mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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7f623d358c
* Database: Convert to proper namespace * Database: Use base class and getter * Database: Move files around * Database: Add property Management query Database: Move over user queries Tested at gm 0 that pre-approved names are pre-approved, unapproved need moderator approval deleting characters deletes the selcted one refreshing the character page shows the last character you logged in as tested all my characters show up when i login tested that you can delete all 4 characters and the correct character is selected each time tested renaming, approving names as gm0 Database: Add ugc model getter Hey it works, look I got around the mariadb issue. Database: Add queries Database: consolidate name query Database: Add friends list query Update name of approved names query Documentation Database: Add name check Database: Add BFF Query Database: Move BFF Setter Database: Move new friend query Database: Add remove friend queries Database: Add activity log Database: Add ugc & prop content removal Database: Add model update Database: Add migration queries Database: Add character and xml queries Database: Add user queries Untested, but compiling code Need to test that new character names are properly assigned in the following scenarios gm 0 and pre-approved name gm 0 and unapproved name gm 9 and pre-approved name gm 9 and unapproved name Database: constify function arguments Database: Add pet queries * Database: Move property model queries Untested. Need to test placing a new model moving existing one removing ugc model placing ugc model moving ugc model(?) changing privacy option variously change description and name approve property can properly travel to property * Property: Move stale reference deletion * Database: Move performance update query * Database: Add bug report query * Database: Add cheat detection query * Database: Add mail send query * Untested code need to test mailing from slash command, from all users of SendMail, getting bbb of a property and sending messages to bffs * Update CDComponentsRegistryTable.h Database: Rename and add further comments Datavbase: Add comments Add some comments Build: Fix PCH directories Database: Fix time thanks apple Database: Fix compiler warnings Overload destructor Define specialty for time_t Use string instead of string_view for temp empty string Update CDTable.h Property: Update queries to use mapId Database: Reorganize Reorganize into CDClient folder and GameDatabase folder for clearer meanings and file structure Folders: Rename to GameDatabase MySQL: Remove MySQL Specifier from table Database: Move Tables to Interfaces Database: Reorder functions in header Database: Simplify property queries Database: Remove unused queries Remove extra query definitions as well Database: Consolidate User getters Database: Comment logs Update MySQLDatabase.cpp Database: Use generic code Playkey: Fix bad optional access Database: Move stuff around WorldServer: Update queries Ugc reduced by many scopes use new queries very fast tested that ugc still loads Database: Add auth queries I tested that only the correct password can sign into an account. Tested that disabled playkeys do not allow the user to play the game Database: Add donation query Database: add objectId queries Database: Add master queries Database: Fix mis-named function Database: Add slash command queries Mail: Fix itemId type CharFilter: Use new query ObjectID: Remove duplicate code SlashCommand: Update query with function Database: Add mail queries Ugc: Fix issues with saving models Resolve large scope blocks as well * Database: Add debug try catch rethrow macro * General fixes * fix play key not working * Further fixes --------- Co-authored-by: Aaron Kimbre <aronwk.aaron@gmail.com>
113 lines
3.3 KiB
C++
113 lines
3.3 KiB
C++
#include "User.h"
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#include "Database.h"
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#include "Character.h"
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#include "dServer.h"
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#include "Logger.h"
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#include "Game.h"
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#include "dZoneManager.h"
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#include "eServerDisconnectIdentifiers.h"
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#include "eGameMasterLevel.h"
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User::User(const SystemAddress& sysAddr, const std::string& username, const std::string& sessionKey) {
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m_AccountID = 0;
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m_Username = "";
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m_SessionKey = "";
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m_MaxGMLevel = eGameMasterLevel::CIVILIAN; //The max GM level this account can assign to it's characters
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m_LastCharID = 0;
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m_SessionKey = sessionKey;
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m_SystemAddress = sysAddr;
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m_Username = username;
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m_LoggedInCharID = 0;
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m_IsBestFriendMap = std::unordered_map<std::string, bool>();
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auto userInfo = Database::Get()->GetAccountInfo(username);
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if (userInfo) {
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m_AccountID = userInfo->id;
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m_MaxGMLevel = userInfo->maxGmLevel;
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m_MuteExpire = 0; //res->getUInt64(3);
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}
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//If we're loading a zone, we'll load the last used (aka current) character:
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if (Game::server->GetZoneID() != 0) {
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auto characterList = Database::Get()->GetAccountCharacterIds(m_AccountID);
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if (!characterList.empty()) {
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const uint32_t lastUsedCharacterId = characterList.front();
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Character* character = new Character(lastUsedCharacterId, this);
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character->UpdateFromDatabase();
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m_Characters.push_back(character);
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LOG("Loaded %i as it is the last used char", lastUsedCharacterId);
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}
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}
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}
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User::User(const User& other) {
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this->m_AccountID = other.m_AccountID;
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this->m_LastCharID = other.m_LastCharID;
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this->m_MaxGMLevel = other.m_MaxGMLevel;
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this->m_SessionKey = other.m_SessionKey;
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this->m_SystemAddress = other.m_SystemAddress;
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this->m_Username = other.m_Username;
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this->m_LoggedInCharID = other.m_LoggedInCharID;
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}
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User::~User() {
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for (Character* c : m_Characters) {
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if (c) {
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delete c;
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c = nullptr;
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}
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}
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}
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User& User::operator= (const User& other) {
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this->m_AccountID = other.m_AccountID;
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this->m_LastCharID = other.m_LastCharID;
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this->m_MaxGMLevel = other.m_MaxGMLevel;
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this->m_SessionKey = other.m_SessionKey;
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this->m_SystemAddress = other.m_SystemAddress;
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this->m_Username = other.m_Username;
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this->m_LoggedInCharID = other.m_LoggedInCharID;
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return *this;
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}
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bool User::operator== (const User& other) const {
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return m_Username == other.m_Username || m_SessionKey == other.m_SessionKey || m_SystemAddress == other.m_SystemAddress;
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}
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Character* User::GetLastUsedChar() {
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if (m_Characters.size() == 0) return nullptr;
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else if (m_Characters.size() == 1) return m_Characters[0];
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else {
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Character* toReturn = m_Characters[0];
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for (size_t i = 0; i < m_Characters.size(); ++i) {
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if (m_Characters[i]->GetLastLogin() > toReturn->GetLastLogin()) toReturn = m_Characters[i];
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}
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return toReturn;
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}
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}
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bool User::GetIsMuted() const {
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return m_MuteExpire == 1 || m_MuteExpire > time(NULL);
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}
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time_t User::GetMuteExpire() const {
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return m_MuteExpire;
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}
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void User::SetMuteExpire(time_t value) {
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m_MuteExpire = value;
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}
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void User::UserOutOfSync() {
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m_AmountOfTimesOutOfSync++;
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if (m_AmountOfTimesOutOfSync > m_MaxDesyncAllowed) {
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//YEET
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LOG("User %s was out of sync %i times out of %i, disconnecting for suspected speedhacking.", m_Username.c_str(), m_AmountOfTimesOutOfSync, m_MaxDesyncAllowed);
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Game::server->Disconnect(this->m_SystemAddress, eServerDisconnectIdentifiers::PLAY_SCHEDULE_TIME_DONE);
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}
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}
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