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Buddy DB integration
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parent
803f1a246a
commit
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@ -3,6 +3,7 @@
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#include "ChatManager.hpp"
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#include "PlayerManager.hpp"
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#include "BuddyManager.hpp"
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#include "Database.hpp"
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#include <iostream>
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#include <chrono>
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@ -22,6 +23,54 @@ void BuddyManager::init() {
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REGISTER_SHARD_PACKET(P_CL2FE_REQ_PC_BUDDY_WARP, reqBuddyWarp);
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}
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// Refresh buddy list
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void BuddyManager::refreshBuddyList(CNSocket* sock) {
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Player* plr = PlayerManager::getPlayer(sock);
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int buddyCnt = Database::getNumBuddies(plr);
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if (!validOutVarPacket(sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC), buddyCnt, sizeof(sBuddyBaseInfo))) {
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std::cout << "[WARN] bad sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC packet size\n";
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return;
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}
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// initialize response struct
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size_t resplen = sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC) + buddyCnt * sizeof(sBuddyBaseInfo);
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uint8_t respbuf[CN_PACKET_BUFFER_SIZE];
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memset(respbuf, 0, resplen);
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sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC* resp = (sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC*)respbuf;
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sBuddyBaseInfo* respdata = (sBuddyBaseInfo*)(respbuf + sizeof(sP_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC));
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// base response fields
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resp->iBuddyCnt = buddyCnt;
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resp->iID = plr->iID;
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resp->iPCUID = plr->PCStyle.iPC_UID;
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resp->iListNum = 0; // ???
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int buddyIndex = 0;
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for (int i = 0; i < 50; i++) {
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int64_t buddyID = plr->buddyIDs[i];
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if (buddyID != 0) {
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sBuddyBaseInfo buddyInfo = {};
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Database::DbPlayer buddyPlayerData = Database::getDbPlayerById(buddyID);
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buddyInfo.bBlocked = 0;
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buddyInfo.bFreeChat = 1;
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buddyInfo.iGender = buddyPlayerData.Gender;
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buddyInfo.iID = buddyID;
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buddyInfo.iPCUID = buddyID;
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buddyInfo.iNameCheckFlag = buddyPlayerData.NameCheck;
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buddyInfo.iPCState = buddyPlayerData.PCState;
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U8toU16(buddyPlayerData.FirstName, buddyInfo.szFirstName, sizeof(buddyInfo.szFirstName));
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U8toU16(buddyPlayerData.LastName, buddyInfo.szLastName, sizeof(buddyInfo.szLastName));
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respdata[buddyIndex] = buddyInfo;
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buddyIndex++;
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}
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}
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sock->sendPacket((void*)respbuf, P_FE2CL_REP_PC_BUDDYLIST_INFO_SUCC, resplen);
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}
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// Buddy request
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void BuddyManager::requestBuddy(CNSocket* sock, CNPacketData* data) {
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if (data->size != sizeof(sP_CL2FE_REQ_REQUEST_MAKE_BUDDY))
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@ -321,17 +370,32 @@ void BuddyManager::reqBuddyDelete(CNSocket* sock, CNPacketData* data) {
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Player* plr = PlayerManager::getPlayer(sock);
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// remove buddy on our side
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INITSTRUCT(sP_FE2CL_REP_REMOVE_BUDDY_SUCC, resp);
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resp.iBuddyPCUID = pkt->iBuddyPCUID;
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resp.iBuddySlot = pkt->iBuddySlot;
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if (pkt->iBuddySlot < 0 || pkt->iBuddySlot >= 50)
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return; // sanity check
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plr->buddyIDs[resp.iBuddySlot] = 0;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_REMOVE_BUDDY_SUCC, sizeof(sP_FE2CL_REP_REMOVE_BUDDY_SUCC));
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// remove buddy on their side, reusing the struct
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CNSocket* otherSock = PlayerManager::getSockFromID(pkt->iBuddyPCUID);
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if (otherSock == nullptr)
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return; // other player isn't online, no broadcast needed
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Player* otherPlr = PlayerManager::getPlayer(otherSock);
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// search for the slot with the requesting player's ID
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resp.iBuddyPCUID = plr->PCStyle.iPC_UID;
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for (int i = 0; i < 50; i++) {
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if (otherPlr->buddyIDs[i] == plr->PCStyle.iPC_UID) {
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// remove buddy
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otherPlr->buddyIDs[i] = 0;
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// broadcast
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resp.iBuddySlot = i;
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otherSock->sendPacket((void*)&resp, P_FE2CL_REP_REMOVE_BUDDY_SUCC, sizeof(sP_FE2CL_REP_REMOVE_BUDDY_SUCC));
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return;
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}
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}
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}
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// Warping to buddy
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@ -11,6 +11,9 @@
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namespace BuddyManager {
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void init();
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// Buddy list
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void refreshBuddyList(CNSocket* sock);
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// Buddy requests
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void requestBuddy(CNSocket* sock, CNPacketData* data);
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void reqBuddyByName(CNSocket* sock, CNPacketData* data);
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@ -93,6 +93,11 @@ auto db = make_storage("database.db",
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make_column("RemainingNPCCount1", &Database::DbQuest::RemainingNPCCount1),
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make_column("RemainingNPCCount2", &Database::DbQuest::RemainingNPCCount2),
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make_column("RemainingNPCCount3", &Database::DbQuest::RemainingNPCCount3)
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),
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make_table("Buddyships",
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make_column("PlayerAId", &Database::Buddyship::PlayerAId),
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make_column("PlayerBId", &Database::Buddyship::PlayerBId),
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make_column("Status", &Database::Buddyship::Status)
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)
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);
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@ -463,6 +468,7 @@ Player Database::DbToPlayer(DbPlayer player) {
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Database::removeExpiredVehicles(&result);
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Database::getNanos(&result);
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Database::getQuests(&result);
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Database::getBuddies(&result);
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// load completed quests
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memcpy(&result.aQuestFlag, player.QuestFlag.data(), std::min(sizeof(result.aQuestFlag), player.QuestFlag.size()));
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@ -492,6 +498,7 @@ void Database::updatePlayer(Player *player) {
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updateInventory(player);
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updateNanos(player);
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updateQuests(player);
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updateBuddies(player);
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}
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void Database::updateInventory(Player *player){
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@ -604,6 +611,27 @@ void Database::updateQuests(Player* player) {
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db.commit();
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}
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void Database::updateBuddies(Player* player) {
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db.begin_transaction();
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db.remove_all<Buddyship>( // remove all buddyships with this player involved
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where(c(&Buddyship::PlayerAId) == player->iID || c(&Buddyship::PlayerBId) == player->iID)
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);
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// iterate through player's buddies and add records for each non-zero entry
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for (int i = 0; i < 50; i++) {
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if (player->buddyIDs[i] != 0) {
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Buddyship record;
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record.PlayerAId = player->iID;
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record.PlayerBId = player->buddyIDs[i];
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record.Status = 0; // still not sure how we'll handle blocking
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db.insert(record);
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}
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}
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db.commit();
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}
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void Database::getInventory(Player* player) {
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// get items from DB
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auto items = db.get_all<Inventory>(
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@ -691,4 +719,28 @@ void Database::getQuests(Player* player) {
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}
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}
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void Database::getBuddies(Player* player) {
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auto buddies = db.get_all<Buddyship>( // player can be on either side
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where(c(&Buddyship::PlayerAId) == player->iID || c(&Buddyship::PlayerBId) == player->iID)
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);
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// there should never be more than 50 buddyships per player, but just in case
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for (int i = 0; i < 50 && i < buddies.size(); i++) {
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// if the player is player A, then the buddy is player B, and vice versa
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player->buddyIDs[i] = player->iID == buddies.at(i).PlayerAId
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? buddies.at(i).PlayerBId : buddies.at(i).PlayerAId;
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}
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}
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int Database::getNumBuddies(Player* player) {
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std::lock_guard<std::mutex> lock(dbCrit);
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auto buddies = db.get_all<Buddyship>( // player can be on either side
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where(c(&Buddyship::PlayerAId) == player->iID || c(&Buddyship::PlayerBId) == player->iID)
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);
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// again, for peace of mind
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return buddies.size() > 50 ? 50 : buddies.size();
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}
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#pragma endregion ShardServer
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@ -79,6 +79,11 @@ namespace Database {
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int RemainingNPCCount2;
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int RemainingNPCCount3;
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};
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struct Buddyship {
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int PlayerAId;
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int PlayerBId;
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int16_t Status;
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};
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#pragma endregion DatabaseStructs
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@ -121,11 +126,14 @@ namespace Database {
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void updateInventory(Player *player);
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void updateNanos(Player *player);
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void updateQuests(Player* player);
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void updateBuddies(Player* player);
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void getInventory(Player* player);
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void removeExpiredVehicles(Player* player);
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void getNanos(Player* player);
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void getQuests(Player* player);
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void getBuddies(Player* player);
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int getNumBuddies(Player* player);
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// parsing blobs
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void appendBlob(std::vector<char>*blob, int64_t input);
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#include "GroupManager.hpp"
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#include "ChatManager.hpp"
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#include "Database.hpp"
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#include "BuddyManager.hpp"
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#include "settings.hpp"
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@ -403,6 +404,9 @@ void PlayerManager::enterPlayer(CNSocket* sock, CNPacketData* data) {
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MissionManager::failInstancedMissions(sock);
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// send over buddy list
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BuddyManager::refreshBuddyList(sock);
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for (auto& pair : PlayerManager::players)
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if (pair.second.plr->notify)
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ChatManager::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined.");
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