DarkflameServer/dDatabase/CDClientDatabase/CDClientTables/CDAnimationsTable.h
David Markowitz 7f623d358c
refactor: Database abstraction and organization of files (#1274)
* 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>
2023-11-17 18:47:18 -06:00

68 lines
2.7 KiB
C++

#pragma once
#include "CDTable.h"
#include <list>
struct CDAnimation {
// unsigned int animationGroupID;
// std::string animation_type;
// The above two are a pair to represent a primary key in the map.
std::string animation_name; //!< The animation name
float chance_to_play; //!< The chance to play the animation
UNUSED_COLUMN(unsigned int min_loops;) //!< The minimum number of loops
UNUSED_COLUMN(unsigned int max_loops;) //!< The maximum number of loops
float animation_length; //!< The animation length
UNUSED_COLUMN(bool hideEquip;) //!< Whether or not to hide the equip
UNUSED_COLUMN(bool ignoreUpperBody;) //!< Whether or not to ignore the upper body
UNUSED_COLUMN(bool restartable;) //!< Whether or not the animation is restartable
UNUSED_COLUMN(std::string face_animation_name;) //!< The face animation name
UNUSED_COLUMN(float priority;) //!< The priority
UNUSED_COLUMN(float blendTime;) //!< The blend time
};
typedef LookupResult<CDAnimation> CDAnimationLookupResult;
class CDAnimationsTable : public CDTable<CDAnimationsTable> {
typedef int32_t AnimationGroupID;
typedef std::string AnimationID;
typedef std::pair<std::string, AnimationGroupID> CDAnimationKey;
public:
void LoadValuesFromDatabase();
/**
* Given an animationType and the previousAnimationName played, return the next animationType to play.
* If there are more than 1 animationTypes that can be played, one is selected at random but also does not allow
* the previousAnimationName to be played twice.
*
* @param animationType The animationID to lookup
* @param previousAnimationName The previously played animation
* @param animationGroupID The animationGroupID to lookup
* @return CDAnimationLookupResult
*/
[[nodiscard]] CDAnimationLookupResult GetAnimation(const AnimationID& animationType, const std::string& previousAnimationName, const AnimationGroupID animationGroupID);
/**
* Cache a full AnimationGroup by its ID.
*/
void CacheAnimationGroup(AnimationGroupID animationGroupID);
private:
/**
* Cache all animations given a premade key
*/
void CacheAnimations(const CDAnimationKey animationKey);
/**
* Run the query responsible for caching the data.
* @param queryToCache
* @return true
* @return false
*/
bool CacheData(CppSQLite3Statement& queryToCache);
/**
* Each animation is key'd by its animationName and its animationGroupID. Each
* animation has a possible list of animations. This is because there can be animations have a percent chance to play so one is selected at random.
*/
std::map<CDAnimationKey, std::list<CDAnimation>> animations;
};