package db import ( "database/sql" "github.com/CPunch/gopenfusion/config" "github.com/CPunch/gopenfusion/core" "github.com/CPunch/gopenfusion/core/protocol" "github.com/blockloop/scan" ) // returns PlayerID, error func (db *DBHandler) NewPlayer(AccountID int, FirstName, LastName string, slot int) (int, error) { nameCheck := 1 // for now, we approve all names QuestFlag := make([]byte, 128) SkywayLocationFlag := make([]byte, 16) FirstUseFlag := make([]byte, 16) var PlayerID int if err := db.Transaction(func(tx *sql.Tx) error { // create player row, err := tx.Query( "INSERT INTO Players (AccountID, Slot, FirstName, LastName, XCoordinate, YCoordinate, ZCoordinate, Angle, HP, NameCheck, Quests, SkywayLocationFlag, FirstUseFlag) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?) RETURNING PlayerID", AccountID, slot, FirstName, LastName, config.SPAWN_X, config.SPAWN_Y, config.SPAWN_Z, 0, config.GetMaxHP(1), nameCheck, QuestFlag, SkywayLocationFlag, FirstUseFlag) if err != nil { return err } if err := scan.Row(&PlayerID, row); err != nil { return err } // create appearance if _, err := tx.Exec("INSERT INTO Appearances (PlayerID) VALUES (?)", PlayerID); err != nil { return err } return nil }); err != nil { return -1, nil } return PlayerID, nil } // TODO: should this operate on the raw packet? should we do validation here or prior? func (db *DBHandler) FinishPlayer(character *protocol.SP_CL2LS_REQ_CHAR_CREATE, AccountId int) error { return db.Transaction(func(tx *sql.Tx) error { // update AppearanceFlag _, err := tx.Exec("UPDATE Players SET AppearanceFlag = 1 WHERE PlayerID = ? AND AccountID = ? AND AppearanceFlag = 0", character.PCStyle.IPC_UID, AccountId) if err != nil { return err } // update Appearance _, err = tx.Exec("UPDATE Appearances SET Body = ?, EyeColor = ?, FaceStyle = ?, Gender = ?, HairColor = ?, HairStyle = ?, Height = ?, SkinColor = ? WHERE PlayerID = ?", character.PCStyle.IBody, character.PCStyle.IEyeColor, character.PCStyle.IFaceStyle, character.PCStyle.IGender, character.PCStyle.IHairColor, character.PCStyle.IHairStyle, character.PCStyle.IHeight, character.PCStyle.ISkinColor, character.PCStyle.IPC_UID) if err != nil { return err } // update Inventory items := [3]int16{character.SOn_Item.IEquipUBID, character.SOn_Item.IEquipLBID, character.SOn_Item.IEquipFootID} for i := 0; i < len(items); i++ { _, err = tx.Exec("INSERT INTO Inventory (PlayerID, Slot, ID, Type, Opt) VALUES (?, ?, ?, ?, 1)", character.PCStyle.IPC_UID, i, items[i], i+1) if err != nil { return err } } return nil }) } func (db *DBHandler) FinishTutorial(PlayerID, AccountID int) error { _, err := db.Exec("UPDATE Players SET TutorialFlag = 1 WHERE PlayerID = ? AND AccountID = ? AND TutorialFlag = 0", PlayerID, AccountID) if err != nil { return err } // TODO: reference openfusion's finishTutorial for their academy specific patches return nil } // returns the deleted Slot number func (db *DBHandler) DeletePlayer(PlayerID, AccountID int) (int, error) { row, err := db.Query("DELETE FROM Players WHERE AccountID = ? AND PlayerID = ? RETURNING Slot") if err != nil { return -1, err } var slot int for row.Next() { if err := row.Scan(&slot); err != nil { return -1, err } } return slot, nil } const ( QUERY_PLAYERS = `SELECT p.PlayerID, p.AccountID, p.Slot, p.FirstName, p.LastName, p.Level, p.Nano1, p.Nano2, p.Nano3, p.AppearanceFlag, p.TutorialFlag, p.PayZoneFlag, p.XCoordinate, p.YCoordinate, p.ZCoordinate, p.NameCheck, p.Angle, p.HP, p.FusionMatter, p.Taros, p.Quests, p.BatteryW, p.BatteryN, p.Mentor, p.WarpLocationFlag, p.SkywayLocationFlag, p.CurrentMissionID, p.FirstUseFlag, a.Body, a.EyeColor, a.FaceStyle, a.Gender, a.HairColor, a.HairStyle, a.Height, a.SkinColor, acc.AccountLevel FROM Players as p INNER JOIN Appearances as a ON p.PlayerID = a.PlayerID INNER JOIN Accounts as acc ON p.AccountID = acc.AccountID ` ) func (db *DBHandler) readPlayer(rows *sql.Rows) (*core.Player, error) { plr := core.Player{} if err := rows.Scan( &plr.PlayerID, &plr.AccountID, &plr.Slot, &plr.PCStyle.SzFirstName, &plr.PCStyle.SzLastName, &plr.Level, &plr.EquippedNanos[0], &plr.EquippedNanos[1], &plr.EquippedNanos[2], &plr.PCStyle2.IAppearanceFlag, &plr.PCStyle2.ITutorialFlag, &plr.PCStyle2.IPayzoneFlag, &plr.X, &plr.Y, &plr.Z, &plr.PCStyle.INameCheck, &plr.Angle, &plr.HP, &plr.FusionMatter, &plr.Taros, &plr.Quests, &plr.BatteryW, &plr.BatteryN, &plr.Mentor, &plr.WarpLocationFlag, &plr.SkywayLocationFlag, &plr.CurrentMissionID, &plr.FirstUseFlag, &plr.PCStyle.IBody, &plr.PCStyle.IEyeColor, &plr.PCStyle.IFaceStyle, &plr.PCStyle.IGender, &plr.PCStyle.IHairColor, &plr.PCStyle.IHairStyle, &plr.PCStyle.IHeight, &plr.PCStyle.ISkinColor, &plr.AccountLevel); err != nil { return nil, err } plr.PCStyle.IPC_UID = int64(plr.PlayerID) inven, err := db.GetPlayerInventorySlots(plr.PlayerID, 0, config.AEQUIP_COUNT+config.AINVEN_COUNT+config.ABANK_COUNT) if err != nil { return nil, err } // populate player inven for i, item := range inven { if item.IID == 0 { // skip empty slots continue } switch { case i < config.AEQUIP_COUNT: plr.Equip[i] = item case i < config.AEQUIP_COUNT+config.AINVEN_COUNT: plr.Inven[i-config.AEQUIP_COUNT] = item default: plr.Bank[i-config.AEQUIP_COUNT-config.AINVEN_COUNT] = item } } return &plr, nil } func (db *DBHandler) GetPlayer(PlayerID int) (*core.Player, error) { rows, err := db.Query(QUERY_PLAYERS+"WHERE p.PlayerID = ?", PlayerID) if err != nil { return nil, err } var plr *core.Player for rows.Next() { plr, err = db.readPlayer(rows) if err != nil { return nil, err } } return plr, nil } func (db *DBHandler) GetPlayers(AccountID int) ([]core.Player, error) { rows, err := db.Query(QUERY_PLAYERS+"WHERE p.AccountID = ?", AccountID) if err != nil { return nil, err } var plrs []core.Player for rows.Next() { plr, err := db.readPlayer(rows) if err != nil { return nil, err } plrs = append(plrs, *plr) } return plrs, nil }