mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-24 14:33:34 +00:00
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>
68 lines
2.7 KiB
C++
68 lines
2.7 KiB
C++
#pragma once
|
|
|
|
#include "CDTable.h"
|
|
#include <list>
|
|
|
|
struct CDAnimation {
|
|
// unsigned int animationGroupID;
|
|
// std::string animation_type;
|
|
// The above two are a pair to represent a primary key in the map.
|
|
std::string animation_name; //!< The animation name
|
|
float chance_to_play; //!< The chance to play the animation
|
|
UNUSED_COLUMN(unsigned int min_loops;) //!< The minimum number of loops
|
|
UNUSED_COLUMN(unsigned int max_loops;) //!< The maximum number of loops
|
|
float animation_length; //!< The animation length
|
|
UNUSED_COLUMN(bool hideEquip;) //!< Whether or not to hide the equip
|
|
UNUSED_COLUMN(bool ignoreUpperBody;) //!< Whether or not to ignore the upper body
|
|
UNUSED_COLUMN(bool restartable;) //!< Whether or not the animation is restartable
|
|
UNUSED_COLUMN(std::string face_animation_name;) //!< The face animation name
|
|
UNUSED_COLUMN(float priority;) //!< The priority
|
|
UNUSED_COLUMN(float blendTime;) //!< The blend time
|
|
};
|
|
|
|
typedef LookupResult<CDAnimation> CDAnimationLookupResult;
|
|
|
|
class CDAnimationsTable : public CDTable<CDAnimationsTable> {
|
|
typedef int32_t AnimationGroupID;
|
|
typedef std::string AnimationID;
|
|
typedef std::pair<std::string, AnimationGroupID> CDAnimationKey;
|
|
public:
|
|
void LoadValuesFromDatabase();
|
|
/**
|
|
* Given an animationType and the previousAnimationName played, return the next animationType to play.
|
|
* If there are more than 1 animationTypes that can be played, one is selected at random but also does not allow
|
|
* the previousAnimationName to be played twice.
|
|
*
|
|
* @param animationType The animationID to lookup
|
|
* @param previousAnimationName The previously played animation
|
|
* @param animationGroupID The animationGroupID to lookup
|
|
* @return CDAnimationLookupResult
|
|
*/
|
|
[[nodiscard]] CDAnimationLookupResult GetAnimation(const AnimationID& animationType, const std::string& previousAnimationName, const AnimationGroupID animationGroupID);
|
|
|
|
/**
|
|
* Cache a full AnimationGroup by its ID.
|
|
*/
|
|
void CacheAnimationGroup(AnimationGroupID animationGroupID);
|
|
private:
|
|
|
|
/**
|
|
* Cache all animations given a premade key
|
|
*/
|
|
void CacheAnimations(const CDAnimationKey animationKey);
|
|
|
|
/**
|
|
* Run the query responsible for caching the data.
|
|
* @param queryToCache
|
|
* @return true
|
|
* @return false
|
|
*/
|
|
bool CacheData(CppSQLite3Statement& queryToCache);
|
|
|
|
/**
|
|
* Each animation is key'd by its animationName and its animationGroupID. Each
|
|
* animation has a possible list of animations. This is because there can be animations have a percent chance to play so one is selected at random.
|
|
*/
|
|
std::map<CDAnimationKey, std::list<CDAnimation>> animations;
|
|
};
|