Assorted cleanups and fixes.

* Clean up spacing/indentation
* Proper enum formatting
* Fix nano dismissal (for real this time)
* Do not copy Player struct when a pointer is right there
* Stop looking after the trade partner has been found
* Make sure we're shifting unsigned values (and 64-bit when they need to be)
* Look for JSONs in tdata/
* Add a dbsaveinterval to the example config.ini, in the login category
This commit is contained in:
2020-09-14 15:20:55 +02:00
parent 38d5998a6e
commit ed86bc9160
13 changed files with 180 additions and 183 deletions

View File

@@ -113,7 +113,6 @@ std::unique_ptr<Database::Account> Database::findAccount(std::string login)
bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
{
//TODO: add colate nocase
std::string First = U16toU8(nameCheck->szFirstName);
std::string Last = U16toU8(nameCheck->szLastName);
return
@@ -125,45 +124,49 @@ bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
{
if (db.count<DbPlayer>(where(c(&DbPlayer::AccountID) == AccountID))<4) {
DbPlayer create = {};
//save packet data
create.FirstName = U16toU8(save->szFirstName);
create.LastName = U16toU8(save->szLastName);
create.slot = save->iSlotNum;
create.AccountID = AccountID;
//set flags
create.AppearanceFlag = 0;
create.TutorialFlag = 0;
create.PayZoneFlag = 0;
//set namecheck based on setting
if (settings::APPROVEALLNAMES || save->iFNCode)
create.NameCheck = 1;
else
create.NameCheck = 0;
//create default body character
create.Body = 0;
create.Class = 0;
create.EyeColor = 1;
create.FaceStyle = 1;
create.Gender = 1;
create.HP = 1000;
create.HairColor = 1;
create.HairStyle = 1;
create.Height = 0;
create.Level = 1;
create.SkinColor = 1;
create.isGM = false;
create.x_coordinates = settings::SPAWN_X;
create.y_coordinates = settings::SPAWN_Y;
create.z_coordinates = settings::SPAWN_Z;
create.angle = settings::SPAWN_ANGLE;
create.QuestFlag = std::vector<char>();
return db.insert(create);
}
else {
// fail if the player already has 4 or more characters
if (db.count<DbPlayer>(where(c(&DbPlayer::AccountID) == AccountID)) >= 4)
return -1;
}
DbPlayer create = {};
//save packet data
create.FirstName = U16toU8(save->szFirstName);
create.LastName = U16toU8(save->szLastName);
create.slot = save->iSlotNum;
create.AccountID = AccountID;
//set flags
create.AppearanceFlag = 0;
create.TutorialFlag = 0;
create.PayZoneFlag = 0;
//set namecheck based on setting
if (settings::APPROVEALLNAMES || save->iFNCode)
create.NameCheck = 1;
else
create.NameCheck = 0;
//create default body character
create.Body = 0;
create.Class = 0;
create.EyeColor = 1;
create.FaceStyle = 1;
create.Gender = 1;
create.HP = 1000;
create.HairColor = 1;
create.HairStyle = 1;
create.Height = 0;
create.Level = 1;
create.SkinColor = 1;
create.isGM = false;
create.x_coordinates = settings::SPAWN_X;
create.y_coordinates = settings::SPAWN_Y;
create.z_coordinates = settings::SPAWN_Z;
create.angle = settings::SPAWN_ANGLE;
create.QuestFlag = std::vector<char>();
return db.insert(create);
}
void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
@@ -231,7 +234,7 @@ void Database::finishTutorial(int PlayerID)
MissionManager::saveMission(&finish, 0);
MissionManager::saveMission(&finish, 1);
db.update(playerToDb(finish));
db.update(playerToDb(&finish));
}
int Database::deleteCharacter(int characterID, int userID)
@@ -262,7 +265,8 @@ std::vector <Player> Database::getCharacters(int UserID)
return result;
}
void Database::evaluateCustomName(int characterID, CUSTOMNAME decision) {
// XXX: This is never called?
void Database::evaluateCustomName(int characterID, CustomName decision) {
DbPlayer player = getDbPlayerById(characterID);
player.NameCheck = (int)decision;
db.update(player);
@@ -279,48 +283,48 @@ void Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save) {
db.update(Player);
}
Database::DbPlayer Database::playerToDb(Player player)
Database::DbPlayer Database::playerToDb(Player *player)
{
DbPlayer result = {}; // fixes some weird memory errors, this zeros out the members (not the padding inbetween though)
result.PlayerID = player.iID;
result.AccountID = player.accountId;
result.AppearanceFlag = player.PCStyle2.iAppearanceFlag;
result.Body = player.PCStyle.iBody;
result.Class = player.PCStyle.iClass;
result.EyeColor = player.PCStyle.iEyeColor;
result.FaceStyle = player.PCStyle.iFaceStyle;
result.FirstName = U16toU8( player.PCStyle.szFirstName);
result.FusionMatter = player.fusionmatter;
result.Gender = player.PCStyle.iGender;
result.HairColor = player.PCStyle.iHairColor;
result.HairStyle = player.PCStyle.iHairStyle;
result.Height = player.PCStyle.iHeight;
result.HP = player.HP;
result.isGM = player.IsGM;
result.LastName = U16toU8(player.PCStyle.szLastName);
result.Level = player.level;
result.NameCheck = player.PCStyle.iNameCheck;
result.PayZoneFlag = player.PCStyle2.iPayzoneFlag;
result.PlayerID = player.PCStyle.iPC_UID;
result.SkinColor = player.PCStyle.iSkinColor;
result.slot = player.slot;
result.Taros = player.money;
result.TutorialFlag = player.PCStyle2.iTutorialFlag;
result.x_coordinates = player.x;
result.y_coordinates = player.y;
result.z_coordinates = player.z;
result.angle = player.angle;
result.Nano1 = player.equippedNanos[0];
result.Nano2 = player.equippedNanos[1];
result.Nano3 = player.equippedNanos[2];
result.PlayerID = player->iID;
result.AccountID = player->accountId;
result.AppearanceFlag = player->PCStyle2.iAppearanceFlag;
result.Body = player->PCStyle.iBody;
result.Class = player->PCStyle.iClass;
result.EyeColor = player->PCStyle.iEyeColor;
result.FaceStyle = player->PCStyle.iFaceStyle;
result.FirstName = U16toU8( player->PCStyle.szFirstName);
result.FusionMatter = player->fusionmatter;
result.Gender = player->PCStyle.iGender;
result.HairColor = player->PCStyle.iHairColor;
result.HairStyle = player->PCStyle.iHairStyle;
result.Height = player->PCStyle.iHeight;
result.HP = player->HP;
result.isGM = player->IsGM;
result.LastName = U16toU8(player->PCStyle.szLastName);
result.Level = player->level;
result.NameCheck = player->PCStyle.iNameCheck;
result.PayZoneFlag = player->PCStyle2.iPayzoneFlag;
result.PlayerID = player->PCStyle.iPC_UID;
result.SkinColor = player->PCStyle.iSkinColor;
result.slot = player->slot;
result.Taros = player->money;
result.TutorialFlag = player->PCStyle2.iTutorialFlag;
result.x_coordinates = player->x;
result.y_coordinates = player->y;
result.z_coordinates = player->z;
result.angle = player->angle;
result.Nano1 = player->equippedNanos[0];
result.Nano2 = player->equippedNanos[1];
result.Nano3 = player->equippedNanos[2];
//quests
result.QuestFlag = std::vector<char>();
//parsing long array to char vector
for (int i=0; i<16; i++)
{
int64_t temp = player.aQuestFlag[i];
int64_t temp = player->aQuestFlag[i];
for (int j = 0; j < 8; j++) {
int64_t check2 = (temp >> (8 * (7 - j)));
char toadd = check2;
@@ -408,26 +412,26 @@ Player Database::getPlayer(int id) {
#pragma region ShardServer
void Database::updatePlayer(Player player) {
void Database::updatePlayer(Player *player) {
DbPlayer toUpdate = playerToDb(player);
db.update(toUpdate);
updateInventory(player);
updateNanos(player);
}
void Database::updateInventory(Player player){
void Database::updateInventory(Player *player){
//start transaction
db.begin_transaction();
//remove all
db.remove_all<Inventory>(
where(c(&Inventory::playerId) == player.iID)
where(c(&Inventory::playerId) == player->iID)
);
//insert equip
for (int i = 0; i < AEQUIP_COUNT; i++) {
if (player.Equip[i].iID != 0) {
sItemBase* next = &player.Equip[i];
if (player->Equip[i].iID != 0) {
sItemBase* next = &player->Equip[i];
Inventory toAdd = {};
toAdd.playerId = player.iID;
toAdd.playerId = player->iID;
toAdd.slot = i;
toAdd.id = next->iID;
toAdd.Opt = next->iOpt;
@@ -438,10 +442,10 @@ void Database::updateInventory(Player player){
}
//insert inventory
for (int i = 0; i < AINVEN_COUNT; i++) {
if (player.Inven[i].iID != 0) {
sItemBase* next = &player.Inven[i];
if (player->Inven[i].iID != 0) {
sItemBase* next = &player->Inven[i];
Inventory toAdd = {};
toAdd.playerId = player.iID;
toAdd.playerId = player->iID;
toAdd.slot = i + AEQUIP_COUNT;
toAdd.id = next->iID;
toAdd.Opt = next->iOpt;
@@ -452,10 +456,10 @@ void Database::updateInventory(Player player){
}
//insert bank
for (int i = 0; i < ABANK_COUNT; i++) {
if (player.Bank[i].iID != 0) {
sItemBase* next = &player.Bank[i];
if (player->Bank[i].iID != 0) {
sItemBase* next = &player->Bank[i];
Inventory toAdd = {};
toAdd.playerId = player.iID;
toAdd.playerId = player->iID;
toAdd.slot = i + AEQUIP_COUNT + AINVEN_COUNT;
toAdd.id = next->iID;
toAdd.Opt = next->iOpt;
@@ -466,21 +470,21 @@ void Database::updateInventory(Player player){
}
db.commit();
}
void Database::updateNanos(Player player) {
void Database::updateNanos(Player *player) {
//start transaction
db.begin_transaction();
//remove all
db.remove_all<Nano>(
where(c(&Nano::playerId) == player.iID)
where(c(&Nano::playerId) == player->iID)
);
//insert
for (int i=1; i < SIZEOF_NANO_BANK_SLOT; i++)
{
if ((player.Nanos[i]).iID == 0)
if ((player->Nanos[i]).iID == 0)
continue;
Nano toAdd = {};
sNano* next = &player.Nanos[i];
toAdd.playerId = player.iID;
sNano* next = &player->Nanos[i];
toAdd.playerId = player->iID;
toAdd.iID = next->iID;
toAdd.iSkillID = next->iSkillID;
toAdd.iStamina = next->iStamina;