Files
DarkflameServer/dDatabase/GameDatabase/ITables/IProperty.h
Aaron Kimbrell e3467465b4 Add dashboard audit log and configuration management
- Implemented dashboard audit logging with InsertAuditLog, GetRecentAuditLogs, GetAuditLogsByIP, and CleanupOldAuditLogs methods.
- Created dashboard configuration management with GetDashboardConfig and SetDashboardConfig methods.
- Added new tables for dashboard_audit_log and dashboard_config in both MySQL and SQLite migrations.
- Updated CMakeLists to include Crow and ASIO for dashboard server functionality.
- Enhanced existing database classes to support new dashboard features, including character, play key, and property management.
- Added new methods for retrieving and managing play keys, properties, and pet names.
- Updated TestSQLDatabase to include stubs for new dashboard-related methods.
- Modified shared and dashboard configuration files for new settings.
2026-04-22 11:01:41 -05:00

75 lines
2.4 KiB
C++

#ifndef __IPROPERTY__H__
#define __IPROPERTY__H__
#include <cstdint>
#include <optional>
enum ePropertySortType : int32_t;
class IProperty {
public:
struct Info {
std::string name;
std::string description;
std::string rejectionReason;
LWOOBJID id{};
LWOOBJID ownerId{};
LWOCLONEID cloneId{};
int32_t privacyOption{};
uint32_t modApproved{};
uint32_t lastUpdatedTime{};
uint32_t claimedTime{};
uint32_t reputation{};
float performanceCost{};
};
struct PropertyLookup {
uint32_t mapId{};
std::string searchString;
ePropertySortType sortChoice{};
LWOOBJID playerId{};
uint32_t numResults{};
uint32_t startIndex{};
uint32_t playerSort{};
};
struct PropertyEntranceResult {
int32_t totalEntriesMatchingQuery{};
// The entries that match the query. This should only contain up to 12 entries.
std::vector<IProperty::Info> entries;
};
// Get the property info for the given property id.
virtual std::optional<IProperty::Info> GetPropertyInfo(const LWOOBJID id) = 0;
// Get the property info for the given property id.
virtual std::optional<IProperty::Info> GetPropertyInfo(const LWOMAPID mapId, const LWOCLONEID cloneId) = 0;
// Get the properties for the given property lookup params.
// This is expected to return a result set of up to 12 properties
// so as not to transfer too much data at once.
virtual std::optional<IProperty::PropertyEntranceResult> GetProperties(const PropertyLookup& params) = 0;
// Update the property moderation info for the given property id.
virtual void UpdatePropertyModerationInfo(const IProperty::Info& info) = 0;
// Update the property details for the given property id.
virtual void UpdatePropertyDetails(const IProperty::Info& info) = 0;
// Update the last updated time for the given property id.
virtual void UpdateLastSave(const IProperty::Info& info) = 0;
// Update the property performance cost for the given property id.
virtual void UpdatePerformanceCost(const LWOZONEID& zoneId, const float performanceCost) = 0;
// Insert a new property into the database.
virtual void InsertNewProperty(const IProperty::Info& info, const uint32_t templateId, const LWOZONEID& zoneId) = 0;
// Dashboard methods
virtual std::vector<Info> GetAllProperties() = 0;
virtual std::vector<Info> GetPropertiesByApprovalStatus(uint32_t approved) = 0;
virtual uint32_t GetPropertyCount() = 0;
virtual uint32_t GetUnapprovedPropertyCount() = 0;
};
#endif //!__IPROPERTY__H__