gopenfusion/core/db/players.go
CPunch bb29a988b3 landwalker achieved!
- the shard's ip sent to the client via the login server is currently hardcoded in config/config.go
- no packets other than P_CL2FE_REQ_PC_ENTER and P_CL2FE_REQ_PC_LOADING_COMPLETE are supported via the shard server
2023-03-22 17:07:16 -05:00

202 lines
6.0 KiB
Go

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{ActiveNanoSlotNum: -1}
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
}