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ec501831e6
* remove complex queries and move logic to dDatabase remove unused code Use correct id fix arrows use correct parameter fix queries Update Property.cpp remove unused header remove extra include * fix tests * Update dGame/dComponents/PropertyEntranceComponent.h Co-authored-by: jadebenn <jadebenn@users.noreply.github.com> * Update dGame/User.h Co-authored-by: jadebenn <jadebenn@users.noreply.github.com> --------- Co-authored-by: jadebenn <jadebenn@users.noreply.github.com>
63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
#ifndef __IPROPERTY__H__
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#define __IPROPERTY__H__
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#include <cstdint>
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#include <optional>
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enum ePropertySortType : int32_t;
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class IProperty {
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public:
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struct Info {
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std::string name;
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std::string description;
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std::string rejectionReason;
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LWOOBJID id{};
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uint32_t ownerId{};
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LWOCLONEID cloneId{};
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int32_t privacyOption{};
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uint32_t modApproved{};
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uint32_t lastUpdatedTime{};
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uint32_t claimedTime{};
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uint32_t reputation{};
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float performanceCost{};
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};
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struct PropertyLookup {
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uint32_t mapId{};
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std::string searchString;
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ePropertySortType sortChoice{};
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uint32_t playerId{};
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uint32_t numResults{};
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uint32_t startIndex{};
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uint32_t playerSort{};
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};
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struct PropertyEntranceResult {
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int32_t totalEntriesMatchingQuery{};
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// The entries that match the query. This should only contain up to 12 entries.
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std::vector<IProperty::Info> entries;
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};
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// Get the property info for the given property id.
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virtual std::optional<IProperty::Info> GetPropertyInfo(const LWOMAPID mapId, const LWOCLONEID cloneId) = 0;
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// Get the properties for the given property lookup params.
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// This is expected to return a result set of up to 12 properties
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// so as not to transfer too much data at once.
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virtual std::optional<IProperty::PropertyEntranceResult> GetProperties(const PropertyLookup& params) = 0;
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// Update the property moderation info for the given property id.
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virtual void UpdatePropertyModerationInfo(const IProperty::Info& info) = 0;
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// Update the property details for the given property id.
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virtual void UpdatePropertyDetails(const IProperty::Info& info) = 0;
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// Update the property performance cost for the given property id.
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virtual void UpdatePerformanceCost(const LWOZONEID& zoneId, const float performanceCost) = 0;
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// Insert a new property into the database.
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virtual void InsertNewProperty(const IProperty::Info& info, const uint32_t templateId, const LWOZONEID& zoneId) = 0;
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};
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#endif //!__IPROPERTY__H__
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