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https://github.com/DarkflameUniverse/DarkflameServer.git
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dc526aeec1
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
113 lines
5.0 KiB
C++
113 lines
5.0 KiB
C++
#include "CDAnimationsTable.h"
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#include "GeneralUtils.h"
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#include "Game.h"
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void CDAnimationsTable::LoadValuesFromDatabase() {
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auto tableData = CDClientDatabase::ExecuteQuery("SELECT * FROM Animations");
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while (!tableData.eof()) {
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std::string animation_type = tableData.getStringField("animation_type", "");
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DluAssert(!animation_type.empty());
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AnimationGroupID animationGroupID = tableData.getIntField("animationGroupID", -1);
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DluAssert(animationGroupID != -1);
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CDAnimation entry;
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entry.animation_name = tableData.getStringField("animation_name", "");
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entry.chance_to_play = tableData.getFloatField("chance_to_play", 1.0f);
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UNUSED_COLUMN(entry.min_loops = tableData.getIntField("min_loops", 0);)
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UNUSED_COLUMN(entry.max_loops = tableData.getIntField("max_loops", 0);)
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entry.animation_length = tableData.getFloatField("animation_length", 0.0f);
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UNUSED_COLUMN(entry.hideEquip = tableData.getIntField("hideEquip", 0) == 1;)
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UNUSED_COLUMN(entry.ignoreUpperBody = tableData.getIntField("ignoreUpperBody", 0) == 1;)
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UNUSED_COLUMN(entry.restartable = tableData.getIntField("restartable", 0) == 1;)
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UNUSED_COLUMN(entry.face_animation_name = tableData.getStringField("face_animation_name", "");)
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UNUSED_COLUMN(entry.priority = tableData.getFloatField("priority", 0.0f);)
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UNUSED_COLUMN(entry.blendTime = tableData.getFloatField("blendTime", 0.0f);)
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this->animations[CDAnimationKey(animation_type, animationGroupID)].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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bool CDAnimationsTable::CacheData(CppSQLite3Statement& queryToCache) {
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auto tableData = queryToCache.execQuery();
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// If we received a bad lookup, cache it anyways so we do not run the query again.
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if (tableData.eof()) return false;
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do {
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std::string animation_type = tableData.getStringField("animation_type", "");
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DluAssert(!animation_type.empty());
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AnimationGroupID animationGroupID = tableData.getIntField("animationGroupID", -1);
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DluAssert(animationGroupID != -1);
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CDAnimation entry;
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entry.animation_name = tableData.getStringField("animation_name", "");
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entry.chance_to_play = tableData.getFloatField("chance_to_play", 1.0f);
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UNUSED_COLUMN(entry.min_loops = tableData.getIntField("min_loops", 0);)
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UNUSED_COLUMN(entry.max_loops = tableData.getIntField("max_loops", 0);)
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entry.animation_length = tableData.getFloatField("animation_length", 0.0f);
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UNUSED_COLUMN(entry.hideEquip = tableData.getIntField("hideEquip", 0) == 1;)
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UNUSED_COLUMN(entry.ignoreUpperBody = tableData.getIntField("ignoreUpperBody", 0) == 1;)
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UNUSED_COLUMN(entry.restartable = tableData.getIntField("restartable", 0) == 1;)
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UNUSED_COLUMN(entry.face_animation_name = tableData.getStringField("face_animation_name", "");)
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UNUSED_COLUMN(entry.priority = tableData.getFloatField("priority", 0.0f);)
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UNUSED_COLUMN(entry.blendTime = tableData.getFloatField("blendTime", 0.0f);)
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this->animations[CDAnimationKey(animation_type, animationGroupID)].push_back(entry);
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tableData.nextRow();
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} while (!tableData.eof());
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tableData.finalize();
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return true;
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}
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void CDAnimationsTable::CacheAnimations(const CDAnimationKey animationKey) {
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM Animations WHERE animationGroupID = ? and animation_type = ?");
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query.bind(1, static_cast<int32_t>(animationKey.second));
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query.bind(2, animationKey.first.c_str());
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// If we received a bad lookup, cache it anyways so we do not run the query again.
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if (!CacheData(query)) {
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this->animations[animationKey];
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}
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}
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void CDAnimationsTable::CacheAnimationGroup(AnimationGroupID animationGroupID) {
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auto animationEntryCached = this->animations.find(CDAnimationKey("", animationGroupID));
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if (animationEntryCached != this->animations.end()) {
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return;
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}
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auto query = CDClientDatabase::CreatePreppedStmt("SELECT * FROM Animations WHERE animationGroupID = ?");
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query.bind(1, static_cast<int32_t>(animationGroupID));
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// Cache the query so we don't run the query again.
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CacheData(query);
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this->animations[CDAnimationKey("", animationGroupID)];
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}
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CDAnimationLookupResult CDAnimationsTable::GetAnimation(const AnimationID& animationType, const std::string& previousAnimationName, const AnimationGroupID animationGroupID) {
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CDAnimationKey animationKey(animationType, animationGroupID);
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auto animationEntryCached = this->animations.find(animationKey);
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if (animationEntryCached == this->animations.end()) {
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this->CacheAnimations(animationKey);
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}
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auto animationEntry = this->animations.find(animationKey);
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// If we have only one animation, return it regardless of the chance to play.
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if (animationEntry->second.size() == 1) {
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return CDAnimationLookupResult(animationEntry->second.front());
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}
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auto randomAnimation = GeneralUtils::GenerateRandomNumber<float>(0, 1);
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for (auto& animationEntry : animationEntry->second) {
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randomAnimation -= animationEntry.chance_to_play;
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// This is how the client gets the random animation.
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if (animationEntry.animation_name != previousAnimationName && randomAnimation <= 0.0f) return CDAnimationLookupResult(animationEntry);
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}
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return CDAnimationLookupResult();
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}
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