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https://github.com/OpenFusionProject/OpenFusion.git
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5 Commits
eb8e54c1f0
...
100b4605ec
Author | SHA1 | Date | |
---|---|---|---|
100b4605ec | |||
741b898230 | |||
3f44f53f97 | |||
d92b407349 | |||
9b3e856a05 |
@ -93,7 +93,7 @@ static void emailReceiveItemSingle(CNSocket* sock, CNPacketData* data) {
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auto pkt = (sP_CL2FE_REQ_PC_RECV_EMAIL_ITEM*)data->buf;
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Player* plr = PlayerManager::getPlayer(sock);
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if (pkt->iSlotNum < 0 || pkt->iSlotNum >= AINVEN_COUNT || pkt->iSlotNum < 1 || pkt->iSlotNum > 4)
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if (pkt->iSlotNum < 0 || pkt->iSlotNum >= AINVEN_COUNT || pkt->iEmailItemSlot < 1 || pkt->iEmailItemSlot > 4)
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return; // sanity check
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// get email item from db and delete it
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@ -276,7 +276,7 @@ static void emailSend(CNSocket* sock, CNPacketData* data) {
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0 // DeleteTime (unimplemented)
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};
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if (!Database::sendEmail(&email, attachments)) {
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if (!Database::sendEmail(&email, attachments, plr)) {
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plr->money += cost; // give money back
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// give items back
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while (!attachments.empty()) {
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@ -28,17 +28,12 @@ using namespace PlayerManager;
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std::map<CNSocket*, Player*> PlayerManager::players;
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static void addPlayer(CNSocket* key, Player& plr) {
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Player *p = new Player();
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static void addPlayer(CNSocket* key, Player *plr) {
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players[key] = plr;
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plr->chunkPos = Chunking::INVALID_CHUNK;
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plr->lastHeartbeat = 0;
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// copy object into heap memory
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*p = plr;
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players[key] = p;
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p->chunkPos = Chunking::INVALID_CHUNK;
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p->lastHeartbeat = 0;
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std::cout << getPlayerName(p) << " has joined!" << std::endl;
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std::cout << getPlayerName(plr) << " has joined!" << std::endl;
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std::cout << players.size() << " players" << std::endl;
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}
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@ -224,69 +219,73 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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return;
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}
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// for convenience
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Player& plr = lm->plr;
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plr.groupCnt = 1;
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plr.iIDGroup = plr.groupIDs[0] = plr.iID;
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Player *plr = new Player();
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Database::getPlayer(plr, lm->playerId);
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// check if account is already in use
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if (isAccountInUse(plr.accountId)) {
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if (isAccountInUse(plr->accountId)) {
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// kick the other player
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exitDuplicate(plr.accountId);
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exitDuplicate(plr->accountId);
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// re-read the player from disk, in case it was just flushed
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*plr = {};
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Database::getPlayer(plr, lm->playerId);
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}
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response.iID = plr.iID;
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plr->groupCnt = 1;
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plr->iIDGroup = plr->groupIDs[0] = plr->iID;
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response.iID = plr->iID;
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response.uiSvrTime = getTime();
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response.PCLoadData2CL.iUserLevel = plr.accountLevel;
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response.PCLoadData2CL.iHP = plr.HP;
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response.PCLoadData2CL.iLevel = plr.level;
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response.PCLoadData2CL.iCandy = plr.money;
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response.PCLoadData2CL.iFusionMatter = plr.fusionmatter;
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response.PCLoadData2CL.iMentor = plr.mentor;
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response.PCLoadData2CL.iUserLevel = plr->accountLevel;
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response.PCLoadData2CL.iHP = plr->HP;
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response.PCLoadData2CL.iLevel = plr->level;
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response.PCLoadData2CL.iCandy = plr->money;
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response.PCLoadData2CL.iFusionMatter = plr->fusionmatter;
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response.PCLoadData2CL.iMentor = plr->mentor;
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response.PCLoadData2CL.iMentorCount = 1; // how many guides the player has had
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response.PCLoadData2CL.iX = plr.x;
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response.PCLoadData2CL.iY = plr.y;
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response.PCLoadData2CL.iZ = plr.z;
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response.PCLoadData2CL.iAngle = plr.angle;
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response.PCLoadData2CL.iBatteryN = plr.batteryN;
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response.PCLoadData2CL.iBatteryW = plr.batteryW;
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response.PCLoadData2CL.iX = plr->x;
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response.PCLoadData2CL.iY = plr->y;
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response.PCLoadData2CL.iZ = plr->z;
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response.PCLoadData2CL.iAngle = plr->angle;
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response.PCLoadData2CL.iBatteryN = plr->batteryN;
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response.PCLoadData2CL.iBatteryW = plr->batteryW;
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response.PCLoadData2CL.iBuddyWarpTime = 60; // sets 60s warp cooldown on login
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response.PCLoadData2CL.iWarpLocationFlag = plr.iWarpLocationFlag;
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response.PCLoadData2CL.aWyvernLocationFlag[0] = plr.aSkywayLocationFlag[0];
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response.PCLoadData2CL.aWyvernLocationFlag[1] = plr.aSkywayLocationFlag[1];
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response.PCLoadData2CL.iWarpLocationFlag = plr->iWarpLocationFlag;
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response.PCLoadData2CL.aWyvernLocationFlag[0] = plr->aSkywayLocationFlag[0];
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response.PCLoadData2CL.aWyvernLocationFlag[1] = plr->aSkywayLocationFlag[1];
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response.PCLoadData2CL.iActiveNanoSlotNum = -1;
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response.PCLoadData2CL.iFatigue = 50;
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response.PCLoadData2CL.PCStyle = plr.PCStyle;
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response.PCLoadData2CL.PCStyle = plr->PCStyle;
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// client doesnt read this, it gets it from charinfo
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// response.PCLoadData2CL.PCStyle2 = plr.PCStyle2;
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// response.PCLoadData2CL.PCStyle2 = plr->PCStyle2;
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// inventory
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for (int i = 0; i < AEQUIP_COUNT; i++)
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response.PCLoadData2CL.aEquip[i] = plr.Equip[i];
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response.PCLoadData2CL.aEquip[i] = plr->Equip[i];
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for (int i = 0; i < AINVEN_COUNT; i++)
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response.PCLoadData2CL.aInven[i] = plr.Inven[i];
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response.PCLoadData2CL.aInven[i] = plr->Inven[i];
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// quest inventory
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for (int i = 0; i < AQINVEN_COUNT; i++)
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response.PCLoadData2CL.aQInven[i] = plr.QInven[i];
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response.PCLoadData2CL.aQInven[i] = plr->QInven[i];
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// nanos
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for (int i = 1; i < SIZEOF_NANO_BANK_SLOT; i++) {
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response.PCLoadData2CL.aNanoBank[i] = plr.Nanos[i];
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response.PCLoadData2CL.aNanoBank[i] = plr->Nanos[i];
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}
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for (int i = 0; i < 3; i++) {
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response.PCLoadData2CL.aNanoSlots[i] = plr.equippedNanos[i];
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response.PCLoadData2CL.aNanoSlots[i] = plr->equippedNanos[i];
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}
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// missions in progress
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for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) {
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if (plr.tasks[i] == 0)
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if (plr->tasks[i] == 0)
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break;
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response.PCLoadData2CL.aRunningQuest[i].m_aCurrTaskID = plr.tasks[i];
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TaskData &task = *Missions::Tasks[plr.tasks[i]];
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response.PCLoadData2CL.aRunningQuest[i].m_aCurrTaskID = plr->tasks[i];
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TaskData &task = *Missions::Tasks[plr->tasks[i]];
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for (int j = 0; j < 3; j++) {
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response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCID[j] = (int)task["m_iCSUEnemyID"][j];
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response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr.RemainingNPCCount[i][j];
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response.PCLoadData2CL.aRunningQuest[i].m_aKillNPCCount[j] = plr->RemainingNPCCount[i][j];
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/*
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* client doesn't care about NeededItem ID and Count,
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* it gets Count from Quest Inventory
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@ -296,12 +295,12 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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*/
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}
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}
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response.PCLoadData2CL.iCurrentMissionID = plr.CurrentMissionID;
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response.PCLoadData2CL.iCurrentMissionID = plr->CurrentMissionID;
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// completed missions
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// the packet requires 32 items, but the client only checks the first 16 (shrug)
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for (int i = 0; i < 16; i++) {
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response.PCLoadData2CL.aQuestFlag[i] = plr.aQuestFlag[i];
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response.PCLoadData2CL.aQuestFlag[i] = plr->aQuestFlag[i];
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}
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// Computress tips
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@ -310,11 +309,11 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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response.PCLoadData2CL.iFirstUseFlag2 = UINT64_MAX;
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}
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else {
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response.PCLoadData2CL.iFirstUseFlag1 = plr.iFirstUseFlag[0];
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response.PCLoadData2CL.iFirstUseFlag2 = plr.iFirstUseFlag[1];
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response.PCLoadData2CL.iFirstUseFlag1 = plr->iFirstUseFlag[0];
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response.PCLoadData2CL.iFirstUseFlag2 = plr->iFirstUseFlag[1];
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}
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plr.instanceID = INSTANCE_OVERWORLD; // the player should never be in an instance on enter
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plr->instanceID = INSTANCE_OVERWORLD; // the player should never be in an instance on enter
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sock->setEKey(CNSocketEncryption::createNewKey(response.uiSvrTime, response.iID + 1, response.PCLoadData2CL.iFusionMatter + 1));
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sock->setFEKey(lm->FEKey);
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@ -325,14 +324,14 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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// transmit MOTD after entering the game, so the client hopefully changes modes on time
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Chat::sendServerMessage(sock, settings::MOTDSTRING);
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// copy Player object into the shard
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// transfer ownership of Player object into the shard (still valid in this function though)
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addPlayer(sock, plr);
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// check if there is an expiring vehicle
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Items::checkItemExpire(sock, getPlayer(sock));
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Items::checkItemExpire(sock, plr);
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// set player equip stats
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Items::setItemStats(getPlayer(sock));
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Items::setItemStats(plr);
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Missions::failInstancedMissions(sock);
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@ -343,9 +342,9 @@ static void enterPlayer(CNSocket* sock, CNPacketData* data) {
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for (auto& pair : players)
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if (pair.second->notify)
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Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(&plr) + " has joined.");
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Chat::sendServerMessage(pair.first, "[ADMIN]" + getPlayerName(plr) + " has joined.");
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// deallocate lm (and therefore the plr object)
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// deallocate lm
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delete lm;
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}
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@ -1,5 +1,6 @@
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#include "Trading.hpp"
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#include "PlayerManager.hpp"
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#include "db/Database.hpp"
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using namespace Trading;
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@ -269,6 +270,8 @@ static void tradeConfirm(CNSocket* sock, CNPacketData* data) {
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otherSock->sendPacket(msg, P_FE2CL_GM_REP_PC_ANNOUNCE);
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return;
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}
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Database::commitTrade(plr, plr2);
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}
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static void tradeConfirmCancel(CNSocket* sock, CNPacketData* data) {
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@ -32,7 +32,7 @@ void CNShared::pruneLoginMetadata(CNServer *serv, time_t currTime) {
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auto& sk = it->first;
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auto& lm = it->second;
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if (lm->timestamp + CNSHARED_TIMEOUT > currTime) {
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if (currTime > lm->timestamp + CNSHARED_TIMEOUT) {
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std::cout << "[WARN] Pruning hung connection attempt" << std::endl;
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// deallocate object and remove map entry
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@ -11,14 +11,14 @@
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#include "Player.hpp"
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/*
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* Connecions time out after 15 minutes, checked every 30 seconds.
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* Connecions time out after 5 minutes, checked every 30 seconds.
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*/
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#define CNSHARED_TIMEOUT 900000
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#define CNSHARED_TIMEOUT 300000
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#define CNSHARED_PERIOD 30000
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struct LoginMetadata {
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uint64_t FEKey;
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Player plr;
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int32_t playerId;
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time_t timestamp;
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};
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@ -52,7 +52,8 @@ namespace Database {
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bool banPlayer(int playerId, std::string& reason);
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bool unbanPlayer(int playerId);
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void updateSelected(int accountId, int playerId);
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void updateSelected(int accountId, int slot);
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void updateSelectedByPlayerId(int accountId, int playerId);
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bool validateCharacter(int characterID, int userID);
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bool isNameFree(std::string firstName, std::string lastName);
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@ -78,7 +79,9 @@ namespace Database {
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// getting players
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void getPlayer(Player* plr, int id);
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bool _updatePlayer(Player *player);
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void updatePlayer(Player *player);
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void commitTrade(Player *plr1, Player *plr2);
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// buddies
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int getNumBuddies(Player* player);
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@ -98,7 +101,7 @@ namespace Database {
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void deleteEmailAttachments(int playerID, int index, int slot);
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void deleteEmails(int playerID, int64_t* indices);
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int getNextEmailIndex(int playerID);
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bool sendEmail(EmailData* data, std::vector<sItemBase> attachments);
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bool sendEmail(EmailData* data, std::vector<sItemBase> attachments, Player *sender);
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// racing
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RaceRanking getTopRaceRanking(int epID, int playerID);
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|
@ -152,7 +152,8 @@ void Database::updateEmailContent(EmailData* data) {
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sqlite3_step(stmt);
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int attachmentsCount = sqlite3_column_int(stmt, 0);
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data->ItemFlag = (data->Taros > 0 || attachmentsCount > 0) ? 1 : 0; // set attachment flag dynamically
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// set attachment flag dynamically
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data->ItemFlag = (data->Taros > 0 || attachmentsCount > 0) ? 1 : 0;
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sqlite3_finalize(stmt);
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@ -265,7 +266,7 @@ int Database::getNextEmailIndex(int playerID) {
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return (index > 0 ? index + 1 : 1);
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}
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bool Database::sendEmail(EmailData* data, std::vector<sItemBase> attachments) {
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bool Database::sendEmail(EmailData* data, std::vector<sItemBase> attachments, Player *sender) {
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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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@ -330,6 +331,13 @@ bool Database::sendEmail(EmailData* data, std::vector<sItemBase> attachments) {
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sqlite3_reset(stmt);
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}
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sqlite3_finalize(stmt);
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if (!_updatePlayer(sender)) {
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std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
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sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
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return false;
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}
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sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL);
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return true;
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}
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|
@ -79,6 +79,29 @@ void Database::updateSelected(int accountId, int slot) {
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std::cout << "[WARN] Database fail on updateSelected(): " << sqlite3_errmsg(db) << std::endl;
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}
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void Database::updateSelectedByPlayerId(int accountId, int32_t playerId) {
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std::lock_guard<std::mutex> lock(dbCrit);
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const char* sql = R"(
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UPDATE Accounts SET
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Selected = p.Slot,
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LastLogin = (strftime('%s', 'now'))
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FROM (SELECT Slot From Players WHERE PlayerId = ?) AS p
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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, NULL);
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sqlite3_bind_int(stmt, 1, playerId);
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sqlite3_bind_int(stmt, 2, accountId);
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int rc = sqlite3_step(stmt);
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sqlite3_finalize(stmt);
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if (rc != SQLITE_DONE)
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std::cout << "[WARN] Database fail on updateSelectedByPlayerId(): " << sqlite3_errmsg(db) << std::endl;
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}
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||||
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bool Database::validateCharacter(int characterID, int userID) {
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std::lock_guard<std::mutex> lock(dbCrit);
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|
@ -285,11 +285,13 @@ void Database::getPlayer(Player* plr, int id) {
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sqlite3_finalize(stmt);
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}
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||||
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void Database::updatePlayer(Player *player) {
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std::lock_guard<std::mutex> lock(dbCrit);
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|
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sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL);
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/*
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* Low-level function to save a player to DB.
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* Must be run in a SQL transaction and with dbCrit locked.
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* The caller manages the transacstion, so if this function returns false,
|
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* the caller must roll it back.
|
||||
*/
|
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bool Database::_updatePlayer(Player *player) {
|
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const char* sql = R"(
|
||||
UPDATE Players
|
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SET
|
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@ -336,10 +338,8 @@ void Database::updatePlayer(Player *player) {
|
||||
sqlite3_bind_int(stmt, 21, player->iID);
|
||||
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE) {
|
||||
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
|
||||
sqlite3_finalize(stmt);
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sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
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||||
return;
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||||
return false;
|
||||
}
|
||||
|
||||
sqlite3_finalize(stmt);
|
||||
@ -375,10 +375,8 @@ void Database::updatePlayer(Player *player) {
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||||
rc = sqlite3_step(stmt);
|
||||
|
||||
if (rc != SQLITE_DONE) {
|
||||
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
|
||||
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
|
||||
sqlite3_finalize(stmt);
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
sqlite3_reset(stmt);
|
||||
}
|
||||
@ -395,10 +393,8 @@ void Database::updatePlayer(Player *player) {
|
||||
sqlite3_bind_int(stmt, 6, player->Inven[i].iTimeLimit);
|
||||
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE) {
|
||||
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
|
||||
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
|
||||
sqlite3_finalize(stmt);
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
sqlite3_reset(stmt);
|
||||
}
|
||||
@ -415,10 +411,8 @@ void Database::updatePlayer(Player *player) {
|
||||
sqlite3_bind_int(stmt, 6, player->Bank[i].iTimeLimit);
|
||||
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE) {
|
||||
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
|
||||
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
|
||||
sqlite3_finalize(stmt);
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
sqlite3_reset(stmt);
|
||||
}
|
||||
@ -451,10 +445,8 @@ void Database::updatePlayer(Player *player) {
|
||||
sqlite3_bind_int(stmt, 4, player->QInven[i].iID);
|
||||
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE) {
|
||||
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
|
||||
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
|
||||
sqlite3_finalize(stmt);
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
sqlite3_reset(stmt);
|
||||
}
|
||||
@ -487,10 +479,8 @@ void Database::updatePlayer(Player *player) {
|
||||
sqlite3_bind_int(stmt, 4, player->Nanos[i].iStamina);
|
||||
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE) {
|
||||
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
|
||||
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
|
||||
sqlite3_finalize(stmt);
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
sqlite3_reset(stmt);
|
||||
}
|
||||
@ -524,14 +514,47 @@ void Database::updatePlayer(Player *player) {
|
||||
sqlite3_bind_int(stmt, 5, player->RemainingNPCCount[i][2]);
|
||||
|
||||
if (sqlite3_step(stmt) != SQLITE_DONE) {
|
||||
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
|
||||
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
|
||||
sqlite3_finalize(stmt);
|
||||
return;
|
||||
return false;
|
||||
}
|
||||
sqlite3_reset(stmt);
|
||||
}
|
||||
|
||||
sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL);
|
||||
sqlite3_finalize(stmt);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
void Database::updatePlayer(Player *player) {
|
||||
std::lock_guard<std::mutex> lock(dbCrit);
|
||||
|
||||
sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL);
|
||||
|
||||
if (!_updatePlayer(player)) {
|
||||
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
|
||||
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
|
||||
return;
|
||||
}
|
||||
|
||||
sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL);
|
||||
}
|
||||
|
||||
void Database::commitTrade(Player *plr1, Player *plr2) {
|
||||
std::lock_guard<std::mutex> lock(dbCrit);
|
||||
|
||||
sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL);
|
||||
|
||||
if (!_updatePlayer(plr1)) {
|
||||
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
|
||||
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_updatePlayer(plr2)) {
|
||||
std::cout << "[WARN] Database: Failed to save player to database: " << sqlite3_errmsg(db) << std::endl;
|
||||
sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL);
|
||||
return;
|
||||
}
|
||||
|
||||
sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL);
|
||||
}
|
||||
|
@ -471,11 +471,7 @@ void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
|
||||
LoginMetadata *lm = new LoginMetadata();
|
||||
lm->FEKey = sock->getFEKey();
|
||||
lm->timestamp = getTime();
|
||||
|
||||
Database::getPlayer(&lm->plr, selection->iPC_UID);
|
||||
// this should never happen but for extra safety
|
||||
if (lm->plr.iID == 0)
|
||||
return invalidCharacter(sock);
|
||||
lm->playerId = selection->iPC_UID;
|
||||
|
||||
resp.iEnterSerialKey = Rand::cryptoRand();
|
||||
|
||||
@ -485,7 +481,7 @@ void CNLoginServer::characterSelect(CNSocket* sock, CNPacketData* data) {
|
||||
sock->sendPacket(resp, P_LS2CL_REP_SHARD_SELECT_SUCC);
|
||||
|
||||
// update current slot in DB
|
||||
Database::updateSelected(loginSessions[sock].userID, lm->plr.slot);
|
||||
Database::updateSelectedByPlayerId(loginSessions[sock].userID, selection->iPC_UID);
|
||||
}
|
||||
|
||||
void CNLoginServer::finishTutorial(CNSocket* sock, CNPacketData* data) {
|
||||
|
Loading…
Reference in New Issue
Block a user