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https://github.com/DarkflameUniverse/DarkflameServer.git
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4fe335cc66
* Update AMFDeserializeTests.cpp Redo Amf3 functionality Overhaul the whole thing due to it being outdated and clunky to use Sometimes you want to keep the value Update AMFDeserializeTests.cpp * Fix enum and constructors Correct enum to a class and simplify names. Add a proper default constructor * Update MasterServer.cpp * Fix bugs and add more tests * Refactor: AMF with templates in mind - Remove hard coded bodge - Use templates and generics to allow for much looser typing and strengthened implementation - Move code into header only implementation for portability Refactor: Convert AMF implementation to templates - Rip out previous implementation - Remove all extraneous terminology - Add proper overloads for all types of inserts - Fix up tests and codebase * Fix compiler errors * Check for null first * Add specialization for const char* * Update tests for new template specialization * Switch BitStream to use references * Rename files * Check enum bounds on deserialize I did this on a phone
335 lines
12 KiB
C++
335 lines
12 KiB
C++
#include "PropertyEntranceComponent.h"
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#include <CDPropertyEntranceComponentTable.h>
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#include "Character.h"
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#include "Database.h"
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#include "GameMessages.h"
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#include "PropertyManagementComponent.h"
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#include "PropertySelectQueryProperty.h"
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#include "RocketLaunchpadControlComponent.h"
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#include "CharacterComponent.h"
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#include "UserManager.h"
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#include "dLogger.h"
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#include "Amf3.h"
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#include "eObjectBits.h"
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#include "eGameMasterLevel.h"
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PropertyEntranceComponent::PropertyEntranceComponent(uint32_t componentID, Entity* parent) : Component(parent) {
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this->propertyQueries = {};
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auto table = CDClientManager::Instance().GetTable<CDPropertyEntranceComponentTable>();
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const auto& entry = table->GetByID(componentID);
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this->m_MapID = entry.mapID;
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this->m_PropertyName = entry.propertyName;
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}
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void PropertyEntranceComponent::OnUse(Entity* entity) {
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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auto* rocket = entity->GetComponent<CharacterComponent>()->RocketEquip(entity);
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if (!rocket) return;
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GameMessages::SendPropertyEntranceBegin(m_Parent->GetObjectID(), entity->GetSystemAddress());
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AMFArrayValue args;
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args.Insert("state", "property_menu");
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GameMessages::SendUIMessageServerToSingleClient(entity, entity->GetSystemAddress(), "pushGameState", args);
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}
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void PropertyEntranceComponent::OnEnterProperty(Entity* entity, uint32_t index, bool returnToZone, const SystemAddress& sysAddr) {
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LWOCLONEID cloneId = 0;
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if (index == -1 && !returnToZone) {
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cloneId = entity->GetCharacter()->GetPropertyCloneID();
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} else if (index == -1 && returnToZone) {
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cloneId = 0;
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} else if (index >= 0) {
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// Increment index once here because the first index of other player properties is 2 in the propertyQueries cache.
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index++;
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const auto& pair = propertyQueries.find(entity->GetObjectID());
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if (pair == propertyQueries.end()) return;
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const auto& query = pair->second;
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if (index >= query.size()) return;
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cloneId = query[index].CloneId;
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}
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auto* launcher = m_Parent->GetComponent<RocketLaunchpadControlComponent>();
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if (launcher == nullptr) {
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return;
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}
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launcher->SetSelectedCloneId(entity->GetObjectID(), cloneId);
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launcher->Launch(entity, launcher->GetTargetZone(), cloneId);
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}
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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) {
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property.CloneId = cloneId;
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property.OwnerName = ownerName;
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property.Name = propertyName;
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property.Description = propertyDescription;
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property.Reputation = reputation;
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property.IsBestFriend = isBFF;
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property.IsFriend = isFriend;
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property.IsModeratorApproved = isModeratorApproved;
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property.IsAlt = isAlt;
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property.IsOwned = isOwned;
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property.AccessType = privacyOption;
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property.DateLastPublished = timeLastUpdated;
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property.PerformanceCost = performanceCost;
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return property;
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}
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std::string PropertyEntranceComponent::BuildQuery(Entity* entity, int32_t sortMethod, Character* character, std::string customQuery, bool wantLimits) {
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std::string base;
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if (customQuery == "") {
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base = baseQueryForProperties;
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} else {
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base = customQuery;
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}
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std::string orderBy = "";
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if (sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS) {
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std::string friendsList = " AND p.owner_id IN (";
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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;");
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friendsListQuery->setUInt(1, character->GetID());
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friendsListQuery->setUInt(2, character->GetID());
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auto friendsListQueryResult = friendsListQuery->executeQuery();
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while (friendsListQueryResult->next()) {
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auto playerIDToConvert = friendsListQueryResult->getInt(1);
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friendsList = friendsList + std::to_string(playerIDToConvert) + ",";
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}
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// Replace trailing comma with the closing parenthesis.
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if (friendsList.at(friendsList.size() - 1) == ',') friendsList.erase(friendsList.size() - 1, 1);
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friendsList += ") ";
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// If we have no friends then use a -1 for the query.
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if (friendsList.find("()") != std::string::npos) friendsList = " AND p.owner_id IN (-1) ";
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orderBy += friendsList + "ORDER BY ci.name ASC ";
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delete friendsListQueryResult;
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friendsListQueryResult = nullptr;
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delete friendsListQuery;
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friendsListQuery = nullptr;
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} else if (sortMethod == SORT_TYPE_RECENT) {
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orderBy = "ORDER BY p.last_updated DESC ";
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} else if (sortMethod == SORT_TYPE_REPUTATION) {
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orderBy = "ORDER BY p.reputation DESC, p.last_updated DESC ";
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} else {
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orderBy = "ORDER BY p.last_updated DESC ";
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}
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return base + orderBy + (wantLimits ? "LIMIT ? OFFSET ?;" : ";");
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}
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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) {
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std::vector<PropertySelectQueryProperty> entries{};
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PropertySelectQueryProperty playerEntry{};
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auto character = entity->GetCharacter();
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if (!character) return;
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// Player property goes in index 1 of the vector. This is how the client expects it.
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auto playerPropertyLookup = Database::CreatePreppedStmt("SELECT * FROM properties WHERE owner_id = ? AND zone_id = ?");
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playerPropertyLookup->setInt(1, character->GetID());
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playerPropertyLookup->setInt(2, this->m_MapID);
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auto playerPropertyLookupResults = playerPropertyLookup->executeQuery();
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// If the player has a property this query will have a single result.
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if (playerPropertyLookupResults->next()) {
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const auto cloneId = playerPropertyLookupResults->getUInt64(4);
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const auto propertyName = std::string(playerPropertyLookupResults->getString(5).c_str());
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const auto propertyDescription = std::string(playerPropertyLookupResults->getString(6).c_str());
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const auto privacyOption = playerPropertyLookupResults->getInt(9);
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const auto modApproved = playerPropertyLookupResults->getBoolean(10);
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const auto dateLastUpdated = playerPropertyLookupResults->getInt64(11);
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const auto reputation = playerPropertyLookupResults->getUInt(14);
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const auto performanceCost = (float)playerPropertyLookupResults->getDouble(16);
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playerEntry = SetPropertyValues(playerEntry, cloneId, character->GetName(), propertyName, propertyDescription, reputation, true, true, modApproved, true, true, privacyOption, dateLastUpdated, performanceCost);
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} else {
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playerEntry = SetPropertyValues(playerEntry, character->GetPropertyCloneID(), character->GetName(), "", "", 0, true, true);
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}
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delete playerPropertyLookupResults;
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playerPropertyLookupResults = nullptr;
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delete playerPropertyLookup;
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playerPropertyLookup = nullptr;
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entries.push_back(playerEntry);
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const auto query = BuildQuery(entity, sortMethod, character);
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auto propertyLookup = Database::CreatePreppedStmt(query);
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const auto searchString = "%" + filterText + "%";
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propertyLookup->setUInt(1, this->m_MapID);
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propertyLookup->setString(2, searchString.c_str());
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propertyLookup->setString(3, searchString.c_str());
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propertyLookup->setString(4, searchString.c_str());
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propertyLookup->setInt(5, sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS ? (uint32_t)PropertyPrivacyOption::Friends : (uint32_t)PropertyPrivacyOption::Public);
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propertyLookup->setInt(6, numResults);
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propertyLookup->setInt(7, startIndex);
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auto propertyEntry = propertyLookup->executeQuery();
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while (propertyEntry->next()) {
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const auto propertyId = propertyEntry->getUInt64(1);
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const auto owner = propertyEntry->getInt(2);
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const auto cloneId = propertyEntry->getUInt64(4);
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const auto propertyNameFromDb = std::string(propertyEntry->getString(5).c_str());
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const auto propertyDescriptionFromDb = std::string(propertyEntry->getString(6).c_str());
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const auto privacyOption = propertyEntry->getInt(9);
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const auto modApproved = propertyEntry->getBoolean(10);
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const auto dateLastUpdated = propertyEntry->getInt(11);
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const float reputation = propertyEntry->getInt(14);
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const auto performanceCost = (float)propertyEntry->getDouble(16);
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PropertySelectQueryProperty entry{};
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std::string ownerName = "";
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bool isOwned = true;
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auto nameLookup = Database::CreatePreppedStmt("SELECT name FROM charinfo WHERE prop_clone_id = ?;");
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nameLookup->setUInt64(1, cloneId);
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auto nameResult = nameLookup->executeQuery();
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if (!nameResult->next()) {
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delete nameLookup;
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nameLookup = nullptr;
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Game::logger->Log("PropertyEntranceComponent", "Failed to find property owner name for %llu!", cloneId);
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continue;
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} else {
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isOwned = cloneId == character->GetPropertyCloneID();
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ownerName = std::string(nameResult->getString(1).c_str());
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}
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delete nameResult;
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nameResult = nullptr;
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delete nameLookup;
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nameLookup = nullptr;
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std::string propertyName = propertyNameFromDb;
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std::string propertyDescription = propertyDescriptionFromDb;
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bool isBestFriend = false;
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bool isFriend = false;
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// Convert owner char id to LWOOBJID
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LWOOBJID ownerObjId = owner;
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GeneralUtils::SetBit(ownerObjId, eObjectBits::CHARACTER);
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GeneralUtils::SetBit(ownerObjId, eObjectBits::PERSISTENT);
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// Query to get friend and best friend fields
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auto friendCheck = Database::CreatePreppedStmt("SELECT best_friend FROM friends WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?)");
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friendCheck->setUInt(1, character->GetID());
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friendCheck->setUInt(2, ownerObjId);
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friendCheck->setUInt(3, ownerObjId);
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friendCheck->setUInt(4, character->GetID());
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auto friendResult = friendCheck->executeQuery();
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// If we got a result than the two players are friends.
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if (friendResult->next()) {
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isFriend = true;
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if (friendResult->getInt(1) == 3) {
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isBestFriend = true;
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}
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}
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delete friendCheck;
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friendCheck = nullptr;
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delete friendResult;
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friendResult = nullptr;
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bool isModeratorApproved = propertyEntry->getBoolean(10);
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if (!isModeratorApproved && entity->GetGMLevel() >= eGameMasterLevel::LEAD_MODERATOR) {
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propertyName = "[AWAITING APPROVAL]";
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propertyDescription = "[AWAITING APPROVAL]";
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isModeratorApproved = true;
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}
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bool isAlt = false;
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// Query to determine whether this property is an alt character of the entity.
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auto isAltQuery = Database::CreatePreppedStmt("SELECT id FROM charinfo where account_id in (SELECT account_id from charinfo WHERE id = ?) AND id = ?;");
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isAltQuery->setInt(1, character->GetID());
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isAltQuery->setInt(2, owner);
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auto isAltQueryResults = isAltQuery->executeQuery();
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if (isAltQueryResults->next()) {
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isAlt = true;
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}
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delete isAltQueryResults;
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isAltQueryResults = nullptr;
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delete isAltQuery;
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isAltQuery = nullptr;
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entry = SetPropertyValues(entry, cloneId, ownerName, propertyName, propertyDescription, reputation, isBestFriend, isFriend, isModeratorApproved, isAlt, isOwned, privacyOption, dateLastUpdated, performanceCost);
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entries.push_back(entry);
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}
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delete propertyEntry;
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propertyEntry = nullptr;
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delete propertyLookup;
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propertyLookup = nullptr;
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propertyQueries[entity->GetObjectID()] = entries;
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// Query here is to figure out whether or not to display the button to go to the next page or not.
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int32_t numberOfProperties = 0;
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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);
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auto propertiesLeft = Database::CreatePreppedStmt(buttonQuery);
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propertiesLeft->setUInt(1, this->m_MapID);
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propertiesLeft->setString(2, searchString.c_str());
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propertiesLeft->setString(3, searchString.c_str());
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propertiesLeft->setString(4, searchString.c_str());
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propertiesLeft->setInt(5, sortMethod == SORT_TYPE_FEATURED || sortMethod == SORT_TYPE_FRIENDS ? 1 : 2);
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auto result = propertiesLeft->executeQuery();
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result->next();
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numberOfProperties = result->getInt(1);
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delete result;
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result = nullptr;
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delete propertiesLeft;
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propertiesLeft = nullptr;
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GameMessages::SendPropertySelectQuery(m_Parent->GetObjectID(), startIndex, numberOfProperties - (startIndex + numResults) > 0, character->GetPropertyCloneID(), false, true, entries, sysAddr);
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}
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