mirror of
https://github.com/OpenFusionProject/OpenFusion.git
synced 2026-01-16 04:50:05 +00:00
Cleaned up comment formatting.
The incantation was: sed -i 's://\([^ ]\):// \1:' src/*.[ch]pp Lines of code that was commented out were then manually reverted.
This commit is contained in:
@@ -75,7 +75,7 @@ auto db = make_storage("database.db",
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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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// this parameter means it will try to preserve data during migration
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bool preserve = true;
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db.sync_schema(preserve);
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DEBUGLOG(
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@@ -102,7 +102,7 @@ void Database::updateSelected(int accountId, int slot)
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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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// 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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@@ -130,24 +130,24 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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DbPlayer create = {};
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//save packet data
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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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//set flags
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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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//set namecheck based on setting
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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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//create default body character
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// create default body character
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create.Body = 0;
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create.Class = 0;
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create.EyeColor = 1;
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@@ -184,7 +184,7 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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finish.Level = 1;
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finish.SkinColor = character->PCStyle.iSkinColor;
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db.update(finish);
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//clothes
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// clothes
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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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@@ -212,9 +212,9 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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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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// set flag
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finish.PCStyle2.iTutorialFlag= 1;
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//add Gun
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// add Gun
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Inventory LightningGun = {};
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LightningGun.playerId = PlayerID;
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LightningGun.id = 328;
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@@ -222,7 +222,7 @@ void Database::finishTutorial(int PlayerID)
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LightningGun.Type = 0;
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LightningGun.Opt = 1;
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db.insert(LightningGun);
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//add Nano
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// add Nano
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Nano Buttercup = {};
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Buttercup.playerId = PlayerID;
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Buttercup.iID = 1;
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@@ -230,7 +230,7 @@ void Database::finishTutorial(int PlayerID)
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Buttercup.iStamina = 150;
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finish.equippedNanos[0] = 1;
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db.insert(Buttercup);
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//save missions
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// save missions
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MissionManager::saveMission(&finish, 0);
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MissionManager::saveMission(&finish, 1);
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@@ -254,7 +254,7 @@ std::vector <Player> Database::getCharacters(int UserID)
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std::vector<DbPlayer>characters =
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db.get_all<DbPlayer>(where
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(c(&DbPlayer::AccountID) == UserID));
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//parsing DbPlayer to Player
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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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@@ -319,9 +319,9 @@ Database::DbPlayer Database::playerToDb(Player *player)
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result.Nano2 = player->equippedNanos[1];
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result.Nano3 = player->equippedNanos[2];
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//quests
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// quests
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result.QuestFlag = std::vector<char>();
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//parsing long array to char vector
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// parsing long array to char vector
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for (int i=0; i<16; i++)
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{
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int64_t temp = player->aQuestFlag[i];
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@@ -420,13 +420,13 @@ void Database::updatePlayer(Player *player) {
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}
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void Database::updateInventory(Player *player){
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//start transaction
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// start transaction
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db.begin_transaction();
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//remove all
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// remove all
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db.remove_all<Inventory>(
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where(c(&Inventory::playerId) == player->iID)
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);
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//insert equip
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// insert equip
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for (int i = 0; i < AEQUIP_COUNT; i++) {
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if (player->Equip[i].iID != 0) {
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sItemBase* next = &player->Equip[i];
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@@ -440,7 +440,7 @@ void Database::updateInventory(Player *player){
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db.insert(toAdd);
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}
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}
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//insert inventory
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// insert inventory
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for (int i = 0; i < AINVEN_COUNT; i++) {
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if (player->Inven[i].iID != 0) {
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sItemBase* next = &player->Inven[i];
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@@ -454,7 +454,7 @@ void Database::updateInventory(Player *player){
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db.insert(toAdd);
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}
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}
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//insert bank
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// insert bank
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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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sItemBase* next = &player->Bank[i];
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@@ -471,13 +471,13 @@ void Database::updateInventory(Player *player){
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db.commit();
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}
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void Database::updateNanos(Player *player) {
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//start transaction
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// start transaction
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db.begin_transaction();
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//remove all
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// remove all
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db.remove_all<Nano>(
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where(c(&Nano::playerId) == player->iID)
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);
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//insert
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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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if ((player->Nanos[i]).iID == 0)
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@@ -493,18 +493,18 @@ void Database::updateNanos(Player *player) {
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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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// get items from DB
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auto items = db.get_all<Inventory>(
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where(c(&Inventory::playerId) == player->iID)
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);
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//set items
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// set items
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for (const Inventory ¤t : items) {
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sItemBase toSet = {};
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toSet.iID = current.id;
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toSet.iType = current.Type;
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toSet.iOpt = current.Opt;
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toSet.iTimeLimit = current.TimeLimit;
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//assign to proper arrays
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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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else if (current.slot <= (AEQUIP_COUNT + AINVEN_COUNT))
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@@ -515,11 +515,11 @@ void Database::getInventory(Player* player) {
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}
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void Database::getNanos(Player* player) {
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//get from DB
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// get from DB
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auto nanos = db.get_all<Nano>(
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where(c(&Nano::playerId) == player->iID)
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);
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//set
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// set
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for (const Nano& current : nanos) {
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sNano *toSet = &player->Nanos[current.iID];
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toSet->iID = current.iID;
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