#pragma once #include "CNStructs.hpp" #include "Player.hpp" #include <string> #include <vector> #define DATABASE_VERSION 2 namespace Database { struct Account { int AccountID; std::string Password; int Selected; time_t BannedUntil; std::string BanReason; }; struct EmailData { int PlayerId; int MsgIndex; int32_t ReadFlag; int32_t ItemFlag; int SenderId; std::string SenderFirstName; std::string SenderLastName; std::string SubjectLine; std::string MsgBody; int Taros; uint64_t SendTime; uint64_t DeleteTime; }; void open(); void close(); void checkMetaTable(); void createMetaTable(); void createTables(); int getTableSize(std::string tableName); void findAccount(Account* account, std::string login); /// returns ID, 0 if something failed int addAccount(std::string login, std::string password); void banAccount(int accountId, int days); void updateSelected(int accountId, int playerId); bool validateCharacter(int characterID, int userID); bool isNameFree(std::string firstName, std::string lastName); bool isSlotFree(int accountId, int slotNum); /// returns ID, 0 if something failed int createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID); /// returns true if query succeeded bool finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character, int accountId); /// returns true if query succeeded bool finishTutorial(int playerID, int accountID); /// returns slot number if query succeeded int deleteCharacter(int characterID, int userID); void getCharInfo(std::vector <sP_LS2CL_REP_CHAR_INFO>* result, int userID); /// accepting/declining custom name enum class CustomName { APPROVE = 1, DISAPPROVE = 2 }; void evaluateCustomName(int characterID, CustomName decision); /// returns true if query succeeded bool changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save, int accountId); // getting players void getPlayer(Player* plr, int id); void updatePlayer(Player *player); void removeExpiredVehicles(Player* player); // buddies int getNumBuddies(Player* player); void addBuddyship(int playerA, int playerB); void removeBuddyship(int playerA, int playerB); // blocking void addBlock(int playerId, int blockedPlayerId); void removeBlock(int playerId, int blockedPlayerId); // email int getUnreadEmailCount(int playerID); std::vector<EmailData> getEmails(int playerID, int page); EmailData getEmail(int playerID, int index); sItemBase* getEmailAttachments(int playerID, int index); void updateEmailContent(EmailData* data); void deleteEmailAttachments(int playerID, int index, int slot); void deleteEmails(int playerID, int64_t* indices); int getNextEmailIndex(int playerID); bool sendEmail(EmailData* data, std::vector<sItemBase> attachments); }