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https://github.com/DarkflameUniverse/DarkflameServer.git
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* feat: re-write persistent object ID tracker Features: - Remove random objectIDs entirely - Replace random objectIDs with persistentIDs - Remove the need to contact the MASTER server for a persistent ID - Add persistent ID logic to WorldServers that use transactions to guarantee unique IDs no matter when they are generated - Default character xml version to be the most recent one Fixes: - Return optional from GetModel (and check for nullopt where it may exist) - Regenerate inventory item ids on first login to be unique item IDs (fixes all those random IDs Pet IDs and subkeys are left alone and are assumed to be reserved (checks are there to prevent this) There is also duplicate check logic in place for properties and UGC/Models * Update comment and log * fix: sqlite transaction bug * fix colliding temp item ids temp items should not be saved. would cause issues between worlds as experienced before this commit
51 lines
1.8 KiB
C++
51 lines
1.8 KiB
C++
#ifndef __IPROPERTIESCONTENTS__H__
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#define __IPROPERTIESCONTENTS__H__
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#include <array>
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#include <cstdint>
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#include <string_view>
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class IPropertyContents {
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public:
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struct Model {
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inline bool operator==(const LWOOBJID& other) const noexcept {
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return id == other;
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}
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NiPoint3 position;
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NiQuaternion rotation = QuatUtils::IDENTITY;
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LWOOBJID id{};
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LOT lot{};
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LWOOBJID ugcId{};
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std::array<LWOOBJID, 5> behaviors{};
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};
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// Inserts a new UGC model into the database.
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virtual void InsertNewUgcModel(
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std::stringstream& sd0Data,
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const uint64_t blueprintId,
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const uint32_t accountId,
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const LWOOBJID characterId) = 0;
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// Get the property models for the given property id.
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virtual std::vector<IPropertyContents::Model> GetPropertyModels(const LWOOBJID& propertyId) = 0;
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// Insert a new property model into the database.
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virtual void InsertNewPropertyModel(const LWOOBJID& propertyId, const IPropertyContents::Model& model, const std::string_view name) = 0;
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// Update the model position and rotation for the given property id.
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virtual void UpdateModel(const LWOOBJID& modelID, const NiPoint3& position, const NiQuaternion& rotation, const std::array<std::pair<LWOOBJID, std::string>, 5>& behaviors) = 0;
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virtual void UpdateModel(const LWOOBJID& modelID, const NiPoint3& position, const NiQuaternion& rotation, const std::array<LWOOBJID, 5> behaviorIDs) {
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std::array<std::pair<LWOOBJID, std::string>, 5> behaviors;
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for (int32_t i = 0; i < behaviors.size(); i++) behaviors[i].first = behaviorIDs[i];
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UpdateModel(modelID, position, rotation, behaviors);
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}
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// Remove the model for the given property id.
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virtual void RemoveModel(const LWOOBJID& modelId) = 0;
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// Gets a model by ID
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virtual std::optional<Model> GetModel(const LWOOBJID modelID) = 0;
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};
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#endif //!__IPROPERTIESCONTENTS__H__
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