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* 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>
52 lines
1.6 KiB
C++
52 lines
1.6 KiB
C++
#include "CDMovementAIComponentTable.h"
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void CDMovementAIComponentTable::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 MovementAIComponent");
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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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tableSize.finalize();
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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 MovementAIComponent");
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while (!tableData.eof()) {
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CDMovementAIComponent entry;
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entry.id = tableData.getIntField("id", -1);
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entry.MovementType = tableData.getStringField("MovementType", "");
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entry.WanderChance = tableData.getFloatField("WanderChance", -1.0f);
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entry.WanderDelayMin = tableData.getFloatField("WanderDelayMin", -1.0f);
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entry.WanderDelayMax = tableData.getFloatField("WanderDelayMax", -1.0f);
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entry.WanderSpeed = tableData.getFloatField("WanderSpeed", -1.0f);
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entry.WanderRadius = tableData.getFloatField("WanderRadius", -1.0f);
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entry.attachedPath = tableData.getStringField("attachedPath", "");
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this->entries.push_back(entry);
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tableData.nextRow();
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}
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tableData.finalize();
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}
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std::vector<CDMovementAIComponent> CDMovementAIComponentTable::Query(std::function<bool(CDMovementAIComponent)> predicate) {
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std::vector<CDMovementAIComponent> data = cpplinq::from(this->entries)
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>> cpplinq::where(predicate)
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>> cpplinq::to_vector();
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return data;
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}
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const std::vector<CDMovementAIComponent>& CDMovementAIComponentTable::GetEntries(void) const {
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return this->entries;
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}
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