Cleanup for 1.2.

Cleaned up whitespace, comments, brace style, etc.
Updated tdata reference.
This commit is contained in:
2020-10-19 19:26:14 +02:00
parent d713fafb1c
commit 10534886b8
24 changed files with 234 additions and 286 deletions

View File

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