mirror of
https://github.com/CPunch/gopenfusion.git
synced 2024-11-24 08:01:06 +00:00
unknown
8f00a0c492
you should be able to view other players and jump around together, although while testing locally one of the clients would always trigger the "Some irregularities have been found with your connection to the server, so your game will be closed" speed check for some reason ??? really not sure, might just be my machine chunking uhhh works ? kind of, not tested for more than a few seconds before one of the clients disconnects
200 lines
6.1 KiB
Go
200 lines
6.1 KiB
Go
package db
|
|
|
|
import (
|
|
"database/sql"
|
|
|
|
"github.com/CPunch/gopenfusion/config"
|
|
"github.com/CPunch/gopenfusion/core/entity"
|
|
"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
|
|
rows, err := tx.Query(
|
|
"INSERT INTO Players (AccountID, Slot, FirstName, LastName, XCoordinate, YCoordinate, ZCoordinate, Angle, HP, NameCheck, Quests, SkywayLocationFlag, FirstUseFlag) VALUES ($1, $2, $3, $4, $5, $6, $7, $8, $9, $10, $11, $12, $13) 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, rows); err != nil {
|
|
return err
|
|
}
|
|
|
|
// create appearance
|
|
if _, err := tx.Exec("INSERT INTO Appearances (PlayerID) VALUES ($1)", 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 = $1 AND AccountID = $2 AND AppearanceFlag = 0", character.PCStyle.IPC_UID, AccountId)
|
|
if err != nil {
|
|
return err
|
|
}
|
|
|
|
// update Appearance
|
|
_, err = tx.Exec("UPDATE Appearances SET Body = $1, EyeColor = $2, FaceStyle = $3, Gender = $4, HairColor = $5, HairStyle = $6, Height = $7, SkinColor = $8 WHERE PlayerID = $9",
|
|
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, $2, $3, $4, 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 = $1 AND AccountID = $2 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 = $1 AND PlayerID = $2 RETURNING Slot")
|
|
if err != nil {
|
|
return -1, err
|
|
}
|
|
|
|
var slot int
|
|
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) (*entity.Player, error) {
|
|
plr := entity.Player{ActiveNanoSlotNum: 0}
|
|
|
|
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) (*entity.Player, error) {
|
|
rows, err := db.Query(QUERY_PLAYERS+"WHERE p.PlayerID = $1", PlayerID)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
var plr *entity.Player
|
|
for rows.Next() {
|
|
plr, err = db.readPlayer(rows)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
}
|
|
|
|
return plr, nil
|
|
}
|
|
|
|
func (db *DBHandler) GetPlayers(AccountID int) ([]entity.Player, error) {
|
|
rows, err := db.Query(QUERY_PLAYERS+"WHERE p.AccountID = $1", AccountID)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
var plrs []entity.Player
|
|
for rows.Next() {
|
|
plr, err := db.readPlayer(rows)
|
|
if err != nil {
|
|
return nil, err
|
|
}
|
|
|
|
plrs = append(plrs, *plr)
|
|
}
|
|
|
|
return plrs, nil
|
|
}
|