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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>
59 lines
1.8 KiB
C++
59 lines
1.8 KiB
C++
#include "CDLootMatrixTable.h"
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CDLootMatrix CDLootMatrixTable::ReadRow(CppSQLite3Query& tableData) const {
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CDLootMatrix entry{};
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if (tableData.eof()) return entry;
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entry.LootTableIndex = tableData.getIntField("LootTableIndex", -1);
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entry.RarityTableIndex = tableData.getIntField("RarityTableIndex", -1);
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entry.percent = tableData.getFloatField("percent", -1.0f);
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entry.minToDrop = tableData.getIntField("minToDrop", -1);
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entry.maxToDrop = tableData.getIntField("maxToDrop", -1);
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entry.flagID = tableData.getIntField("flagID", -1);
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UNUSED(entry.gate_version = tableData.getStringField("gate_version", ""));
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return entry;
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}
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void CDLootMatrixTable::LoadValuesFromDatabase() {
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// First, get the size of the table
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unsigned int size = 0;
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auto tableSize = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM LootMatrix");
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while (!tableSize.eof()) {
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size = tableSize.getIntField(0, 0);
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tableSize.nextRow();
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}
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// Reserve the size
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this->entries.reserve(size);
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// Now get the data
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM LootMatrix");
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while (!tableData.eof()) {
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CDLootMatrix entry;
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uint32_t lootMatrixIndex = tableData.getIntField("LootMatrixIndex", -1);
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this->entries[lootMatrixIndex].push_back(ReadRow(tableData));
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tableData.nextRow();
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}
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}
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const LootMatrixEntries& CDLootMatrixTable::GetMatrix(uint32_t matrixId) {
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auto itr = this->entries.find(matrixId);
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if (itr != this->entries.end()) {
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return itr->second;
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}
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM LootMatrix where LootMatrixIndex = ?;");
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query.bind(1, static_cast<int32_t>(matrixId));
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auto tableData = query.execQuery();
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while (!tableData.eof()) {
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this->entries[matrixId].push_back(ReadRow(tableData));
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tableData.nextRow();
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}
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return this->entries[matrixId];
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}
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