mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2026-01-16 04:50:05 +00:00
Cleaned up all whitespace issues.
The incantation was: sed -i 's/[ \t]*$//g' src/*.[ch]pp
This commit is contained in:
@@ -73,7 +73,7 @@ auto db = make_storage("database.db",
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#pragma region LoginServer
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void Database::open()
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void Database::open()
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{
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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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@@ -83,7 +83,7 @@ void Database::open()
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)
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}
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int Database::addAccount(std::string login, std::string password)
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int Database::addAccount(std::string login, std::string password)
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{
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password = BCrypt::generateHash(password);
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Account x = {};
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@@ -100,7 +100,7 @@ void Database::updateSelected(int accountId, int slot)
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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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std::unique_ptr<Database::Account> Database::findAccount(std::string login)
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{
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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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@@ -108,7 +108,7 @@ std::unique_ptr<Database::Account> Database::findAccount(std::string login)
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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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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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@@ -122,7 +122,7 @@ 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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int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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{
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// fail if the player already has 4 or more characters
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if (db.count<DbPlayer>(where(c(&DbPlayer::AccountID) == AccountID)) >= 4)
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@@ -169,7 +169,7 @@ 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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void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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{
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DbPlayer finish = getDbPlayerById(character->PCStyle.iPC_UID);
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finish.AppearanceFlag = 1;
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@@ -188,7 +188,7 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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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.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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@@ -209,11 +209,11 @@ 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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void Database::finishTutorial(int PlayerID)
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{
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Player finish = getPlayer(PlayerID);
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//set flag
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finish.PCStyle2.iTutorialFlag= 1;
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//set flag
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finish.PCStyle2.iTutorialFlag= 1;
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//add Gun
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Inventory LightningGun = {};
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LightningGun.playerId = PlayerID;
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@@ -237,7 +237,7 @@ 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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int Database::deleteCharacter(int characterID, int userID)
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{
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auto find =
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db.get_all<DbPlayer>(where(c(&DbPlayer::PlayerID) == characterID and c(&DbPlayer::AccountID)==userID));
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@@ -249,7 +249,7 @@ 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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std::vector <Player> Database::getCharacters(int UserID)
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{
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std::vector<DbPlayer>characters =
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db.get_all<DbPlayer>(where
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@@ -257,7 +257,7 @@ std::vector <Player> Database::getCharacters(int 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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Player toadd = DbToPlayer(character);
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result.push_back(
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toadd
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);
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@@ -340,7 +340,7 @@ Database::DbPlayer Database::playerToDb(Player *player)
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Player Database::DbToPlayer(DbPlayer player) {
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Player result = {}; // fixes some weird memory errors, this zeros out the members (not the padding inbetween though)
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result.iID = player.PlayerID;
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result.accountId = player.AccountID;
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result.PCStyle2.iAppearanceFlag = player.AppearanceFlag;
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@@ -374,7 +374,7 @@ Player Database::DbToPlayer(DbPlayer player) {
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result.equippedNanos[0] = player.Nano1;
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result.equippedNanos[1] = player.Nano2;
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result.equippedNanos[2] = player.Nano3;
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Database::getInventory(&result);
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Database::getNanos(&result);
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@@ -479,7 +479,7 @@ void Database::updateNanos(Player *player) {
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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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{
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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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@@ -506,7 +506,7 @@ void Database::getInventory(Player* player) {
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toSet.iTimeLimit = current.TimeLimit;
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//assign to proper arrays
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if (current.slot <= AEQUIP_COUNT)
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player->Equip[current.slot] = toSet;
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player->Equip[current.slot] = toSet;
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else if (current.slot <= (AEQUIP_COUNT + AINVEN_COUNT))
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player->Inven[current.slot - AEQUIP_COUNT] = toSet;
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else
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