mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-24 14:37:25 +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>
113 lines
5.0 KiB
C++
113 lines
5.0 KiB
C++
#include "CDAnimationsTable.h"
|
|
#include "GeneralUtils.h"
|
|
#include "Game.h"
|
|
|
|
|
|
void CDAnimationsTable::LoadValuesFromDatabase() {
|
|
auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM Animations");
|
|
while (!tableData.eof()) {
|
|
std::string animation_type = tableData.getStringField("animation_type", "");
|
|
DluAssert(!animation_type.empty());
|
|
AnimationGroupID animationGroupID = tableData.getIntField("animationGroupID", -1);
|
|
DluAssert(animationGroupID != -1);
|
|
|
|
CDAnimation entry;
|
|
entry.animation_name = tableData.getStringField("animation_name", "");
|
|
entry.chance_to_play = tableData.getFloatField("chance_to_play", 1.0f);
|
|
UNUSED_COLUMN(entry.min_loops = tableData.getIntField("min_loops", 0);)
|
|
UNUSED_COLUMN(entry.max_loops = tableData.getIntField("max_loops", 0);)
|
|
entry.animation_length = tableData.getFloatField("animation_length", 0.0f);
|
|
UNUSED_COLUMN(entry.hideEquip = tableData.getIntField("hideEquip", 0) == 1;)
|
|
UNUSED_COLUMN(entry.ignoreUpperBody = tableData.getIntField("ignoreUpperBody", 0) == 1;)
|
|
UNUSED_COLUMN(entry.restartable = tableData.getIntField("restartable", 0) == 1;)
|
|
UNUSED_COLUMN(entry.face_animation_name = tableData.getStringField("face_animation_name", "");)
|
|
UNUSED_COLUMN(entry.priority = tableData.getFloatField("priority", 0.0f);)
|
|
UNUSED_COLUMN(entry.blendTime = tableData.getFloatField("blendTime", 0.0f);)
|
|
|
|
this->animations[CDAnimationKey(animation_type, animationGroupID)].push_back(entry);
|
|
tableData.nextRow();
|
|
}
|
|
|
|
tableData.finalize();
|
|
}
|
|
|
|
bool CDAnimationsTable::CacheData(CppSQLite3Statement& queryToCache) {
|
|
auto tableData = queryToCache.execQuery();
|
|
// If we received a bad lookup, cache it anyways so we do not run the query again.
|
|
if (tableData.eof()) return false;
|
|
|
|
do {
|
|
std::string animation_type = tableData.getStringField("animation_type", "");
|
|
DluAssert(!animation_type.empty());
|
|
AnimationGroupID animationGroupID = tableData.getIntField("animationGroupID", -1);
|
|
DluAssert(animationGroupID != -1);
|
|
|
|
CDAnimation entry;
|
|
entry.animation_name = tableData.getStringField("animation_name", "");
|
|
entry.chance_to_play = tableData.getFloatField("chance_to_play", 1.0f);
|
|
UNUSED_COLUMN(entry.min_loops = tableData.getIntField("min_loops", 0);)
|
|
UNUSED_COLUMN(entry.max_loops = tableData.getIntField("max_loops", 0);)
|
|
entry.animation_length = tableData.getFloatField("animation_length", 0.0f);
|
|
UNUSED_COLUMN(entry.hideEquip = tableData.getIntField("hideEquip", 0) == 1;)
|
|
UNUSED_COLUMN(entry.ignoreUpperBody = tableData.getIntField("ignoreUpperBody", 0) == 1;)
|
|
UNUSED_COLUMN(entry.restartable = tableData.getIntField("restartable", 0) == 1;)
|
|
UNUSED_COLUMN(entry.face_animation_name = tableData.getStringField("face_animation_name", "");)
|
|
UNUSED_COLUMN(entry.priority = tableData.getFloatField("priority", 0.0f);)
|
|
UNUSED_COLUMN(entry.blendTime = tableData.getFloatField("blendTime", 0.0f);)
|
|
|
|
this->animations[CDAnimationKey(animation_type, animationGroupID)].push_back(entry);
|
|
tableData.nextRow();
|
|
} while (!tableData.eof());
|
|
|
|
tableData.finalize();
|
|
|
|
return true;
|
|
}
|
|
|
|
void CDAnimationsTable::CacheAnimations(const CDAnimationKey animationKey) {
|
|
auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM Animations WHERE animationGroupID = ? and animation_type = ?");
|
|
query.bind(1, static_cast<int32_t>(animationKey.second));
|
|
query.bind(2, animationKey.first.c_str());
|
|
// If we received a bad lookup, cache it anyways so we do not run the query again.
|
|
if (!CacheData(query)) {
|
|
this->animations[animationKey];
|
|
}
|
|
}
|
|
|
|
void CDAnimationsTable::CacheAnimationGroup(AnimationGroupID animationGroupID) {
|
|
auto animationEntryCached = this->animations.find(CDAnimationKey("", animationGroupID));
|
|
if (animationEntryCached != this->animations.end()) {
|
|
return;
|
|
}
|
|
|
|
auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM Animations WHERE animationGroupID = ?");
|
|
query.bind(1, static_cast<int32_t>(animationGroupID));
|
|
|
|
// Cache the query so we don't run the query again.
|
|
CacheData(query);
|
|
this->animations[CDAnimationKey("", animationGroupID)];
|
|
}
|
|
|
|
CDAnimationLookupResult CDAnimationsTable::GetAnimation(const AnimationID& animationType, const std::string& previousAnimationName, const AnimationGroupID animationGroupID) {
|
|
CDAnimationKey animationKey(animationType, animationGroupID);
|
|
auto animationEntryCached = this->animations.find(animationKey);
|
|
if (animationEntryCached == this->animations.end()) {
|
|
this->CacheAnimations(animationKey);
|
|
}
|
|
|
|
auto animationEntry = this->animations.find(animationKey);
|
|
// If we have only one animation, return it regardless of the chance to play.
|
|
if (animationEntry->second.size() == 1) {
|
|
return CDAnimationLookupResult(animationEntry->second.front());
|
|
}
|
|
auto randomAnimation = GeneralUtils::GenerateRandomNumber<float>(0, 1);
|
|
|
|
for (auto& animationEntry : animationEntry->second) {
|
|
randomAnimation -= animationEntry.chance_to_play;
|
|
// This is how the client gets the random animation.
|
|
if (animationEntry.animation_name != previousAnimationName && randomAnimation <= 0.0f) return CDAnimationLookupResult(animationEntry);
|
|
}
|
|
|
|
return CDAnimationLookupResult();
|
|
}
|