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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>
87 lines
3.1 KiB
C++
87 lines
3.1 KiB
C++
#include "CDLootTableTable.h"
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#include "CDClientManager.h"
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#include "CDComponentsRegistryTable.h"
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#include "CDItemComponentTable.h"
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#include "eReplicaComponentType.h"
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// Sort the tables by their rarity so the highest rarity items are first.
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void SortTable(LootTableEntries& table) {
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auto* componentsRegistryTable = CDClientManager::Instance().GetTable<CDComponentsRegistryTable>();
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auto* itemComponentTable = CDClientManager::Instance().GetTable<CDItemComponentTable>();
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// We modify the table in place so the outer loop keeps track of what is sorted
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// and the inner loop finds the highest rarity item and swaps it with the current position
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// of the outer loop.
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for (auto oldItrOuter = table.begin(); oldItrOuter != table.end(); oldItrOuter++) {
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auto lootToInsert = oldItrOuter;
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// Its fine if this starts at 0, even if this doesnt match lootToInsert as the actual highest will
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// either be found and overwrite these values, or the original is somehow zero and is still the highest rarity.
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uint32_t highestLootRarity = 0;
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for (auto oldItrInner = oldItrOuter; oldItrInner != table.end(); oldItrInner++) {
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uint32_t itemComponentId = componentsRegistryTable->GetByIDAndType(oldItrInner->itemid, eReplicaComponentType::ITEM);
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uint32_t rarity = itemComponentTable->GetItemComponentByID(itemComponentId).rarity;
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if (rarity > highestLootRarity) {
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highestLootRarity = rarity;
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lootToInsert = oldItrInner;
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}
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}
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std::swap(*oldItrOuter, *lootToInsert);
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}
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}
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CDLootTable CDLootTableTable::ReadRow(CppSQLite3Query& tableData) const {
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CDLootTable entry{};
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if (tableData.eof()) return entry;
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entry.itemid = tableData.getIntField("itemid", -1);
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entry.MissionDrop = tableData.getIntField("MissionDrop", -1) == 1 ? true : false;
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entry.sortPriority = tableData.getIntField("sortPriority", -1);
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return entry;
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}
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void CDLootTableTable::LoadValuesFromDatabase() {
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// First, get the size of the table
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unsigned int size = 0;
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auto tableSize = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM LootTable");
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while (!tableSize.eof()) {
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size = tableSize.getIntField(0, 0);
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tableSize.nextRow();
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}
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// Reserve the size
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this->entries.reserve(size);
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// Now get the data
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM LootTable");
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while (!tableData.eof()) {
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CDLootTable entry;
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uint32_t lootTableIndex = tableData.getIntField("LootTableIndex", -1);
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this->entries[lootTableIndex].push_back(ReadRow(tableData));
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tableData.nextRow();
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}
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for (auto& [id, table] : this->entries) {
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SortTable(table);
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}
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}
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const LootTableEntries& CDLootTableTable::GetTable(uint32_t tableId) {
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auto itr = this->entries.find(tableId);
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if (itr != this->entries.end()) {
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return itr->second;
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}
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM LootTable WHERE LootTableIndex = ?;");
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query.bind(1, static_cast<int32_t>(tableId));
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auto tableData = query.execQuery();
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while (!tableData.eof()) {
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CDLootTable entry;
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this->entries[tableId].push_back(ReadRow(tableData));
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tableData.nextRow();
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}
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SortTable(this->entries[tableId]);
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return this->entries[tableId];
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}
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