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https://github.com/OpenFusionProject/OpenFusion.git
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Reimplement the bank
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parent
c709d458f4
commit
889fc985c4
@ -859,19 +859,33 @@ void Database::getPlayer(Player* plr, int id) {
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sql = R"(
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sql = R"(
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SELECT "Slot", "Type", "Id", "Opt", "TimeLimit" from Inventory
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SELECT "Slot", "Type", "Id", "Opt", "TimeLimit" from Inventory
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WHERE "PlayerID" = ? AND "Slot" < ?
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WHERE "PlayerID" = ?;
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)";
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)";
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_prepare_v2(db, sql, -1, &stmt, 0);
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sqlite3_bind_int(stmt, 1, id);
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sqlite3_bind_int(stmt, 1, id);
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// we don't want bank items here
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sqlite3_bind_int(stmt, 2, AEQUIP_COUNT + AINVEN_COUNT);
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while (sqlite3_step(stmt) == SQLITE_ROW) {
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while (sqlite3_step(stmt) == SQLITE_ROW) {
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int slot = sqlite3_column_int(stmt, 0);
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int slot = sqlite3_column_int(stmt, 0);
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sItemBase* item = slot < AEQUIP_COUNT ? &plr->Equip[slot] : &plr->Inven[slot = AEQUIP_COUNT];
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// for extra safety
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if (slot > AEQUIP_COUNT + AINVEN_COUNT + ABANK_COUNT) {
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std::cout << "[WARN] Database: Invalid item slot in db?! " << std::endl;
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continue;
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}
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sItemBase* item;
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if (slot < AEQUIP_COUNT)
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//equipment
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item = &plr->Equip[slot];
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else if (slot < (AEQUIP_COUNT + AINVEN_COUNT))
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//inventory
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item = &plr->Inven[slot - AEQUIP_COUNT];
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else
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//bank
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item = &plr->Bank[slot - AEQUIP_COUNT - AINVEN_COUNT];
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item->iType = sqlite3_column_int(stmt, 1);
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item->iType = sqlite3_column_int(stmt, 1);
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item->iID = sqlite3_column_int(stmt, 2);
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item->iID = sqlite3_column_int(stmt, 2);
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item->iOpt = sqlite3_column_int(stmt, 3);
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item->iOpt = sqlite3_column_int(stmt, 3);
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@ -1069,6 +1083,27 @@ void Database::updatePlayer(Player *player) {
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sqlite3_reset(stmt);
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sqlite3_reset(stmt);
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}
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}
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for (int i = 0; i < ABANK_COUNT; i++) {
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if (player->Bank[i].iID == 0)
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continue;
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sqlite3_bind_int(stmt, 1, player->iID);
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sqlite3_bind_int(stmt, 2, i + AEQUIP_COUNT + AINVEN_COUNT);
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sqlite3_bind_int(stmt, 3, player->Bank[i].iType);
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sqlite3_bind_int(stmt, 4, player->Bank[i].iOpt);
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sqlite3_bind_int(stmt, 5, player->Bank[i].iID);
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sqlite3_bind_int(stmt, 6, player->Bank[i].iTimeLimit);
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if (sqlite3_step(stmt) != SQLITE_DONE) {
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sqlite3_exec(db, "ROLLBACK TRANSACTION", NULL, NULL, NULL);
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sqlite3_finalize(stmt);
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std::cout << "[WARN] Database: Failed to save player to database" << std::endl;
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return;
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}
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sqlite3_reset(stmt);
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}
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// Update Quest Inventory
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// Update Quest Inventory
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sql = R"(
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sql = R"(
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DELETE FROM "QuestItems" WHERE "PlayerID" = ?;
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DELETE FROM "QuestItems" WHERE "PlayerID" = ?;
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@ -1197,6 +1232,13 @@ void Database::updateBuddies(Player* player) {
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void Database::removeExpiredVehicles(Player* player) {
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void Database::removeExpiredVehicles(Player* player) {
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int32_t currentTime = getTimestamp();
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int32_t currentTime = getTimestamp();
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//if there are expired vehicles in bank just remove them silently
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for (int i = 0; i < ABANK_COUNT; i++) {
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if (player->Bank[i].iType == 10 && player->Bank[i].iTimeLimit < currentTime) {
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memset(&player->Bank[i], 0, sizeof(sItemBase));
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}
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}
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// we want to leave only 1 expired vehicle on player to delete it with the client packet
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// we want to leave only 1 expired vehicle on player to delete it with the client packet
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std::vector<sItemBase*> toRemove;
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std::vector<sItemBase*> toRemove;
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@ -74,9 +74,9 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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case SlotType::INVENTORY:
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case SlotType::INVENTORY:
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fromItem = &plr->Inven[itemmove->iFromSlotNum];
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fromItem = &plr->Inven[itemmove->iFromSlotNum];
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break;
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break;
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/*case SlotType::BANK:
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case SlotType::BANK:
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fromItem = &plr->Bank[itemmove->iFromSlotNum];
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fromItem = &plr->Bank[itemmove->iFromSlotNum];
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break;*/
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break;
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default:
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default:
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std::cout << "[WARN] MoveItem submitted unknown Item Type?! " << itemmove->eFrom << std::endl;
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std::cout << "[WARN] MoveItem submitted unknown Item Type?! " << itemmove->eFrom << std::endl;
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return;
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return;
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@ -91,9 +91,9 @@ void ItemManager::itemMoveHandler(CNSocket* sock, CNPacketData* data) {
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case SlotType::INVENTORY:
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case SlotType::INVENTORY:
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toItem = &plr->Inven[itemmove->iToSlotNum];
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toItem = &plr->Inven[itemmove->iToSlotNum];
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break;
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break;
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//case SlotType::BANK:
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case SlotType::BANK:
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// toItem = &plr->Bank[itemmove->iToSlotNum];
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toItem = &plr->Bank[itemmove->iToSlotNum];
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// break;
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break;
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default:
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default:
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std::cout << "[WARN] MoveItem submitted unknown Item Type?! " << itemmove->eTo << std::endl;
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std::cout << "[WARN] MoveItem submitted unknown Item Type?! " << itemmove->eTo << std::endl;
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return;
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return;
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@ -320,7 +320,7 @@ void ItemManager::itemBankOpenHandler(CNSocket* sock, CNPacketData* data) {
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// just send bank inventory
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// just send bank inventory
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INITSTRUCT(sP_FE2CL_REP_PC_BANK_OPEN_SUCC, resp);
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INITSTRUCT(sP_FE2CL_REP_PC_BANK_OPEN_SUCC, resp);
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for (int i = 0; i < ABANK_COUNT; i++) {
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for (int i = 0; i < ABANK_COUNT; i++) {
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//resp.aBank[i] = plr->Bank[i];
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resp.aBank[i] = plr->Bank[i];
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}
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}
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resp.iExtraBank = 1;
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resp.iExtraBank = 1;
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_BANK_OPEN_SUCC, sizeof(sP_FE2CL_REP_PC_BANK_OPEN_SUCC));
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sock->sendPacket((void*)&resp, P_FE2CL_REP_PC_BANK_OPEN_SUCC, sizeof(sP_FE2CL_REP_PC_BANK_OPEN_SUCC));
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@ -44,6 +44,7 @@ struct Player {
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uint64_t instanceID;
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uint64_t instanceID;
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sItemBase Equip[AEQUIP_COUNT];
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sItemBase Equip[AEQUIP_COUNT];
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sItemBase Inven[AINVEN_COUNT];
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sItemBase Inven[AINVEN_COUNT];
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sItemBase Bank[ABANK_COUNT];
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sItemTrade Trade[12];
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sItemTrade Trade[12];
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int32_t moneyInTrade;
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int32_t moneyInTrade;
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bool isTrading;
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bool isTrading;
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