mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-22 13:37:22 +00:00
5942182486
* Logger: Rename logger to Logger from dLogger * Logger: Add compile time filename Fix include issues Add writers Add macros Add macro to force compilation * Logger: Replace calls with macros Allows for filename and line number to be logged * Logger: Add comments and remove extra define Logger: Replace with unique_ptr also flush console at exit. regular file writer should be flushed on file close. Logger: Remove constexpr on variable * Logger: Simplify code * Update Logger.cpp
134 lines
4.0 KiB
C++
134 lines
4.0 KiB
C++
#include "User.h"
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#include "Database.h"
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#include "Character.h"
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#include "dServer.h"
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#include "Logger.h"
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#include "Game.h"
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#include "dZoneManager.h"
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#include "eServerDisconnectIdentifiers.h"
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#include "eGameMasterLevel.h"
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User::User(const SystemAddress& sysAddr, const std::string& username, const std::string& sessionKey) {
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m_AccountID = 0;
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m_Username = "";
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m_SessionKey = "";
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m_MaxGMLevel = eGameMasterLevel::CIVILIAN; //The max GM level this account can assign to it's characters
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m_LastCharID = 0;
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m_SessionKey = sessionKey;
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m_SystemAddress = sysAddr;
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m_Username = username;
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m_LoggedInCharID = 0;
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m_IsBestFriendMap = std::unordered_map<std::string, bool>();
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//HACK HACK HACK
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//This needs to be re-enabled / updated whenever the mute stuff is moved to another table.
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//This was only done because otherwise the website's account page dies and the website is waiting on a migration to wordpress.
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//sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id, gmlevel, mute_expire FROM accounts WHERE name=? LIMIT 1;");
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id, gm_level FROM accounts WHERE name=? LIMIT 1;");
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stmt->setString(1, username.c_str());
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sql::ResultSet* res = stmt->executeQuery();
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while (res->next()) {
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m_AccountID = res->getUInt(1);
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m_MaxGMLevel = static_cast<eGameMasterLevel>(res->getInt(2));
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m_MuteExpire = 0; //res->getUInt64(3);
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}
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delete res;
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delete stmt;
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//If we're loading a zone, we'll load the last used (aka current) character:
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if (Game::server->GetZoneID() != 0) {
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sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE account_id=? ORDER BY last_login DESC LIMIT 1;");
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stmt->setUInt(1, m_AccountID);
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sql::ResultSet* res = stmt->executeQuery();
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if (res->rowsCount() > 0) {
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while (res->next()) {
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LWOOBJID objID = res->getUInt64(1);
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Character* character = new Character(uint32_t(objID), this);
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m_Characters.push_back(character);
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LOG("Loaded %llu as it is the last used char", objID);
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}
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}
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delete res;
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delete stmt;
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}
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}
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User::User(const User& other) {
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this->m_AccountID = other.m_AccountID;
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this->m_LastCharID = other.m_LastCharID;
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this->m_MaxGMLevel = other.m_MaxGMLevel;
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this->m_SessionKey = other.m_SessionKey;
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this->m_SystemAddress = other.m_SystemAddress;
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this->m_Username = other.m_Username;
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this->m_LoggedInCharID = other.m_LoggedInCharID;
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}
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User::~User() {
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for (Character* c : m_Characters) {
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if (c) {
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delete c;
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c = nullptr;
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}
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}
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}
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User& User::operator= (const User& other) {
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this->m_AccountID = other.m_AccountID;
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this->m_LastCharID = other.m_LastCharID;
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this->m_MaxGMLevel = other.m_MaxGMLevel;
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this->m_SessionKey = other.m_SessionKey;
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this->m_SystemAddress = other.m_SystemAddress;
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this->m_Username = other.m_Username;
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this->m_LoggedInCharID = other.m_LoggedInCharID;
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return *this;
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}
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bool User::operator== (const User& other) const {
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if (m_Username == other.m_Username || m_SessionKey == other.m_SessionKey || m_SystemAddress == other.m_SystemAddress)
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return true;
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return false;
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}
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Character* User::GetLastUsedChar() {
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if (m_Characters.size() == 0) return nullptr;
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else if (m_Characters.size() == 1) return m_Characters[0];
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else {
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Character* toReturn = m_Characters[0];
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for (size_t i = 0; i < m_Characters.size(); ++i) {
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if (m_Characters[i]->GetLastLogin() > toReturn->GetLastLogin()) toReturn = m_Characters[i];
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}
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return toReturn;
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}
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}
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bool User::GetIsMuted() const {
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return m_MuteExpire == 1 || m_MuteExpire > time(NULL);
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}
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time_t User::GetMuteExpire() const {
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return m_MuteExpire;
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}
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void User::SetMuteExpire(time_t value) {
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m_MuteExpire = value;
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}
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void User::UserOutOfSync() {
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m_AmountOfTimesOutOfSync++;
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if (m_AmountOfTimesOutOfSync > m_MaxDesyncAllowed) {
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//YEET
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LOG("User %s was out of sync %i times out of %i, disconnecting for suspected speedhacking.", m_Username.c_str(), m_AmountOfTimesOutOfSync, m_MaxDesyncAllowed);
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Game::server->Disconnect(this->m_SystemAddress, eServerDisconnectIdentifiers::PLAY_SCHEDULE_TIME_DONE);
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}
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}
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