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https://github.com/DarkflameUniverse/DarkflameServer.git
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d2aeebcd46
* Move CDClientManager to be a namespace Tested that worlds still load data as expected. Had no use being a singleton anyways. * Move cdclient data storage to tu local containers Allows some data from these containers to be saved on object by reference instead of always needing to copy. iteration 2 - move all unnamed namespace containers to a singular spot - use macro for template specialization and variable declaration - use templates to allow for as little copy paste of types and functions as possible * remember to use typename! compiler believes T::StorageType is accessing a member, not a type. * Update CDClientManager.cpp * move to cpp?
53 lines
1.4 KiB
C++
53 lines
1.4 KiB
C++
#include "CDItemSetSkillsTable.h"
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void CDItemSetSkillsTable::LoadValuesFromDatabase() {
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// First, get the size of the table
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uint32_t size = 0;
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auto tableSize = CDClientDatabase::ExecuteQuery("SELECT COUNT(*) FROM ItemSetSkills");
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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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tableSize.finalize();
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// Reserve the size
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auto& entries = GetEntriesMutable();
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entries.reserve(size);
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// Now get the data
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM ItemSetSkills");
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while (!tableData.eof()) {
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CDItemSetSkills entry;
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entry.SkillSetID = tableData.getIntField("SkillSetID", -1);
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entry.SkillID = tableData.getIntField("SkillID", -1);
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entry.SkillCastType = tableData.getIntField("SkillCastType", -1);
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entries.push_back(entry);
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tableData.nextRow();
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}
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tableData.finalize();
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}
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std::vector<CDItemSetSkills> CDItemSetSkillsTable::Query(std::function<bool(CDItemSetSkills)> predicate) {
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std::vector<CDItemSetSkills> data = cpplinq::from(GetEntries())
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>> cpplinq::where(predicate)
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>> cpplinq::to_vector();
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return data;
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}
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std::vector<CDItemSetSkills> CDItemSetSkillsTable::GetBySkillID(uint32_t SkillSetID) {
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std::vector<CDItemSetSkills> toReturn;
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for (const auto& entry : GetEntries()) {
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if (entry.SkillSetID == SkillSetID) toReturn.push_back(entry);
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if (entry.SkillSetID > SkillSetID) return toReturn; //stop seeking in the db if it's not needed.
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}
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return toReturn;
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}
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