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https://github.com/DarkflameUniverse/DarkflameServer.git
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7f623d358c
* 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>
124 lines
5.2 KiB
C++
124 lines
5.2 KiB
C++
#include "CDMissionsTable.h"
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CDMissions CDMissionsTable::Default = {};
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void CDMissionsTable::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 Missions");
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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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this->entries.reserve(size);
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// Now get the data
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM Missions");
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while (!tableData.eof()) {
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CDMissions entry;
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entry.id = tableData.getIntField("id", -1);
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entry.defined_type = tableData.getStringField("defined_type", "");
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entry.defined_subtype = tableData.getStringField("defined_subtype", "");
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entry.UISortOrder = tableData.getIntField("UISortOrder", -1);
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entry.offer_objectID = tableData.getIntField("offer_objectID", -1);
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entry.target_objectID = tableData.getIntField("target_objectID", -1);
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entry.reward_currency = tableData.getInt64Field("reward_currency", -1);
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entry.LegoScore = tableData.getIntField("LegoScore", -1);
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entry.reward_reputation = tableData.getIntField("reward_reputation", -1);
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entry.isChoiceReward = tableData.getIntField("isChoiceReward", -1) == 1 ? true : false;
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entry.reward_item1 = tableData.getIntField("reward_item1", 0);
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entry.reward_item1_count = tableData.getIntField("reward_item1_count", 0);
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entry.reward_item2 = tableData.getIntField("reward_item2", 0);
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entry.reward_item2_count = tableData.getIntField("reward_item2_count", 0);
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entry.reward_item3 = tableData.getIntField("reward_item3", 0);
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entry.reward_item3_count = tableData.getIntField("reward_item3_count", 0);
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entry.reward_item4 = tableData.getIntField("reward_item4", 0);
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entry.reward_item4_count = tableData.getIntField("reward_item4_count", 0);
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entry.reward_emote = tableData.getIntField("reward_emote", -1);
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entry.reward_emote2 = tableData.getIntField("reward_emote2", -1);
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entry.reward_emote3 = tableData.getIntField("reward_emote3", -1);
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entry.reward_emote4 = tableData.getIntField("reward_emote4", -1);
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entry.reward_maximagination = tableData.getIntField("reward_maximagination", -1);
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entry.reward_maxhealth = tableData.getIntField("reward_maxhealth", -1);
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entry.reward_maxinventory = tableData.getIntField("reward_maxinventory", -1);
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entry.reward_maxmodel = tableData.getIntField("reward_maxmodel", -1);
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entry.reward_maxwidget = tableData.getIntField("reward_maxwidget", -1);
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entry.reward_maxwallet = tableData.getIntField("reward_maxwallet", -1);
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entry.repeatable = tableData.getIntField("repeatable", -1) == 1 ? true : false;
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entry.reward_currency_repeatable = tableData.getIntField("reward_currency_repeatable", -1);
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entry.reward_item1_repeatable = tableData.getIntField("reward_item1_repeatable", -1);
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entry.reward_item1_repeat_count = tableData.getIntField("reward_item1_repeat_count", -1);
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entry.reward_item2_repeatable = tableData.getIntField("reward_item2_repeatable", -1);
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entry.reward_item2_repeat_count = tableData.getIntField("reward_item2_repeat_count", -1);
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entry.reward_item3_repeatable = tableData.getIntField("reward_item3_repeatable", -1);
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entry.reward_item3_repeat_count = tableData.getIntField("reward_item3_repeat_count", -1);
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entry.reward_item4_repeatable = tableData.getIntField("reward_item4_repeatable", -1);
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entry.reward_item4_repeat_count = tableData.getIntField("reward_item4_repeat_count", -1);
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entry.time_limit = tableData.getIntField("time_limit", -1);
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entry.isMission = tableData.getIntField("isMission", -1) ? true : false;
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entry.missionIconID = tableData.getIntField("missionIconID", -1);
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entry.prereqMissionID = tableData.getStringField("prereqMissionID", "");
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entry.localize = tableData.getIntField("localize", -1) == 1 ? true : false;
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entry.inMOTD = tableData.getIntField("inMOTD", -1) == 1 ? true : false;
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entry.cooldownTime = tableData.getInt64Field("cooldownTime", -1);
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entry.isRandom = tableData.getIntField("isRandom", -1) == 1 ? true : false;
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entry.randomPool = tableData.getStringField("randomPool", "");
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entry.UIPrereqID = tableData.getIntField("UIPrereqID", -1);
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UNUSED(entry.gate_version = tableData.getStringField("gate_version", ""));
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UNUSED(entry.HUDStates = tableData.getStringField("HUDStates", ""));
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UNUSED(entry.locStatus = tableData.getIntField("locStatus", -1));
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entry.reward_bankinventory = tableData.getIntField("reward_bankinventory", -1);
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this->entries.push_back(entry);
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tableData.nextRow();
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}
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tableData.finalize();
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Default.id = -1;
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}
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std::vector<CDMissions> CDMissionsTable::Query(std::function<bool(CDMissions)> predicate) {
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std::vector<CDMissions> data = cpplinq::from(this->entries)
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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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const std::vector<CDMissions>& CDMissionsTable::GetEntries(void) const {
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return this->entries;
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}
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const CDMissions* CDMissionsTable::GetPtrByMissionID(uint32_t missionID) const {
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for (const auto& entry : entries) {
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if (entry.id == missionID) {
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return const_cast<CDMissions*>(&entry);
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}
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}
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return &Default;
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}
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const CDMissions& CDMissionsTable::GetByMissionID(uint32_t missionID, bool& found) const {
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for (const auto& entry : entries) {
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if (entry.id == missionID) {
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found = true;
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return entry;
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}
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}
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found = false;
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return Default;
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}
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