mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2024-12-23 03:40:05 +00:00
Reimplement DB functions 1/2
implemented addAccount implemented updateSelected implemented findAccount validateCharacter isNameFree and isSlotFree implemented getTableSize function implemented functions for name save, character creation and finishing tutorial
This commit is contained in:
parent
34ca36062c
commit
2f5c2a8764
@ -121,24 +121,27 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
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if (!CNLoginServer::isLoginDataGood(userLogin, userPassword))
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return loginFail(LoginError::LOGIN_ERROR, userLogin, sock);
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std::unique_ptr<Database::Account> findUser = Database::findAccount(userLogin);
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if (findUser == nullptr)
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Database::Account findUser = {};
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Database::findAccount(&findUser, userLogin);
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// if 0 was returned, account was not found
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if (findUser.AccountID == 0)
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return newAccount(sock, userLogin, userPassword, login->iClientVerC);
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if (!CNLoginServer::isPasswordCorrect(findUser->Password, userPassword))
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if (!CNLoginServer::isPasswordCorrect(findUser.Password, userPassword))
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return loginFail(LoginError::ID_AND_PASSWORD_DO_NOT_MATCH, userLogin, sock);
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/*
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* calling this here to timestamp login attempt,
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* in order to make duplicate exit sanity check work
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*/
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Database::updateSelected(findUser->AccountID, findUser->Selected);
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Database::updateSelected(findUser.AccountID, findUser.Selected);
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if (CNLoginServer::isAccountInUse(findUser->AccountID))
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if (CNLoginServer::isAccountInUse(findUser.AccountID))
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return loginFail(LoginError::ID_ALREADY_IN_USE, userLogin, sock);
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loginSessions[sock] = CNLoginData();
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loginSessions[sock].userID = findUser->AccountID;
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loginSessions[sock].userID = findUser.AccountID;
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loginSessions[sock].lastHeartbeat = getTime();
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std::vector<sP_LS2CL_REP_CHAR_INFO> characters = Database::getCharInfo(loginSessions[sock].userID);
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@ -147,7 +150,7 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
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memcpy(resp.szID, login->szID, sizeof(login->szID));
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resp.iCharCount = characters.size();
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resp.iSlotNum = findUser->Selected;
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resp.iSlotNum = findUser.Selected;
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resp.iPaymentFlag = 1;
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resp.iOpenBetaFlag = 0;
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resp.uiSvrTime = getTime();
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@ -178,7 +181,7 @@ void CNLoginServer::login(CNSocket* sock, CNPacketData* data) {
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void CNLoginServer::newAccount(CNSocket* sock, std::string userLogin, std::string userPassword, int32_t clientVerC) {
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loginSessions[sock] = CNLoginData();
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loginSessions[sock].userID = Database::addAccount(userLogin, userPassword);
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loginSessions[sock].userID = Database::addAccount(userLogin, userPassword); //TODO: Add logic if query fails
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loginSessions[sock].lastHeartbeat = getTime();
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INITSTRUCT(sP_LS2CL_REP_LOGIN_SUCC, resp);
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563
src/Database.cpp
563
src/Database.cpp
@ -33,8 +33,8 @@ void Database::open() {
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createTables();
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std::cout << "[INFO] Database in operation ";
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int accounts = getAccountsCount();
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int players = getPlayersCount();
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int accounts = getTableSize("Accounts");
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int players = getTableSize("Players");
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std::string message = "";
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if (accounts > 0) {
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message += ": Found " + std::to_string(accounts) + " Account";
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@ -59,58 +59,58 @@ void Database::createTables() {
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"AccountID" INTEGER NOT NULL,
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"Login" TEXT NOT NULL UNIQUE,
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"Password" TEXT NOT NULL,
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"Selected" INTEGER NOT NULL,
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"Created" INTEGER NOT NULL,
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"LastLogin" INTEGER NOT NULL,
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"Selected" INTEGER DEFAULT 1 NOT NULL,
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"Created" INTEGER DEFAULT (strftime('%s', 'now')) NOT NULL,
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"LastLogin" INTEGER DEFAULT (strftime('%s', 'now')) NOT NULL,
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PRIMARY KEY("AccountID" AUTOINCREMENT)
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);
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CREATE TABLE IF NOT EXISTS "Players" (
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CREATE TABLE IF NOT EXISTS "Players" (
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"PlayerID" INTEGER NOT NULL,
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"AccountID" INTEGER NOT NULL,
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"Slot" INTEGER NOT NULL,
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"Firstname" TEXT NOT NULL COLLATE NOCASE,
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"LastName" TEXT NOT NULL COLLATE NOCASE,
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"Created" INTEGER NOT NULL,
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"LastLogin" INTEGER NOT NULL,
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"Level" INTEGER NOT NULL,
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"Nano1" INTEGER NOT NULL,
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"Nano2" INTEGER NOT NULL,
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"Nano3" INTEGER NOT NULL,
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"AppearanceFlag" INTEGER NOT NULL,
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"TutorialFlag" INTEGER NOT NULL,
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"PayZoneFlag" INTEGER NOT NULL,
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"Created" INTEGER DEFAULT (strftime('%s', 'now')) NOT NULL,
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"LastLogin" INTEGER DEFAULT (strftime('%s', 'now')) NOT NULL,
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"Level" INTEGER DEFAULT 1 NOT NULL,
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"Nano1" INTEGER DEFAULT 0 NOT NULL,
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"Nano2" INTEGER DEFAULT 0 NOT NULL,
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"Nano3" INTEGER DEFAULT 0 NOT NULL,
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"AppearanceFlag" INTEGER DEFAULT 0 NOT NULL,
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"TutorialFlag" INTEGER DEFAULT 0 NOT NULL,
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"PayZoneFlag" INTEGER DEFAULT 0 NOT NULL,
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"XCoordinates" INTEGER NOT NULL,
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"YCoordinates" INTEGER NOT NULL,
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"ZCoordinates" INTEGER NOT NULL,
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"Angle" INTEGER NOT NULL,
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"HP" INTEGER NOT NULL,
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"NameCheck" INTEGER NOT NULL,
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"AccountLevel" INTEGER NOT NULL,
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"FusionMatter" INTEGER NOT NULL,
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"Taros" INTEGER NOT NULL,
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"FusionMatter" INTEGER DEFAULT 0 NOT NULL,
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"Taros" INTEGER DEFAULT 0 NOT NULL,
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"Quests" BLOB NOT NULL,
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"BatteryW" INTEGER NOT NULL,
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"BatteryN" INTEGER NOT NULL,
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"Mentor" INTEGER NOT NULL,
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"WarpLocationFlag" INTEGER NOT NULL,
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"SkywayLocationFlag1" INTEGER NOT NULL,
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"SkywayLocationFlag2" INTEGER NOT NULL,
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"CurrentMissionID" INTEGER NOT NULL,
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"BatteryW" INTEGER DEFAULT 0 NOT NULL,
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"BatteryN" INTEGER DEFAULT 0 NOT NULL,
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"Mentor" INTEGER DEFAULT 5 NOT NULL,
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"WarpLocationFlag" INTEGER DEFAULT 0 NOT NULL,
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"SkywayLocationFlag1" INTEGER DEFAULT 0 NOT NULL,
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"SkywayLocationFlag2" INTEGER DEFAULT 0 NOT NULL,
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"CurrentMissionID" INTEGER DEFAULT 0 NOT NULL,
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PRIMARY KEY("PlayerID" AUTOINCREMENT),
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FOREIGN KEY("AccountID") REFERENCES "Accounts"("AccountID") ON DELETE CASCADE
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);
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CREATE TABLE IF NOT EXISTS "Appearances" (
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"PlayerID" INTEGER NOT NULL,
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"Angle" INTEGER NOT NULL,
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"Body" INTEGER NOT NULL,
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"EyeColor" INTEGER NOT NULL,
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"FaceStyle" INTEGER NOT NULL,
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"Gender" INTEGER NOT NULL,
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"HairColor" INTEGER NOT NULL,
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"HairStyle" INTEGER NOT NULL,
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"Height" INTEGER NOT NULL,
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"SkinColor" INTEGER NOT NULL,
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"Body" INTEGER DEFAULT 0 NOT NULL,
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"EyeColor" INTEGER DEFAULT 1 NOT NULL,
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"FaceStyle" INTEGER DEFAULT 1 NOT NULL,
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"Gender" INTEGER DEFAULT 1 NOT NULL,
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"HairColor" INTEGER DEFAULT 1 NOT NULL,
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"HairStyle" INTEGER DEFAULT 1 NOT NULL,
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"Height" INTEGER DEFAULT 0 NOT NULL,
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"SkinColor" INTEGER DEFAULT 1 NOT NULL,
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FOREIGN KEY("PlayerID") REFERENCES "Players"("PlayerID") ON DELETE CASCADE
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);
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@ -120,7 +120,7 @@ void Database::createTables() {
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"Id" INTEGER NOT NULL,
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"Type" INTEGER NOT NULL,
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"Opt" INTEGER NOT NULL,
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"TimeLimit" INTEGER NOT NULL,
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"TimeLimit" INTEGER NOT DEFALUT 0 NULL,
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FOREIGN KEY("PlayerID") REFERENCES "Players"("PlayerID") ON DELETE CASCADE
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);
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@ -128,7 +128,7 @@ void Database::createTables() {
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"PlayerId" INTEGER NOT NULL,
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"Id" INTEGER NOT NULL,
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"Skill" INTEGER NOT NULL,
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"Stamina" INTEGER NOT NULL,
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"Stamina" INTEGER DEFAULT = 150 NOT NULL,
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FOREIGN KEY("PlayerID") REFERENCES "Players"("PlayerID") ON DELETE CASCADE
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);
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@ -191,206 +191,397 @@ void Database::createTables() {
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}
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}
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int Database::getTableSize(std::string tableName) {
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std::lock_guard<std::mutex> lock(dbCrit);
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int Database::getAccountsCount() {
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int result;
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char* sql = "SELECT COUNT(*) FROM Accounts";
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rc = sqlite3_exec(db, sql, CBAccountsCount, result, &err_msg);
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}
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static int Database::CBAccountsCount(void* AccountsCount, int count, char** data, char** columns) {
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*AccountsCount = (int)data[0];
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}
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int Database::getPlayersCount() {
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return db.count<DbPlayer>();
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std::string query = "SELECT COUNT(*) FROM " + tableName + ";";
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const char* sql = query.c_str();
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_step(stmt);
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int result = sqlite3_column_int(stmt, 0);
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sqlite3_finalize(stmt);
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return result;
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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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Account account = {};
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account.Login = login;
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account.Password = password;
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account.Selected = 1;
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account.Created = getTimestamp();
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account.LastLogin = account.Created;
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return db.insert(account);
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const char* sql = R"(
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INSERT INTO "Accounts"
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("Login", "Password")
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VALUES (?, ?);
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)";
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sqlite3_stmt* stmt;
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int rc = sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_text(stmt, 1, login.c_str(), -1, 0);
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sqlite3_bind_text(stmt, 2, BCrypt::generateHash(password).c_str(), -1, 0);
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sqlite3_step(stmt);
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sqlite3_finalize(stmt);
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return sqlite3_last_insert_rowid(db);
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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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acc.LastLogin = getTimestamp();
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db.update(acc);
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if (slot < 0 || slot > 4) {
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std::cout << "[WARN] Invalid slot number passed to updateSelected()! " << std::endl;
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return;
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}
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const char* sql = R"(
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UPDATE "Accounts"
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SET "Selected" = ?, "LastLogin" = (strftime('%s', 'now'))
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WHERE "AccountID" = ?;
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)";
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_int(stmt, 1, slot);
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sqlite3_bind_int(stmt, 2, accountId);
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int rc = sqlite3_step(stmt);
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if (rc != SQLITE_DONE)
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std::cout << "[WARN] Database fail on updateSelected(). Error Code " << rc << std::endl;
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sqlite3_finalize(stmt);
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}
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std::unique_ptr<Database::Account> Database::findAccount(std::string login) {
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void Database::findAccount(Account* account, 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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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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const char* sql = R"(
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SELECT "AccountID", "Password", "Selected"
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FROM "Accounts"
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WHERE "Login" = ?
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LIMIT 1;
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)";
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_text(stmt, 1, login.c_str(), -1, 0);
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int rc = sqlite3_step(stmt);
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if (rc == SQLITE_ROW)
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{
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account->AccountID = sqlite3_column_int(stmt, 0);
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account->Password = std::string(reinterpret_cast<const char*>(sqlite3_column_text(stmt, 1)));
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account->Selected = sqlite3_column_int(stmt, 2);
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}
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sqlite3_finalize(stmt);
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}
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bool Database::validateCharacter(int characterID, int userID) {
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return db.select(&DbPlayer::PlayerID,
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where((c(&DbPlayer::PlayerID) == characterID) && (c(&DbPlayer::AccountID) == userID)))
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.size() > 0;
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std::lock_guard<std::mutex> lock(dbCrit);
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// query whatever
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const char* sql = R"(
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SELECT "PlayerID"
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FROM "Players"
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WHERE "PlayerID" = ? AND "AccountID" = ?
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LIMIT 1;
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)";
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_int(stmt, 1, characterID);
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sqlite3_bind_int(stmt, 2, userID);
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int rc = sqlite3_step(stmt);
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// if we got a row back, the character is valid
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bool result = (rc == SQLITE_ROW);
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sqlite3_finalize(stmt);
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return result;
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}
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bool Database::isNameFree(std::string firstName, std::string lastName) {
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std::lock_guard<std::mutex> lock(dbCrit);
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return
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(db.get_all<DbPlayer>
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(where((c(&DbPlayer::FirstName) == firstName)
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and (c(&DbPlayer::LastName) == lastName)))
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.empty());
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const char* sql = R"(
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SELECT "PlayerID"
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FROM "Players"
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WHERE "Firstname" = ? AND "LastName" = ?
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LIMIT 1;
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)";
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_text(stmt, 1, firstName.c_str(), -1, 0);
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sqlite3_bind_text(stmt, 2, lastName.c_str(), -1, 0);
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int rc = sqlite3_step(stmt);
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bool result = (rc != SQLITE_ROW);
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sqlite3_finalize(stmt);
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return result;
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}
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bool Database::isSlotFree(int accountId, int slotNum) {
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std::lock_guard<std::mutex> lock(dbCrit);
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return
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(db.get_all<DbPlayer>
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(where((c(&DbPlayer::AccountID) == accountId)
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and (c(&DbPlayer::slot) == slotNum)))
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.empty());
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if (slotNum < 0 || slotNum > 4) {
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std::cout << "[WARN] Invalid slot number passed to isSlotFree()! " << std::endl;
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return false;
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}
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const char* sql = R"(
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SELECT "PlayerID"
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FROM "Players"
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WHERE "AccountID" = ? AND "Slot" = ?
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LIMIT 1;
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)";
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sqlite3_stmt* stmt;
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_int(stmt, 1, accountId);
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sqlite3_bind_int(stmt, 2, slotNum);
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int rc = sqlite3_step(stmt);
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bool result = (rc != SQLITE_ROW);
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sqlite3_finalize(stmt);
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return result;
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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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sqlite3_exec(db, "BEGIN TRANSACTION", NULL, NULL, NULL);
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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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return -1;
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const char* sql = R"(
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INSERT INTO "Players"
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("AccountID", "Slot", "Firstname", "LastName", "XCoordinates" , "YCoordinates", "ZCoordinates", "Angle",
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"HP", "NameCheck", "AccountLevel", "Quests")
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VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?);
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)";
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sqlite3_stmt* stmt;
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std::string firstName = U16toU8(save->szFirstName);
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std::string lastName = U16toU8(save->szLastName);
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_int(stmt, 1, AccountID);
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sqlite3_bind_int(stmt, 2, save->iSlotNum);
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sqlite3_bind_text(stmt, 3, firstName.c_str(), -1, 0);
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sqlite3_bind_text(stmt, 4, lastName.c_str(), -1, 0);
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sqlite3_bind_int(stmt, 5, settings::SPAWN_X);
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sqlite3_bind_int(stmt, 6, settings::SPAWN_Y);
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sqlite3_bind_int(stmt, 7, settings::SPAWN_Z);
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sqlite3_bind_int(stmt, 8, settings::SPAWN_ANGLE);
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sqlite3_bind_int(stmt, 9, PC_MAXHEALTH(1));
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DbPlayer create = {};
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// if FNCode isn't 0, it's a wheel name
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int nameCheck = (settings::APPROVEALLNAMES || save->iFNCode) ? 1 : 0;
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sqlite3_bind_int(stmt, 10, nameCheck);
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sqlite3_bind_int(stmt, 11, settings::ACCLEVEL);
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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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create.LastName = U16toU8(save->szLastName);
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create.slot = save->iSlotNum;
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create.AccountID = AccountID;
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// 128 byte blob for completed quests
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unsigned char blobBuffer[128];
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sqlite3_bind_blob(stmt, 12, blobBuffer, sizeof(blobBuffer), 0);
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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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sqlite3_step(stmt);
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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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int playerId = sqlite3_last_insert_rowid(db);
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sqlite3_finalize(stmt);
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||||
// create default body character
|
||||
create.Body = 0;
|
||||
create.Class = 0;
|
||||
create.EyeColor = 1;
|
||||
create.FaceStyle = 1;
|
||||
create.Gender = 1;
|
||||
create.Level = 1;
|
||||
create.HP = PC_MAXHEALTH(create.Level);
|
||||
create.HairColor = 1;
|
||||
create.HairStyle = 1;
|
||||
create.Height = 0;
|
||||
create.SkinColor = 1;
|
||||
create.AccountLevel = settings::ACCLEVEL;
|
||||
create.x_coordinates = settings::SPAWN_X;
|
||||
create.y_coordinates = settings::SPAWN_Y;
|
||||
create.z_coordinates = settings::SPAWN_Z;
|
||||
create.angle = settings::SPAWN_ANGLE;
|
||||
// set mentor to computress
|
||||
create.Mentor = 5;
|
||||
// if something failed
|
||||
if (playerId == 0)
|
||||
return 0;
|
||||
|
||||
// initialize the quest blob to 128 0-bytes
|
||||
create.QuestFlag = std::vector<char>(128, 0);
|
||||
sql = R"(
|
||||
INSERT INTO "Appearances"
|
||||
("PlayerID")
|
||||
VALUES (?);
|
||||
)";
|
||||
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
|
||||
sqlite3_bind_int(stmt, 1, playerId);
|
||||
|
||||
return db.insert(create);
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE) {
|
||||
sqlite3_finalize(stmt);
|
||||
return 0;
|
||||
}
|
||||
|
||||
sqlite3_finalize(stmt);
|
||||
sqlite3_exec(db, "END TRANSACTION", NULL, NULL, NULL);
|
||||
return playerId;
|
||||
}
|
||||
|
||||
void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character) {
|
||||
bool Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character) {
|
||||
std::lock_guard<std::mutex> lock(dbCrit);
|
||||
|
||||
const char* sql = R"(
|
||||
SELECT "PlayerID"
|
||||
FROM "Players"
|
||||
WHERE "PlayerID" = ? AND "AppearanceFlag" = 0
|
||||
LIMIT 1;
|
||||
)";
|
||||
sqlite3_stmt* stmt;
|
||||
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
|
||||
sqlite3_bind_int(stmt, 1, character->PCStyle.iPC_UID);
|
||||
|
||||
DbPlayer finish = getDbPlayerById(character->PCStyle.iPC_UID);
|
||||
finish.AppearanceFlag = 1;
|
||||
finish.Body = character->PCStyle.iBody;
|
||||
finish.Class = character->PCStyle.iClass;
|
||||
finish.EyeColor = character->PCStyle.iEyeColor;
|
||||
finish.FaceStyle = character->PCStyle.iFaceStyle;
|
||||
finish.Gender = character->PCStyle.iGender;
|
||||
finish.HairColor = character->PCStyle.iHairColor;
|
||||
finish.HairStyle = character->PCStyle.iHairStyle;
|
||||
finish.Height = character->PCStyle.iHeight;
|
||||
finish.Level = 1;
|
||||
finish.SkinColor = character->PCStyle.iSkinColor;
|
||||
db.update(finish);
|
||||
// clothes
|
||||
Inventory Foot, LB, UB;
|
||||
Foot.playerId = character->PCStyle.iPC_UID;
|
||||
Foot.id = character->sOn_Item.iEquipFootID;
|
||||
Foot.Type = 3;
|
||||
Foot.slot = 3;
|
||||
Foot.Opt = 1;
|
||||
Foot.TimeLimit = 0;
|
||||
db.insert(Foot);
|
||||
LB.playerId = character->PCStyle.iPC_UID;
|
||||
LB.id = character->sOn_Item.iEquipLBID;
|
||||
LB.Type = 2;
|
||||
LB.slot = 2;
|
||||
LB.Opt = 1;
|
||||
LB.TimeLimit = 0;
|
||||
db.insert(LB);
|
||||
UB.playerId = character->PCStyle.iPC_UID;
|
||||
UB.id = character->sOn_Item.iEquipUBID;
|
||||
UB.Type = 1;
|
||||
UB.slot = 1;
|
||||
UB.Opt = 1;
|
||||
UB.TimeLimit = 0;
|
||||
db.insert(UB);
|
||||
if (sqlite3_step(stmt) != SQLITE_ROW)
|
||||
{
|
||||
std::cout << "[WARN] Player tried Character Creation on already existing character?!" << std::endl;
|
||||
sqlite3_finalize(stmt);
|
||||
return false;
|
||||
}
|
||||
|
||||
sqlite3_exec(db, "BEGIN TRANSACTION", NULL, NULL, NULL);
|
||||
|
||||
sql = R"(
|
||||
UPDATE "Players"
|
||||
SET "AppearanceFlag" = 1
|
||||
WHERE "PlayerID" = ?;
|
||||
)";
|
||||
|
||||
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
|
||||
sqlite3_bind_int(stmt, 1, character->PCStyle.iPC_UID);
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE)
|
||||
{
|
||||
sqlite3_finalize(stmt);
|
||||
return false;
|
||||
}
|
||||
|
||||
sql = R"(
|
||||
UPDATE "Appearances"
|
||||
SET
|
||||
"Body" = ? ,
|
||||
"EyeColor" = ? ,
|
||||
"FaceStyle" = ? ,
|
||||
"Gender" = ? ,
|
||||
"HairColor" = ? ,
|
||||
"HairStyle" = ? ,
|
||||
"Height" = ? ,
|
||||
"SkinColor" = ?
|
||||
WHERE "PlayerID" = ? ;
|
||||
)";
|
||||
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
|
||||
|
||||
sqlite3_bind_int(stmt, 1, character->PCStyle.iBody);
|
||||
sqlite3_bind_int(stmt, 2, character->PCStyle.iEyeColor);
|
||||
sqlite3_bind_int(stmt, 3, character->PCStyle.iFaceStyle);
|
||||
sqlite3_bind_int(stmt, 4, character->PCStyle.iGender);
|
||||
sqlite3_bind_int(stmt, 5, character->PCStyle.iHairColor);
|
||||
sqlite3_bind_int(stmt, 6, character->PCStyle.iHairStyle);
|
||||
sqlite3_bind_int(stmt, 7, character->PCStyle.iHeight);
|
||||
sqlite3_bind_int(stmt, 8, character->PCStyle.iSkinColor);
|
||||
sqlite3_bind_int(stmt, 9, character->PCStyle.iPC_UID);
|
||||
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE)
|
||||
{
|
||||
sqlite3_finalize(stmt);
|
||||
return false;
|
||||
}
|
||||
sqlite3_finalize(stmt);
|
||||
|
||||
sql = R"(
|
||||
INSERT INTO "Inventory"
|
||||
("PlayerID", "Slot", "Id", "Type", "Opt")
|
||||
VALUES (?, ?, ?, ?, 1);
|
||||
)";
|
||||
int rc = sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
|
||||
|
||||
int items[3] = { character->sOn_Item.iEquipUBID, character->sOn_Item.iEquipLBID, character->sOn_Item.iEquipFootID };
|
||||
for (int i = 0; i < 3; i++) {
|
||||
rc = sqlite3_bind_int(stmt, 1, character->PCStyle.iPC_UID);
|
||||
rc = sqlite3_bind_int(stmt, 2, i+1);
|
||||
rc = sqlite3_bind_int(stmt, 3, items[i]);
|
||||
rc = sqlite3_bind_int(stmt, 4, i+1);
|
||||
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE)
|
||||
{
|
||||
sqlite3_finalize(stmt);
|
||||
return false;
|
||||
}
|
||||
sqlite3_reset(stmt);
|
||||
}
|
||||
|
||||
sqlite3_finalize(stmt);
|
||||
sqlite3_exec(db, "END TRANSACTION", NULL, NULL, NULL);
|
||||
return true;
|
||||
}
|
||||
|
||||
void Database::finishTutorial(int PlayerID) {
|
||||
bool Database::finishTutorial(int playerID) {
|
||||
std::lock_guard<std::mutex> lock(dbCrit);
|
||||
|
||||
Player finish = getPlayer(PlayerID);
|
||||
// set flag
|
||||
finish.PCStyle2.iTutorialFlag= 1;
|
||||
// add Gun
|
||||
Inventory LightningGun = {};
|
||||
LightningGun.playerId = PlayerID;
|
||||
LightningGun.id = 328;
|
||||
LightningGun.slot = 0;
|
||||
LightningGun.Type = 0;
|
||||
LightningGun.Opt = 1;
|
||||
db.insert(LightningGun);
|
||||
// add Nano
|
||||
Nano Buttercup = {};
|
||||
Buttercup.playerId = PlayerID;
|
||||
Buttercup.iID = 1;
|
||||
Buttercup.iSkillID = 1;
|
||||
Buttercup.iStamina = 150;
|
||||
finish.equippedNanos[0] = 1;
|
||||
db.insert(Buttercup);
|
||||
// save missions
|
||||
MissionManager::saveMission(&finish, 0);
|
||||
MissionManager::saveMission(&finish, 1);
|
||||
const char* sql = R"(
|
||||
SELECT "PlayerID"
|
||||
FROM "Players"
|
||||
WHERE "PlayerID" = ? AND "TutorialFlag" = 0
|
||||
LIMIT 1;
|
||||
)";
|
||||
sqlite3_stmt* stmt;
|
||||
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
|
||||
sqlite3_bind_int(stmt, 1, playerID);
|
||||
|
||||
db.update(playerToDb(&finish));
|
||||
if (sqlite3_step(stmt) != SQLITE_ROW)
|
||||
{
|
||||
std::cout << "[WARN] Player tried to finish tutorial on a character that already did?!" << std::endl;
|
||||
sqlite3_finalize(stmt);
|
||||
return false;
|
||||
}
|
||||
|
||||
sqlite3_exec(db, "BEGIN TRANSACTION", NULL, NULL, NULL);
|
||||
|
||||
|
||||
// Lightning Gun
|
||||
sql = R"(
|
||||
INSERT INTO "Inventory"
|
||||
("PlayerID", "Slot", "Id", "Type", "Opt")
|
||||
VALUES (?, ?, ?, ?, 1);
|
||||
)";
|
||||
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
|
||||
|
||||
sqlite3_bind_int(stmt, 1, playerID);
|
||||
sqlite3_bind_int(stmt, 2, 0);
|
||||
sqlite3_bind_int(stmt, 3, 328);
|
||||
sqlite3_bind_int(stmt, 4, 0);
|
||||
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE)
|
||||
{
|
||||
sqlite3_finalize(stmt);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Nano Buttercup
|
||||
|
||||
sql = R"(
|
||||
INSERT INTO "Nanos"
|
||||
("PlayerID", "Id", "Skill")
|
||||
VALUES (?, ?, ?);
|
||||
)";
|
||||
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
|
||||
|
||||
sqlite3_bind_int(stmt, 1, playerID);
|
||||
sqlite3_bind_int(stmt, 2, 1);
|
||||
sqlite3_bind_int(stmt, 3, 1);
|
||||
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE)
|
||||
{
|
||||
sqlite3_finalize(stmt);
|
||||
return false;
|
||||
}
|
||||
|
||||
sql = R"(
|
||||
UPDATE "Players"
|
||||
SET "TutorialFlag" = 1,
|
||||
"Nano1" = 1,
|
||||
"Quests" = ?
|
||||
WHERE "PlayerID" = ?;
|
||||
)";
|
||||
sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
|
||||
|
||||
// save missions nr 1 & 2
|
||||
unsigned char questBuffer[128] = { 0 };
|
||||
questBuffer[0] = 3;
|
||||
sqlite3_bind_blob(stmt, 1, questBuffer, sizeof(questBuffer), 0);
|
||||
sqlite3_bind_int(stmt, 2, playerID);
|
||||
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE)
|
||||
{
|
||||
sqlite3_finalize(stmt);
|
||||
return false;
|
||||
}
|
||||
|
||||
sqlite3_exec(db, "END TRANSACTION", NULL, NULL, NULL);
|
||||
sqlite3_finalize(stmt);
|
||||
return true;
|
||||
}
|
||||
|
||||
int Database::deleteCharacter(int characterID, int userID) {
|
||||
|
@ -9,11 +9,8 @@ namespace Database {
|
||||
|
||||
struct Account {
|
||||
int AccountID;
|
||||
std::string Login;
|
||||
std::string Password;
|
||||
int Selected;
|
||||
uint64_t Created;
|
||||
uint64_t LastLogin;
|
||||
};
|
||||
struct Inventory {
|
||||
int playerId;
|
||||
@ -72,21 +69,20 @@ namespace Database {
|
||||
void open();
|
||||
void createTables();
|
||||
|
||||
int getAccountsCount();
|
||||
int getPlayersCount();
|
||||
// returns ID
|
||||
int getTableSize(std::string tableName);
|
||||
// returns ID, 0 if something failed
|
||||
int addAccount(std::string login, std::string password);
|
||||
void updateSelected(int accountId, int playerId);
|
||||
std::unique_ptr<Account> findAccount(std::string login);
|
||||
void findAccount(Account* account, std::string login);
|
||||
bool validateCharacter(int characterID, int userID);
|
||||
bool isNameFree(std::string firstName, std::string lastName);
|
||||
bool isSlotFree(int accountId, int slotNum);
|
||||
// called after chosing name, returns ID
|
||||
int createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID);
|
||||
// called after finishing creation
|
||||
void finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character);
|
||||
bool finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character);
|
||||
// called after tutorial
|
||||
void finishTutorial(int PlayerID);
|
||||
bool finishTutorial(int playerID);
|
||||
// returns slot number
|
||||
int deleteCharacter(int characterID, int userID);
|
||||
std::vector <Player> getCharacters(int userID);
|
||||
|
Loading…
Reference in New Issue
Block a user