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https://github.com/DarkflameUniverse/DarkflameServer.git
synced 2024-11-26 15:37:20 +00:00
293 lines
12 KiB
C++
293 lines
12 KiB
C++
#include "PropertyEntranceComponent.h"
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#include "CDPropertyEntranceComponentTable.h"
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#include "Character.h"
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#include "Database.h"
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#include "GameMessages.h"
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#include "PropertyManagementComponent.h"
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#include "PropertySelectQueryProperty.h"
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#include "RocketLaunchpadControlComponent.h"
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#include "CharacterComponent.h"
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#include "UserManager.h"
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#include "dLogger.h"
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#include "Amf3.h"
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#include "eObjectBits.h"
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#include "eGameMasterLevel.h"
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#include "DluAssert.h"
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PropertyEntranceComponent::PropertyEntranceComponent(Entity* parent, int32_t componentID) : Component(parent) {
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this->propertyQueries.clear();
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m_ComponentId = componentID;
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}
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void PropertyEntranceComponent::LoadTemplateData() {
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auto table = CDClientManager::Instance().GetTable<CDPropertyEntranceComponentTable>();
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const auto& entry = table->GetByID(m_ComponentId);
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m_MapID = entry.mapID;
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m_PropertyName = entry.propertyName;
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}
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void PropertyEntranceComponent::OnUse(Entity* entity) {
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auto* characterComponent = entity->GetComponent<CharacterComponent>();
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if (!characterComponent) return;
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auto* rocket = entity->GetComponent<CharacterComponent>()->RocketEquip(entity);
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if (!rocket) return;
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GameMessages::SendPropertyEntranceBegin(m_ParentEntity->GetObjectID(), entity->GetSystemAddress());
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AMFArrayValue args;
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args.Insert("state", "property_menu");
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GameMessages::SendUIMessageServerToSingleClient(entity, entity->GetSystemAddress(), "pushGameState", args);
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}
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void PropertyEntranceComponent::OnEnterProperty(Entity* entity, uint32_t index, bool returnToZone, const SystemAddress& sysAddr) {
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if (!entity->GetCharacter()) {
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Game::logger->Log("PropertyEntranceComponent", "Entity %llu attempted to enter a property with no character attached.", entity->GetObjectID());
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}
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LWOCLONEID cloneId = 0;
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if (index == -1 && !returnToZone) {
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cloneId = entity->GetCharacter()->GetPropertyCloneID();
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} else if (index >= 0) {
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// Increment index once here because the first index of other player properties is 2 in the propertyQueries cache.
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index++;
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const auto& cachedQuery = propertyQueries.find(entity->GetObjectID());
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if (cachedQuery == propertyQueries.end()) {
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Game::logger->Log("PropertyEntranceComponent", "Player %llu:%s did not have a property query open", entity->GetObjectID(), entity->GetCharacter()->GetName().c_str());
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return;
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}
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const auto& query = cachedQuery->second;
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if (index >= query.size()) return;
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cloneId = query[index].CloneId;
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}
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auto* launcher = m_ParentEntity->GetComponent<RocketLaunchpadControlComponent>();
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if (!launcher) return;
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launcher->SetSelectedCloneId(entity->GetObjectID(), cloneId);
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launcher->Launch(entity, launcher->GetTargetZone(), cloneId);
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}
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std::string PropertyEntranceComponent::BuildQuery(const ePropertySortType sortMethod, Character* character, const std::string& customQuery, const bool wantLimits) {
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const std::string baseQueryForProperties =
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R"QUERY(
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SELECT p.*
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FROM properties as p
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JOIN charinfo as ci
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ON ci.prop_clone_id = p.clone_id
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WHERE p.zone_id = ?
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AND (
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p.description LIKE ?
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OR p.name LIKE ?
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OR ci.name LIKE ?
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)
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AND p.privacy_option >= ?
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)QUERY";
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DluAssert(character != nullptr);
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const std::string base = customQuery.empty() ? baseQueryForProperties : customQuery;
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std::string orderBy = "ORDER BY p.last_updated DESC";
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if (sortMethod == ePropertySortType::SORT_TYPE_FEATURED || sortMethod == ePropertySortType::SORT_TYPE_FRIENDS) {
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std::stringstream friendsStream;
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friendsStream << " AND p.owner_id IN (";
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std::unique_ptr<sql::PreparedStatement> friendsListQuery(Database::CreatePreppedStmt(
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"SELECT * FROM (SELECT CASE WHEN player_id = ? THEN friend_id WHEN friend_id = ? THEN player_id END AS requested_player FROM friends ) AS fr WHERE requested_player IS NOT NULL ORDER BY requested_player DESC;"
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));
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friendsListQuery->setUInt(1, character->GetID());
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friendsListQuery->setUInt(2, character->GetID());
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std::unique_ptr<sql::ResultSet> friendsListQueryResult(friendsListQuery->executeQuery());
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if (friendsListQueryResult->next()) {
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friendsStream << friendsListQueryResult->getInt("requested_player");
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while (friendsListQueryResult->next()) {
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friendsStream << ',' << friendsListQueryResult->getInt("requested_player");
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}
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}
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// If we have no friends then use a -1 for the query.
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if (friendsListQueryResult->rowsCount() == 0) friendsStream << -1;
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friendsStream << ')';
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orderBy += friendsStream.str() + " ORDER BY ci.name ASC";
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} else if (sortMethod == ePropertySortType::SORT_TYPE_RECENT) {
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orderBy = "ORDER BY p.last_updated DESC";
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} else if (sortMethod == ePropertySortType::SORT_TYPE_REPUTATION) {
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orderBy = "ORDER BY p.reputation DESC, p.last_updated DESC";
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}
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return base + orderBy + (wantLimits ? " LIMIT ? OFFSET ?;" : " ;");
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}
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void PropertyEntranceComponent::OnPropertyEntranceSync(Entity* entity, bool includeNullAddress, bool includeNullDescription, bool playerOwn, bool updateUi, int32_t numResults, int32_t lReputationTime, ePropertySortType sortMethod, int32_t startIndex, std::string filterText, const SystemAddress& sysAddr) {
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std::vector<PropertySelectQueryProperty> propertyPageEntries;
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PropertySelectQueryProperty requestorEntry;
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auto character = entity->GetCharacter();
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if (!character) return;
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// The first index of every player requested query must be the players' own property since it is visible on every page.
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std::unique_ptr<sql::PreparedStatement> playerPropertyLookup(
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Database::CreatePreppedStmt(
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"SELECT * FROM properties WHERE owner_id = ? AND zone_id = ?"));
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playerPropertyLookup->setInt(1, character->GetID());
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playerPropertyLookup->setInt(2, m_MapID);
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std::unique_ptr<sql::ResultSet> playerPropertyLookupResults(playerPropertyLookup->executeQuery());
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// If the player has a property this query will have a single result.
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requestorEntry.CloneId = character->GetPropertyCloneID();
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requestorEntry.OwnerName = character->GetName();
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if (playerPropertyLookupResults->next()) {
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requestorEntry.Name = std::string(playerPropertyLookupResults->getString("name").c_str());
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requestorEntry.Description = std::string(playerPropertyLookupResults->getString("description").c_str());
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requestorEntry.Reputation = playerPropertyLookupResults->getUInt("reputation");
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requestorEntry.IsBestFriend = true;
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requestorEntry.IsFriend = true;
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requestorEntry.IsModeratorApproved = playerPropertyLookupResults->getBoolean("mod_approved");
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requestorEntry.IsAlt = true;
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requestorEntry.IsOwned = true;
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requestorEntry.AccessType = playerPropertyLookupResults->getInt("privacy_option");
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requestorEntry.DateLastPublished = playerPropertyLookupResults->getInt64("last_updated");
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requestorEntry.PerformanceCost = playerPropertyLookupResults->getDouble("performance_cost");
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}
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propertyPageEntries.push_back(requestorEntry);
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const auto query = BuildQuery(sortMethod, character);
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std::unique_ptr<sql::PreparedStatement> propertyLookup(Database::CreatePreppedStmt(query));
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const auto searchString = "%" + filterText + "%";
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PropertyPrivacyOption friendsLookup =
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sortMethod == ePropertySortType::SORT_TYPE_FEATURED || sortMethod == ePropertySortType::SORT_TYPE_FRIENDS ?
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PropertyPrivacyOption::Friends :
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PropertyPrivacyOption::Public;
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propertyLookup->setUInt(1, this->m_MapID);
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propertyLookup->setString(2, searchString.c_str());
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propertyLookup->setString(3, searchString.c_str());
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propertyLookup->setString(4, searchString.c_str());
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propertyLookup->setInt(5, static_cast<uint32_t>(friendsLookup));
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propertyLookup->setInt(6, numResults);
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propertyLookup->setInt(7, startIndex);
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std::unique_ptr<sql::ResultSet> propertyEntry(propertyLookup->executeQuery());
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while (propertyEntry->next()) {
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PropertySelectQueryProperty playerPropertyEntry;
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const auto owner = propertyEntry->getInt("owner_id");
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playerPropertyEntry.CloneId = propertyEntry->getUInt64("clone_id");
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playerPropertyEntry.Name = std::string(propertyEntry->getString("name").c_str());
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playerPropertyEntry.Description = std::string(propertyEntry->getString("description").c_str());
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playerPropertyEntry.AccessType = propertyEntry->getInt("privacy_option");
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playerPropertyEntry.IsModeratorApproved = propertyEntry->getBoolean("mod_approved");
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playerPropertyEntry.DateLastPublished = propertyEntry->getInt("last_updated");
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playerPropertyEntry.Reputation = static_cast<float>(propertyEntry->getInt("reputation"));
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playerPropertyEntry.PerformanceCost = static_cast<float>(propertyEntry->getDouble("performance_cost"));
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playerPropertyEntry.OwnerName = "";
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playerPropertyEntry.IsBestFriend = false;
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playerPropertyEntry.IsFriend = false;
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playerPropertyEntry.IsAlt = false;
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playerPropertyEntry.IsOwned = true;
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std::unique_ptr<sql::PreparedStatement> nameLookup(
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Database::CreatePreppedStmt(
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"SELECT name FROM charinfo WHERE prop_clone_id = ?;"));
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nameLookup->setUInt64(1, playerPropertyEntry.CloneId);
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std::unique_ptr<sql::ResultSet> nameResult(nameLookup->executeQuery());
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if (!nameResult->next()) {
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Game::logger->Log("PropertyEntranceComponent", "Failed to find property owner name for %llu!", playerPropertyEntry.CloneId);
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continue;
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}
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playerPropertyEntry.IsOwned = playerPropertyEntry.CloneId == character->GetPropertyCloneID();
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playerPropertyEntry.OwnerName = std::string(nameResult->getString("name").c_str());
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// Query to get friend and best friend fields
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std::unique_ptr<sql::PreparedStatement> friendCheck(
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Database::CreatePreppedStmt(
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"SELECT best_friend FROM friends WHERE (player_id = ? AND friend_id = ?) OR (player_id = ? AND friend_id = ?)"));
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friendCheck->setUInt(1, character->GetID());
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friendCheck->setUInt(2, owner);
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friendCheck->setUInt(3, owner);
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friendCheck->setUInt(4, character->GetID());
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std::unique_ptr<sql::ResultSet> friendResult(friendCheck->executeQuery());
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// If we got a result than the two players are friends.
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playerPropertyEntry.IsFriend = friendResult->next();
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playerPropertyEntry.IsBestFriend = playerPropertyEntry.IsFriend && friendResult->getInt("best_friend") == 3;
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playerPropertyEntry.IsModeratorApproved = propertyEntry->getBoolean("mod_approved");
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// So lead moderators can visit the property but also see that it is still awaiting approval.
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if (!playerPropertyEntry.IsModeratorApproved && entity->GetGMLevel() >= eGameMasterLevel::LEAD_MODERATOR) {
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playerPropertyEntry.Name = "[AWAITING APPROVAL]";
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playerPropertyEntry.Description = "[AWAITING APPROVAL]";
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playerPropertyEntry.IsModeratorApproved = true;
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}
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// Query to determine whether this property is an alt character of the entity.
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std::unique_ptr<sql::PreparedStatement> isAltQuery(
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Database::CreatePreppedStmt(
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"SELECT id FROM charinfo where account_id in (SELECT account_id from charinfo WHERE id = ?) AND id = ?;"));
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isAltQuery->setInt(1, character->GetID());
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isAltQuery->setInt(2, owner);
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std::unique_ptr<sql::ResultSet> isAltQueryResults(isAltQuery->executeQuery());
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if (isAltQueryResults->next()) playerPropertyEntry.IsAlt = true;
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propertyPageEntries.push_back(playerPropertyEntry);
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}
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propertyQueries[entity->GetObjectID()] = propertyPageEntries;
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// Query here is to figure out whether or not to display the button to go to the next page or not.
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const std::string baseButtonQuery =
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R"QUERY(
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SELECT COUNT(*) as numProperties
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FROM properties as p
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JOIN charinfo as ci
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ON ci.prop_clone_id = p.clone_id
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WHERE p.zone_id = ?
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AND (
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p.description LIKE ?
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OR p.name LIKE ?
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OR ci.name LIKE ?
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)
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AND p.privacy_option >= ?
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)QUERY";
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auto buttonQuery = BuildQuery(sortMethod, character, baseButtonQuery, false);
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std::unique_ptr<sql::PreparedStatement> propertiesLeft(Database::CreatePreppedStmt(buttonQuery));
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propertiesLeft->setUInt(1, this->m_MapID);
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propertiesLeft->setString(2, searchString.c_str());
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propertiesLeft->setString(3, searchString.c_str());
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propertiesLeft->setString(4, searchString.c_str());
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propertiesLeft->setInt(5, static_cast<uint32_t>(friendsLookup));
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std::unique_ptr<sql::ResultSet> result(propertiesLeft->executeQuery());
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result->next();
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int32_t numberOfProperties = result->getInt("numProperties");
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GameMessages::SendPropertySelectQuery(m_ParentEntity->GetObjectID(), startIndex, numberOfProperties - (startIndex + numResults) > 0, character->GetPropertyCloneID(), false, true, propertyPageEntries, sysAddr);
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}
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