2020-08-28 18:02:03 +00:00
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#include "Database.hpp"
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2020-09-03 02:25:09 +00:00
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#include "contrib/bcrypt/BCrypt.hpp"
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2020-09-01 22:37:09 +00:00
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#include "CNProtocol.hpp"
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#include <string>
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#include "contrib/JSON.hpp"
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2020-08-28 18:02:03 +00:00
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#include "CNStructs.hpp"
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#include "settings.hpp"
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#include "Player.hpp"
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2020-09-01 22:37:09 +00:00
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#include "CNStructs.hpp"
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#include "contrib/sqlite/sqlite_orm.h"
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using namespace sqlite_orm;
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# pragma region DatabaseScheme
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auto db = make_storage("database.db",
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2020-09-02 15:53:39 +00:00
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make_table("Accounts",
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make_column("AccountID", &Database::Account::AccountID, autoincrement(), primary_key()),
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make_column("Login", &Database::Account::Login),
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make_column("Password", &Database::Account::Password),
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make_column("Selected", &Database::Account::Selected)
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),
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make_table("Players",
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make_column("PlayerID", &Database::DbPlayer::PlayerID, autoincrement(), primary_key()),
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make_column("AccountID", &Database::DbPlayer::AccountID),
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make_column("Slot", &Database::DbPlayer::slot),
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make_column("Firstname", &Database::DbPlayer::FirstName),
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make_column("LastName", &Database::DbPlayer::LastName),
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make_column("Level", &Database::DbPlayer::Level),
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2020-09-07 00:16:44 +00:00
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make_column("Nano1", &Database::DbPlayer::Nano1),
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make_column("Nano2", &Database::DbPlayer::Nano2),
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make_column("Nano3", &Database::DbPlayer::Nano3),
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2020-09-02 15:53:39 +00:00
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make_column("AppearanceFlag", &Database::DbPlayer::AppearanceFlag),
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make_column("TutorialFlag", &Database::DbPlayer::TutorialFlag),
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make_column("PayZoneFlag", &Database::DbPlayer::PayZoneFlag),
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make_column("XCoordinates", &Database::DbPlayer::x_coordinates),
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make_column("YCoordinates", &Database::DbPlayer::y_coordinates),
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2020-09-02 22:22:00 +00:00
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make_column("ZCoordinates", &Database::DbPlayer::z_coordinates),
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make_column("Angle", &Database::DbPlayer::angle),
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2020-09-02 15:53:39 +00:00
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make_column("Body", &Database::DbPlayer::Body),
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make_column("Class", &Database::DbPlayer::Class),
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make_column("EyeColor", &Database::DbPlayer::EyeColor),
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make_column("FaceStyle", &Database::DbPlayer::FaceStyle),
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make_column("Gender", &Database::DbPlayer::Gender),
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make_column("HP", &Database::DbPlayer::HP),
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make_column("HairColor", &Database::DbPlayer::HairColor),
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make_column("HairStyle", &Database::DbPlayer::HairStyle),
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make_column("Height", &Database::DbPlayer::Height),
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make_column("NameCheck", &Database::DbPlayer::NameCheck),
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make_column("SkinColor", &Database::DbPlayer::SkinColor),
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make_column("isGM", &Database::DbPlayer::isGM),
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make_column("FusionMatter", &Database::DbPlayer::FusionMatter),
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2020-09-02 22:22:00 +00:00
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make_column("Taros", &Database::DbPlayer::Taros),
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make_column("PCState", &Database::DbPlayer::PCState)
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2020-09-02 15:53:39 +00:00
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),
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make_table("Inventory",
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2020-09-07 00:16:44 +00:00
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make_column("PlayerId", &Database::Inventory::playerId),
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make_column("Slot", &Database::Inventory::slot),
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make_column("Id", &Database::Inventory::id),
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make_column("Type", &Database::Inventory::Type),
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make_column("Opt", &Database::Inventory::Opt),
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make_column("TimeLimit", &Database::Inventory::TimeLimit)
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),
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make_table("Nanos",
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make_column("PlayerId", &Database::Nano::playerId),
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make_column("Id", &Database::Nano::iID),
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make_column("Skill", &Database::Nano::iSkillID),
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make_column("Stamina", &Database::Nano::iStamina)
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2020-09-02 15:53:39 +00:00
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)
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2020-09-01 22:37:09 +00:00
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);
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# pragma endregion DatabaseScheme
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#pragma region LoginServer
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void Database::open()
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{
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2020-09-02 15:53:39 +00:00
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//this parameter means it will try to preserve data during migration
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bool preserve = true;
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db.sync_schema(preserve);
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DEBUGLOG(
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std::cout << "[DB] Database in operation" << std::endl;
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)
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2020-08-28 18:02:03 +00:00
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}
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2020-09-01 22:37:09 +00:00
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int Database::addAccount(std::string login, std::string password)
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{
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2020-09-02 15:53:39 +00:00
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password = BCrypt::generateHash(password);
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2020-09-07 17:23:00 +00:00
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Account x = {};
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2020-09-02 15:53:39 +00:00
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x.Login = login;
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x.Password = password;
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x.Selected = 1;
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return db.insert(x);
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2020-08-28 18:02:03 +00:00
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}
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2020-09-01 22:37:09 +00:00
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void Database::updateSelected(int accountId, int slot)
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{
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2020-09-02 15:53:39 +00:00
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Account acc = db.get<Account>(accountId);
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acc.Selected = slot;
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db.update(acc);
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2020-08-28 18:02:03 +00:00
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}
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2020-09-01 22:37:09 +00:00
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std::unique_ptr<Database::Account> Database::findAccount(std::string login)
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{
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2020-09-02 15:53:39 +00:00
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//this is awful, I've tried everything to improve it
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auto find = db.get_all<Account>(
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where(c(&Account::Login) == login), limit(1));
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if (find.empty())
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return nullptr;
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return
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std::unique_ptr<Account>(new Account(find.front()));
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2020-08-28 18:02:03 +00:00
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}
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2020-09-01 22:37:09 +00:00
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bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
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{
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2020-09-02 15:53:39 +00:00
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//TODO: add colate nocase
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std::string First = U16toU8(nameCheck->szFirstName);
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std::string Last = U16toU8(nameCheck->szLastName);
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return
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(db.get_all<DbPlayer>
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(where((c(&DbPlayer::FirstName) == First)
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and (c(&DbPlayer::LastName) == Last)))
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.empty());
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2020-08-28 18:02:03 +00:00
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}
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2020-09-01 22:37:09 +00:00
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int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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{
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2020-09-03 20:29:29 +00:00
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DbPlayer create = {};
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2020-09-02 15:53:39 +00:00
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//save packet data
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create.FirstName = U16toU8(save->szFirstName);
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create.LastName = U16toU8(save->szLastName);
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create.slot = save->iSlotNum;
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create.AccountID = AccountID;
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//set flags
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create.AppearanceFlag = 0;
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create.TutorialFlag = 0;
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create.PayZoneFlag = 0;
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//set namecheck based on setting
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if (settings::APPROVEALLNAMES || save->iFNCode)
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create.NameCheck = 1;
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else
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create.NameCheck = 0;
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//create default body character
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create.Body= 0;
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create.Class= 0;
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create.EyeColor= 1;
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create.FaceStyle= 1;
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create.Gender= 1;
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create.HP= 1000;
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create.HairColor= 1;
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create.HairStyle = 1;
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create.Height= 0;
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create.Level= 1;
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create.SkinColor= 1;
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create.isGM = false;
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//commented and disabled for now
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//if (U16toU8(save->szFirstName) == settings::GMPASS) {
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// create.isGM = true;
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//}
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create.FusionMatter= 0;
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create.Taros= 0;
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2020-09-02 22:22:00 +00:00
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create.PCState = 0;
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2020-09-02 15:53:39 +00:00
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create.x_coordinates = settings::SPAWN_X;
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create.y_coordinates= settings::SPAWN_Y;
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create.z_coordinates= settings::SPAWN_Z;
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2020-09-02 22:22:00 +00:00
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create.angle = 0;
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2020-09-02 15:53:39 +00:00
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return db.insert(create);
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2020-08-28 18:02:03 +00:00
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}
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2020-09-01 22:37:09 +00:00
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void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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{
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2020-09-02 15:53:39 +00:00
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DbPlayer finish = getDbPlayerById(character->PCStyle.iPC_UID);
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finish.AppearanceFlag = 1;
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finish.Body = character->PCStyle.iBody;
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finish.Class = character->PCStyle.iClass;
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finish.EyeColor = character->PCStyle.iEyeColor;
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finish.FaceStyle = character->PCStyle.iFaceStyle;
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finish.Gender = character->PCStyle.iGender;
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finish.HairColor = character->PCStyle.iHairColor;
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finish.HairStyle = character->PCStyle.iHairStyle;
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finish.Height = character->PCStyle.iHeight;
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finish.Level = 1;
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finish.SkinColor = character->PCStyle.iSkinColor;
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db.update(finish);
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2020-09-07 00:16:44 +00:00
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//clothes
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Inventory Foot, LB, UB;
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Foot.playerId = character->PCStyle.iPC_UID;
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Foot.id = character->sOn_Item.iEquipFootID;
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Foot.Type = 3;
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Foot.slot = 3;
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Foot.Opt = 1;
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Foot.TimeLimit = 0;
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db.insert(Foot);
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LB.playerId = character->PCStyle.iPC_UID;
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LB.id = character->sOn_Item.iEquipLBID;
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LB.Type = 2;
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LB.slot = 2;
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LB.Opt = 1;
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LB.TimeLimit = 0;
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db.insert(LB);
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UB.playerId = character->PCStyle.iPC_UID;
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UB.id = character->sOn_Item.iEquipUBID;
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UB.Type = 1;
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UB.slot = 1;
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UB.Opt = 1;
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UB.TimeLimit = 0;
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db.insert(UB);
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2020-08-28 18:02:03 +00:00
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}
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2020-09-01 22:37:09 +00:00
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void Database::finishTutorial(int PlayerID)
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{
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2020-09-07 00:16:44 +00:00
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//set flag
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2020-09-02 15:53:39 +00:00
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DbPlayer finish = getDbPlayerById(PlayerID);
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2020-09-07 00:16:44 +00:00
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finish.TutorialFlag = 1;
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//add Gun
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Inventory LightningGun = {};
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LightningGun.playerId = PlayerID;
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LightningGun.id = 328;
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LightningGun.slot = 0;
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LightningGun.Type = 0;
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LightningGun.Opt = 1;
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db.insert(LightningGun);
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//add Nano
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Nano Buttercup = {};
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Buttercup.playerId = PlayerID;
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Buttercup.iID = 1;
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Buttercup.iSkillID = 1;
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Buttercup.iStamina = 150;
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finish.Nano1 = 1;
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db.insert(Buttercup);
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2020-09-02 15:53:39 +00:00
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db.update(finish);
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2020-08-28 18:02:03 +00:00
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}
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2020-09-01 22:37:09 +00:00
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int Database::deleteCharacter(int characterID)
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{
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2020-09-02 15:53:39 +00:00
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auto find =
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db.get_all<DbPlayer>(where(c(&DbPlayer::PlayerID) == characterID));
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int slot = find.front().slot;
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db.remove<DbPlayer>(find.front().PlayerID);
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return slot;
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2020-08-28 18:02:03 +00:00
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}
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2020-09-01 22:37:09 +00:00
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std::vector <Player> Database::getCharacters(int UserID)
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{
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2020-09-02 15:53:39 +00:00
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std::vector<DbPlayer>characters =
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db.get_all<DbPlayer>(where
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(c(&DbPlayer::AccountID) == UserID));
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//parsing DbPlayer to Player
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std::vector<Player> result = std::vector<Player>();
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for (auto &character : characters) {
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Player toadd = DbToPlayer(character);
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result.push_back(
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toadd
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);
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}
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return result;
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2020-08-28 18:02:03 +00:00
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}
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2020-09-01 22:37:09 +00:00
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void Database::evaluateCustomName(int characterID, CUSTOMNAME decision) {
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2020-09-02 15:53:39 +00:00
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DbPlayer player = getDbPlayerById(characterID);
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player.NameCheck = (int)decision;
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db.update(player);
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2020-08-28 18:02:03 +00:00
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}
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2020-09-01 22:37:09 +00:00
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void Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save) {
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2020-09-02 15:53:39 +00:00
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DbPlayer Player = getDbPlayerById(save->iPCUID);
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Player.FirstName = U16toU8(save->szFirstName);
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Player.LastName = U16toU8(save->szLastName);
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if (settings::APPROVEALLNAMES || save->iFNCode)
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Player.NameCheck = 1;
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else
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Player.NameCheck = 0;
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db.update(Player);
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2020-08-28 18:02:03 +00:00
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}
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2020-09-01 22:37:09 +00:00
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Database::DbPlayer Database::playerToDb(Player player)
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{
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2020-09-03 20:29:29 +00:00
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DbPlayer result = {}; // fixes some weird memory errors, this zeros out the members (not the padding inbetween though)
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2020-09-02 15:53:39 +00:00
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result.PlayerID = player.iID;
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result.AccountID = player.accountId;
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result.AppearanceFlag = player.PCStyle2.iAppearanceFlag;
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result.Body = player.PCStyle.iBody;
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result.Class = player.PCStyle.iClass;
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result.EyeColor = player.PCStyle.iEyeColor;
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result.FaceStyle = player.PCStyle.iFaceStyle;
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result.FirstName = U16toU8( player.PCStyle.szFirstName);
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2020-09-02 22:22:00 +00:00
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result.FusionMatter = player.fusionmatter;
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2020-09-02 15:53:39 +00:00
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result.Gender = player.PCStyle.iGender;
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result.HairColor = player.PCStyle.iHairColor;
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result.HairStyle = player.PCStyle.iHairStyle;
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result.Height = player.PCStyle.iHeight;
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result.HP = player.HP;
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result.isGM = player.IsGM;
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result.LastName = U16toU8(player.PCStyle.szLastName);
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result.Level = player.level;
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result.NameCheck = player.PCStyle.iNameCheck;
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result.PayZoneFlag = player.PCStyle2.iPayzoneFlag;
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result.PlayerID = player.PCStyle.iPC_UID;
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result.SkinColor = player.PCStyle.iSkinColor;
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result.slot = player.slot;
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2020-09-02 22:22:00 +00:00
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result.Taros = player.money;
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2020-09-02 15:53:39 +00:00
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result.TutorialFlag = player.PCStyle2.iTutorialFlag;
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result.x_coordinates = player.x;
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result.y_coordinates = player.y;
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|
|
|
result.z_coordinates = player.z;
|
2020-09-02 22:22:00 +00:00
|
|
|
result.angle = player.angle;
|
2020-09-07 00:16:44 +00:00
|
|
|
result.Nano1 = player.equippedNanos[0];
|
|
|
|
result.Nano2 = player.equippedNanos[1];
|
|
|
|
result.Nano3 = player.equippedNanos[2];
|
2020-09-02 15:53:39 +00:00
|
|
|
return result;
|
2020-08-28 18:02:03 +00:00
|
|
|
}
|
|
|
|
|
2020-09-01 22:37:09 +00:00
|
|
|
Player Database::DbToPlayer(DbPlayer player) {
|
2020-09-03 20:29:29 +00:00
|
|
|
Player result = {}; // fixes some weird memory errors, this zeros out the members (not the padding inbetween though)
|
2020-09-02 15:53:39 +00:00
|
|
|
|
2020-09-02 22:22:00 +00:00
|
|
|
result.iID = player.PlayerID;
|
2020-09-02 15:53:39 +00:00
|
|
|
result.accountId = player.AccountID;
|
|
|
|
result.PCStyle2.iAppearanceFlag = player.AppearanceFlag;
|
|
|
|
result.PCStyle.iBody = player.Body;
|
|
|
|
result.PCStyle.iClass = player.Class;
|
|
|
|
result.PCStyle.iEyeColor = player.EyeColor;
|
|
|
|
result.PCStyle.iFaceStyle = player.FaceStyle;
|
|
|
|
U8toU16(player.FirstName, result.PCStyle.szFirstName);
|
|
|
|
result.PCStyle.iGender = player.Gender;
|
|
|
|
result.PCStyle.iHairColor = player.HairColor;
|
|
|
|
result.PCStyle.iHairStyle = player.HairStyle;
|
|
|
|
result.PCStyle.iHeight = player.Height;
|
|
|
|
result.HP = player.HP;
|
|
|
|
result.IsGM = player.isGM;
|
|
|
|
U8toU16(player.LastName, result.PCStyle.szLastName);
|
|
|
|
result.level = player.Level;
|
|
|
|
result.PCStyle.iNameCheck = player.NameCheck;
|
|
|
|
result.PCStyle2.iPayzoneFlag = player.PayZoneFlag;
|
|
|
|
result.iID = player.PlayerID;
|
|
|
|
result.PCStyle.iPC_UID = player.PlayerID;
|
|
|
|
result.PCStyle.iSkinColor = player.SkinColor;
|
|
|
|
result.slot = player.slot;
|
|
|
|
result.PCStyle2.iTutorialFlag = player.TutorialFlag;
|
|
|
|
result.x = player.x_coordinates;
|
|
|
|
result.y = player.y_coordinates;
|
|
|
|
result.z = player.z_coordinates;
|
2020-09-02 22:22:00 +00:00
|
|
|
result.angle = player.angle;
|
|
|
|
result.money = player.Taros;
|
|
|
|
result.fusionmatter = player.FusionMatter;
|
2020-09-01 22:37:09 +00:00
|
|
|
|
2020-09-07 00:16:44 +00:00
|
|
|
result.equippedNanos[0] = player.Nano1;
|
|
|
|
result.equippedNanos[1] = player.Nano2;
|
|
|
|
result.equippedNanos[2] = player.Nano3;
|
|
|
|
|
|
|
|
Database::getInventory(&result);
|
|
|
|
Database::getNanos(&result);
|
2020-09-02 15:53:39 +00:00
|
|
|
return result;
|
2020-08-28 18:02:03 +00:00
|
|
|
}
|
|
|
|
|
2020-09-01 22:37:09 +00:00
|
|
|
Database::DbPlayer Database::getDbPlayerById(int id) {
|
2020-09-02 15:53:39 +00:00
|
|
|
return db.get_all<DbPlayer>(where(c(&DbPlayer::PlayerID) == id))
|
|
|
|
.front();
|
2020-08-28 18:02:03 +00:00
|
|
|
}
|
|
|
|
|
2020-09-07 00:16:44 +00:00
|
|
|
Player Database::getPlayer(int id) {
|
|
|
|
return DbToPlayer(
|
|
|
|
getDbPlayerById(id)
|
|
|
|
);
|
|
|
|
}
|
|
|
|
|
2020-09-01 22:37:09 +00:00
|
|
|
#pragma endregion LoginServer
|
2020-09-02 22:22:00 +00:00
|
|
|
|
|
|
|
void Database::updatePlayer(Player player) {
|
|
|
|
DbPlayer toUpdate = playerToDb(player);
|
|
|
|
db.update(toUpdate);
|
2020-09-07 00:16:44 +00:00
|
|
|
updateInventory(player);
|
|
|
|
updateNanos(player);
|
|
|
|
}
|
|
|
|
|
|
|
|
void Database::updateInventory(Player player) {
|
|
|
|
//start transaction
|
|
|
|
db.begin_transaction();
|
|
|
|
//remove all previous items
|
|
|
|
db.remove_all<Inventory>(
|
|
|
|
where(c(&Inventory::playerId) == player.iID)
|
|
|
|
);
|
|
|
|
//insert equip
|
|
|
|
for (int i = 0; i < AEQUIP_COUNT; i++) {
|
|
|
|
if (player.Equip[i].iID != 0) {
|
|
|
|
sItemBase* next = &player.Equip[i];
|
|
|
|
Inventory toAdd = {};
|
|
|
|
toAdd.playerId = player.iID;
|
|
|
|
toAdd.slot = i;
|
|
|
|
toAdd.id = next->iID;
|
|
|
|
toAdd.Opt = next->iOpt;
|
|
|
|
toAdd.Type = next->iType;
|
|
|
|
toAdd.TimeLimit = next->iTimeLimit;
|
|
|
|
db.insert(toAdd);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//insert inventory
|
|
|
|
for (int i = 0; i < AINVEN_COUNT; i++) {
|
|
|
|
if (player.Inven[i].iID != 0) {
|
|
|
|
sItemBase* next = &player.Inven[i];
|
|
|
|
Inventory toAdd = {};
|
|
|
|
toAdd.playerId = player.iID;
|
|
|
|
toAdd.slot = i + AEQUIP_COUNT;
|
|
|
|
toAdd.id = next->iID;
|
|
|
|
toAdd.Opt = next->iOpt;
|
|
|
|
toAdd.Type = next->iType;
|
|
|
|
toAdd.TimeLimit = next->iTimeLimit;
|
|
|
|
db.insert(toAdd);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
db.commit();
|
|
|
|
}
|
|
|
|
void Database::updateNanos(Player player) {
|
|
|
|
//start transaction
|
|
|
|
db.begin_transaction();
|
|
|
|
//remove all
|
|
|
|
db.remove_all<Nano>(
|
|
|
|
where(c(&Nano::playerId) == player.iID)
|
|
|
|
);
|
|
|
|
//insert
|
|
|
|
int i = 1;
|
|
|
|
while ((i<SIZEOF_NANO_BANK_SLOT)&&(player.Nanos[i]).iID!=0){
|
|
|
|
Nano toAdd = {};
|
|
|
|
sNano* next = &player.Nanos[i];
|
|
|
|
toAdd.playerId = player.iID;
|
|
|
|
toAdd.iID = next->iID;
|
|
|
|
toAdd.iSkillID = next->iSkillID;
|
|
|
|
toAdd.iStamina = next->iStamina;
|
|
|
|
db.insert(toAdd);
|
|
|
|
i++;
|
|
|
|
}
|
|
|
|
db.commit();
|
|
|
|
}
|
|
|
|
void Database::getInventory(Player* player) {
|
|
|
|
//get items from DB
|
|
|
|
auto items = db.get_all<Inventory>(
|
|
|
|
where(c(&Inventory::playerId) == player->iID)
|
|
|
|
);
|
|
|
|
//set items
|
|
|
|
for (const Inventory ¤t : items) {
|
|
|
|
sItemBase toSet = {};
|
|
|
|
toSet.iID = current.id;
|
|
|
|
toSet.iType = current.Type;
|
|
|
|
toSet.iOpt = current.Opt;
|
|
|
|
toSet.iTimeLimit = current.TimeLimit;
|
|
|
|
if (current.slot > AEQUIP_COUNT)
|
|
|
|
player->Inven[current.slot - AEQUIP_COUNT] = toSet;
|
|
|
|
else
|
|
|
|
player->Equip[current.slot] = toSet;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
void Database::getNanos(Player* player) {
|
|
|
|
//get from DB
|
|
|
|
auto nanos = db.get_all<Nano>(
|
|
|
|
where(c(&Nano::playerId) == player->iID)
|
|
|
|
);
|
|
|
|
//set
|
|
|
|
for (const Nano& current : nanos) {
|
|
|
|
sNano *toSet = &player->Nanos[current.iID];
|
|
|
|
toSet->iID = current.iID;
|
|
|
|
toSet->iSkillID = current.iSkillID;
|
|
|
|
toSet->iStamina = current.iStamina;
|
|
|
|
}
|
2020-09-02 22:22:00 +00:00
|
|
|
}
|