mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-12-04 12:43:37 +00:00
5eca25e42a
* Move away from constructor queries Fix up other large tables to have proper backup lookups Revert "idk im just dumb ig" This reverts commit 5d5be5df53b8959b42b291613d7db749a65a3585. idk im just dumb ig * Fix slow components registry lookup * add define for cdclient cache all * Update CDBehaviorParameterTable.cpp
57 lines
1.5 KiB
C++
57 lines
1.5 KiB
C++
#include "CDItemSetSkillsTable.h"
|
|
|
|
void CDItemSetSkillsTable::LoadValuesFromDatabase() {
|
|
|
|
// First, get the size of the table
|
|
unsigned int size = 0;
|
|
auto tableSize = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM ItemSetSkills");
|
|
while (!tableSize.eof()) {
|
|
size = tableSize.getIntField(0, 0);
|
|
|
|
tableSize.nextRow();
|
|
}
|
|
|
|
tableSize.finalize();
|
|
|
|
// Reserve the size
|
|
this->entries.reserve(size);
|
|
|
|
// Now get the data
|
|
auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM ItemSetSkills");
|
|
while (!tableData.eof()) {
|
|
CDItemSetSkills entry;
|
|
entry.SkillSetID = tableData.getIntField("SkillSetID", -1);
|
|
entry.SkillID = tableData.getIntField("SkillID", -1);
|
|
entry.SkillCastType = tableData.getIntField("SkillCastType", -1);
|
|
|
|
this->entries.push_back(entry);
|
|
tableData.nextRow();
|
|
}
|
|
|
|
tableData.finalize();
|
|
}
|
|
|
|
std::vector<CDItemSetSkills> CDItemSetSkillsTable::Query(std::function<bool(CDItemSetSkills)> predicate) {
|
|
|
|
std::vector<CDItemSetSkills> data = cpplinq::from(this->entries)
|
|
>> cpplinq::where(predicate)
|
|
>> cpplinq::to_vector();
|
|
|
|
return data;
|
|
}
|
|
|
|
const std::vector<CDItemSetSkills>& CDItemSetSkillsTable::GetEntries() const {
|
|
return this->entries;
|
|
}
|
|
|
|
std::vector<CDItemSetSkills> CDItemSetSkillsTable::GetBySkillID(unsigned int SkillSetID) {
|
|
std::vector<CDItemSetSkills> toReturn;
|
|
|
|
for (CDItemSetSkills entry : this->entries) {
|
|
if (entry.SkillSetID == SkillSetID) toReturn.push_back(entry);
|
|
if (entry.SkillSetID > SkillSetID) return toReturn; //stop seeking in the db if it's not needed.
|
|
}
|
|
|
|
return toReturn;
|
|
}
|