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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>
68 lines
2.3 KiB
C++
68 lines
2.3 KiB
C++
#include "CDRailActivatorComponent.h"
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#include "GeneralUtils.h"
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void CDRailActivatorComponentTable::LoadValuesFromDatabase() {
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM RailActivatorComponent;");
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while (!tableData.eof()) {
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CDRailActivatorComponent entry;
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entry.id = tableData.getIntField("id", 0);
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entry.startAnimation = GeneralUtils::ASCIIToUTF16(tableData.getStringField("startAnim", ""));
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entry.loopAnimation = GeneralUtils::ASCIIToUTF16(tableData.getStringField("loopAnim", ""));
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entry.stopAnimation = GeneralUtils::ASCIIToUTF16(tableData.getStringField("stopAnim", ""));
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entry.startSound = GeneralUtils::ASCIIToUTF16(tableData.getStringField("startSound", ""));
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entry.loopSound = GeneralUtils::ASCIIToUTF16(tableData.getStringField("loopSound", ""));
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entry.stopSound = GeneralUtils::ASCIIToUTF16(tableData.getStringField("stopSound", ""));
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std::string loopEffectString(tableData.getStringField("effectIDs", ""));
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entry.loopEffectID = EffectPairFromString(loopEffectString);
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entry.preconditions = tableData.getStringField("preconditions", "-1");
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entry.playerCollision = tableData.getIntField("playerCollision", 0);
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entry.cameraLocked = tableData.getIntField("cameraLocked", 0);
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std::string startEffectString(tableData.getStringField("StartEffectID", ""));
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entry.startEffectID = EffectPairFromString(startEffectString);
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std::string stopEffectString(tableData.getStringField("StopEffectID", ""));
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entry.stopEffectID = EffectPairFromString(stopEffectString);
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entry.damageImmune = tableData.getIntField("DamageImmune", 0);
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entry.noAggro = tableData.getIntField("NoAggro", 0);
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entry.showNameBillboard = tableData.getIntField("ShowNameBillboard", 0);
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m_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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CDRailActivatorComponent CDRailActivatorComponentTable::GetEntryByID(int32_t id) const {
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for (const auto& entry : m_Entries) {
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if (entry.id == id)
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return entry;
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}
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return {};
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}
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const std::vector<CDRailActivatorComponent>& CDRailActivatorComponentTable::GetEntries() const {
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return m_Entries;
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}
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std::pair<uint32_t, std::u16string> CDRailActivatorComponentTable::EffectPairFromString(std::string& str) {
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const auto split = GeneralUtils::SplitString(str, ':');
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if (split.size() == 2) {
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return { std::stoi(split.at(0)), GeneralUtils::ASCIIToUTF16(split.at(1)) };
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}
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return {};
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}
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