mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2025-11-16 23:10:09 +00:00
Cleanup for 1.2.
Cleaned up whitespace, comments, brace style, etc. Updated tdata reference.
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@@ -100,8 +100,7 @@ auto db = make_storage("database.db",
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#pragma region LoginServer
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void Database::open()
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{
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void Database::open() {
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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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@@ -130,8 +129,7 @@ int Database::getPlayersCount() {
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return db.count<DbPlayer>();
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}
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int Database::addAccount(std::string login, std::string password)
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{
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int Database::addAccount(std::string login, std::string password) {
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std::lock_guard<std::mutex> lock(dbCrit);
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password = BCrypt::generateHash(password);
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@@ -143,19 +141,17 @@ int Database::addAccount(std::string login, std::string password)
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return db.insert(account);
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}
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void Database::updateSelected(int accountId, int slot)
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{
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void Database::updateSelected(int accountId, int slot) {
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std::lock_guard<std::mutex> lock(dbCrit);
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Account acc = db.get<Account>(accountId);
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acc.Selected = slot;
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//timestamp
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// timestamp
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acc.LastLogin = getTimestamp();
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db.update(acc);
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}
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std::unique_ptr<Database::Account> Database::findAccount(std::string login)
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{
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std::unique_ptr<Database::Account> Database::findAccount(std::string login) {
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std::lock_guard<std::mutex> lock(dbCrit);
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// this is awful, I've tried everything to improve it
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@@ -167,8 +163,7 @@ std::unique_ptr<Database::Account> Database::findAccount(std::string login)
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std::unique_ptr<Account>(new Account(find.front()));
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}
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bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
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{
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bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck) {
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std::lock_guard<std::mutex> lock(dbCrit);
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std::string First = U16toU8(nameCheck->szFirstName);
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@@ -180,8 +175,7 @@ bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
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.empty());
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}
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int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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{
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int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID) {
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std::lock_guard<std::mutex> lock(dbCrit);
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// fail if the player already has 4 or more characters
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@@ -190,7 +184,7 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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DbPlayer create = {};
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//set timestamp
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// set timestamp
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create.Created = getTimestamp();
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// save packet data
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create.FirstName = U16toU8(save->szFirstName);
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@@ -226,7 +220,7 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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create.y_coordinates = settings::SPAWN_Y;
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create.z_coordinates = settings::SPAWN_Z;
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create.angle = settings::SPAWN_ANGLE;
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//set mentor to computress
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// set mentor to computress
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create.Mentor = 5;
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// initialize the quest blob to 128 0-bytes
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@@ -235,8 +229,7 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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return db.insert(create);
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}
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void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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{
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void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character) {
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std::lock_guard<std::mutex> lock(dbCrit);
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DbPlayer finish = getDbPlayerById(character->PCStyle.iPC_UID);
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@@ -277,8 +270,7 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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db.insert(UB);
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}
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void Database::finishTutorial(int PlayerID)
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{
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void Database::finishTutorial(int PlayerID) {
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std::lock_guard<std::mutex> lock(dbCrit);
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Player finish = getPlayer(PlayerID);
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@@ -307,8 +299,7 @@ void Database::finishTutorial(int PlayerID)
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db.update(playerToDb(&finish));
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}
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int Database::deleteCharacter(int characterID, int userID)
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{
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int Database::deleteCharacter(int characterID, int userID) {
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std::lock_guard<std::mutex> lock(dbCrit);
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auto find =
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@@ -321,8 +312,7 @@ int Database::deleteCharacter(int characterID, int userID)
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return slot;
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}
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std::vector <Player> Database::getCharacters(int UserID)
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{
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std::vector <Player> Database::getCharacters(int UserID) {
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std::lock_guard<std::mutex> lock(dbCrit);
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std::vector<DbPlayer>characters =
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@@ -361,9 +351,8 @@ void Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save) {
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db.update(Player);
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}
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Database::DbPlayer Database::playerToDb(Player *player)
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{
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//TODO: move stuff that is never updated to separate table so it doesn't try to update it every time
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Database::DbPlayer Database::playerToDb(Player *player) {
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// TODO: move stuff that is never updated to separate table so it doesn't try to update it every time
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DbPlayer result = {};
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result.PlayerID = player->iID;
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@@ -395,8 +384,7 @@ Database::DbPlayer Database::playerToDb(Player *player)
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result.y_coordinates = player->y;
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result.z_coordinates = player->z;
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result.angle = player->angle;
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}
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else {
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} else {
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result.x_coordinates = player->lastX;
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result.y_coordinates = player->lastY;
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result.z_coordinates = player->lastZ;
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@@ -580,8 +568,7 @@ void Database::updateNanos(Player *player) {
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where(c(&Nano::playerId) == player->iID)
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);
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// insert
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for (int i=1; i < SIZEOF_NANO_BANK_SLOT; i++)
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{
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for (int i=1; i < SIZEOF_NANO_BANK_SLOT; i++) {
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if ((player->Nanos[i]).iID == 0)
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continue;
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Nano toAdd = {};
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@@ -603,8 +590,7 @@ void Database::updateQuests(Player* player) {
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where(c(&DbQuest::PlayerId) == player->iID)
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);
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// insert
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for (int i = 0; i < ACTIVE_MISSION_COUNT; i++)
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{
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for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
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if (player->tasks[i] == 0)
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continue;
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DbQuest toAdd = {};
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@@ -655,8 +641,7 @@ void Database::removeExpiredVehicles(Player* player) {
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std::vector<sItemBase*> toRemove;
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// equiped vehicle
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if (player->Equip[8].iOpt > 0 && player->Equip[8].iTimeLimit < currentTime)
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{
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if (player->Equip[8].iOpt > 0 && player->Equip[8].iTimeLimit < currentTime) {
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toRemove.push_back(&player->Equip[8]);
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player->toRemoveVehicle.eIL = 0;
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player->toRemoveVehicle.iSlotNum = 8;
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