID); propertiesLeft->setString(2, searchString.c_str()); propertiesLeft->setString(3, searchString.c_str()); propertiesLeft->setString(4, searchString.c_str()); propertiesLeft->setInt(5, sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS ? 1 : 2); auto result = propertiesLeft->executeQuery(); result->next(); numberOfProperties = result->getInt(1); delete result; result = nullptr; delete propertiesLeft; propertiesLeft = nullptr; GameMessages::SendPropertySelectQuery(m_OwningEntity->GetObjectID(), startIndex, numberOfProperties - (startIndex + numResults) > 0, character->GetPropertyCloneID(), false, true, entries, sysAddr); }