DarkflameServer/dDatabase/GameDatabase/ITables/IProperty.h
David Markowitz ec501831e6
fix: Remove database requirements for Property Entrance Component and greatly simplify logic (#1650)
* remove complex queries and move logic to dDatabase

remove unused code

Use correct id

fix arrows

use correct parameter

fix queries

Update Property.cpp

remove unused header

remove extra include

* fix tests

* Update dGame/dComponents/PropertyEntranceComponent.h

Co-authored-by: jadebenn <jadebenn@users.noreply.github.com>

* Update dGame/User.h

Co-authored-by: jadebenn <jadebenn@users.noreply.github.com>

---------

Co-authored-by: jadebenn <jadebenn@users.noreply.github.com>
2024-11-23 15:56:31 -06:00

63 lines
1.9 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{};
uint32_t 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{};
uint32_t 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 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 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;
};
#endif //!__IPROPERTY__H__