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* feat: convert character ids to 64 bits remove all usages of the PERSISTENT bit with regards to storing of playerIDs on the server. the bit does not exist and was a phantom in the first place. Tested that a full playthrough of ag, ns and gf was still doable. slash commands work, ugc works, friends works, ignore list works, properties work and have names, teaming works. migrating an old mysql database works . need to test an old sqlite database * fix sqlite migration * remove nd specific column migration
66 lines
2.0 KiB
C++
66 lines
2.0 KiB
C++
#ifndef __IPROPERTY__H__
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#define __IPROPERTY__H__
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#include <cstdint>
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#include <optional>
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enum ePropertySortType : int32_t;
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class IProperty {
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public:
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struct Info {
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std::string name;
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std::string description;
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std::string rejectionReason;
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LWOOBJID id{};
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LWOOBJID ownerId{};
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LWOCLONEID cloneId{};
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int32_t privacyOption{};
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uint32_t modApproved{};
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uint32_t lastUpdatedTime{};
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uint32_t claimedTime{};
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uint32_t reputation{};
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float performanceCost{};
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};
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struct PropertyLookup {
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uint32_t mapId{};
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std::string searchString;
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ePropertySortType sortChoice{};
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LWOOBJID playerId{};
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uint32_t numResults{};
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uint32_t startIndex{};
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uint32_t playerSort{};
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};
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struct PropertyEntranceResult {
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int32_t totalEntriesMatchingQuery{};
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// The entries that match the query. This should only contain up to 12 entries.
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std::vector<IProperty::Info> entries;
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};
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// Get the property info for the given property id.
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virtual std::optional<IProperty::Info> GetPropertyInfo(const LWOMAPID mapId, const LWOCLONEID cloneId) = 0;
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// Get the properties for the given property lookup params.
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// This is expected to return a result set of up to 12 properties
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// so as not to transfer too much data at once.
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virtual std::optional<IProperty::PropertyEntranceResult> GetProperties(const PropertyLookup& params) = 0;
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// Update the property moderation info for the given property id.
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virtual void UpdatePropertyModerationInfo(const IProperty::Info& info) = 0;
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// Update the property details for the given property id.
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virtual void UpdatePropertyDetails(const IProperty::Info& info) = 0;
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// Update the last updated time for the given property id.
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virtual void UpdateLastSave(const IProperty::Info& info) = 0;
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// Update the property performance cost for the given property id.
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virtual void UpdatePerformanceCost(const LWOZONEID& zoneId, const float performanceCost) = 0;
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// Insert a new property into the database.
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virtual void InsertNewProperty(const IProperty::Info& info, const uint32_t templateId, const LWOZONEID& zoneId) = 0;
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};
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#endif //!__IPROPERTY__H__
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