#include "Database.hpp" #include "contrib/bcrypt/BCrypt.hpp" #include "CNProtocol.hpp" #include #include "contrib/JSON.hpp" #include "CNStructs.hpp" #include "settings.hpp" #include "Player.hpp" #include "CNStructs.hpp" #include "contrib/sqlite/sqlite_orm.h" using namespace sqlite_orm; # pragma region DatabaseScheme auto db = make_storage("database.db", make_table("Accounts", make_column("AccountID", &Database::Account::AccountID, autoincrement(), primary_key()), make_column("Login", &Database::Account::Login), make_column("Password", &Database::Account::Password), make_column("Selected", &Database::Account::Selected) ), make_table("Players", make_column("PlayerID", &Database::DbPlayer::PlayerID, autoincrement(), primary_key()), make_column("AccountID", &Database::DbPlayer::AccountID), make_column("Slot", &Database::DbPlayer::slot), make_column("Firstname", &Database::DbPlayer::FirstName), make_column("LastName", &Database::DbPlayer::LastName), make_column("Level", &Database::DbPlayer::Level), make_column("Nano1", &Database::DbPlayer::Nano1), make_column("Nano2", &Database::DbPlayer::Nano2), make_column("Nano3", &Database::DbPlayer::Nano3), make_column("AppearanceFlag", &Database::DbPlayer::AppearanceFlag), make_column("TutorialFlag", &Database::DbPlayer::TutorialFlag), make_column("PayZoneFlag", &Database::DbPlayer::PayZoneFlag), make_column("XCoordinates", &Database::DbPlayer::x_coordinates), make_column("YCoordinates", &Database::DbPlayer::y_coordinates), make_column("ZCoordinates", &Database::DbPlayer::z_coordinates), make_column("Angle", &Database::DbPlayer::angle), make_column("Body", &Database::DbPlayer::Body), make_column("Class", &Database::DbPlayer::Class), make_column("EyeColor", &Database::DbPlayer::EyeColor), make_column("FaceStyle", &Database::DbPlayer::FaceStyle), make_column("Gender", &Database::DbPlayer::Gender), make_column("HP", &Database::DbPlayer::HP), make_column("HairColor", &Database::DbPlayer::HairColor), make_column("HairStyle", &Database::DbPlayer::HairStyle), make_column("Height", &Database::DbPlayer::Height), make_column("NameCheck", &Database::DbPlayer::NameCheck), make_column("SkinColor", &Database::DbPlayer::SkinColor), make_column("isGM", &Database::DbPlayer::isGM), make_column("FusionMatter", &Database::DbPlayer::FusionMatter), make_column("Taros", &Database::DbPlayer::Taros), make_column("PCState", &Database::DbPlayer::PCState) ), make_table("Inventory", make_column("PlayerId", &Database::Inventory::playerId), make_column("Slot", &Database::Inventory::slot), make_column("Id", &Database::Inventory::id), make_column("Type", &Database::Inventory::Type), make_column("Opt", &Database::Inventory::Opt), make_column("TimeLimit", &Database::Inventory::TimeLimit) ), make_table("Nanos", make_column("PlayerId", &Database::Nano::playerId), make_column("Id", &Database::Nano::iID), make_column("Skill", &Database::Nano::iSkillID), make_column("Stamina", &Database::Nano::iStamina) ) ); # pragma endregion DatabaseScheme #pragma region LoginServer void Database::open() { //this parameter means it will try to preserve data during migration bool preserve = true; db.sync_schema(preserve); DEBUGLOG( std::cout << "[DB] Database in operation" << std::endl; ) } int Database::addAccount(std::string login, std::string password) { password = BCrypt::generateHash(password); Account x = {}; x.Login = login; x.Password = password; x.Selected = 1; return db.insert(x); } void Database::updateSelected(int accountId, int slot) { Account acc = db.get(accountId); acc.Selected = slot; db.update(acc); } std::unique_ptr Database::findAccount(std::string login) { //this is awful, I've tried everything to improve it auto find = db.get_all( where(c(&Account::Login) == login), limit(1)); if (find.empty()) return nullptr; return std::unique_ptr(new Account(find.front())); } 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 (db.get_all (where((c(&DbPlayer::FirstName) == First) and (c(&DbPlayer::LastName) == Last))) .empty()); } int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID) { 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; //commented and disabled for now //if (U16toU8(save->szFirstName) == settings::GMPASS) { // create.isGM = true; //} create.FusionMatter= 0; create.Taros= 0; create.PCState = 0; create.x_coordinates = settings::SPAWN_X; create.y_coordinates= settings::SPAWN_Y; create.z_coordinates= settings::SPAWN_Z; create.angle = 0; return db.insert(create); } void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character) { DbPlayer finish = getDbPlayerById(character->PCStyle.iPC_UID); finish.AppearanceFlag = 1; finish.Body = character->PCStyle.iBody; finish.Class = character->PCStyle.iClass; finish.EyeColor = character->PCStyle.iEyeColor; finish.FaceStyle = character->PCStyle.iFaceStyle; finish.Gender = character->PCStyle.iGender; finish.HairColor = character->PCStyle.iHairColor; finish.HairStyle = character->PCStyle.iHairStyle; finish.Height = character->PCStyle.iHeight; finish.Level = 1; finish.SkinColor = character->PCStyle.iSkinColor; db.update(finish); //clothes Inventory Foot, LB, UB; Foot.playerId = character->PCStyle.iPC_UID; Foot.id = character->sOn_Item.iEquipFootID; Foot.Type = 3; Foot.slot = 3; Foot.Opt = 1; Foot.TimeLimit = 0; db.insert(Foot); LB.playerId = character->PCStyle.iPC_UID; LB.id = character->sOn_Item.iEquipLBID; LB.Type = 2; LB.slot = 2; LB.Opt = 1; LB.TimeLimit = 0; db.insert(LB); UB.playerId = character->PCStyle.iPC_UID; UB.id = character->sOn_Item.iEquipUBID; UB.Type = 1; UB.slot = 1; UB.Opt = 1; UB.TimeLimit = 0; db.insert(UB); } void Database::finishTutorial(int PlayerID) { //set flag DbPlayer finish = getDbPlayerById(PlayerID); finish.TutorialFlag = 1; //add Gun Inventory LightningGun = {}; LightningGun.playerId = PlayerID; LightningGun.id = 328; LightningGun.slot = 0; LightningGun.Type = 0; LightningGun.Opt = 1; db.insert(LightningGun); //add Nano Nano Buttercup = {}; Buttercup.playerId = PlayerID; Buttercup.iID = 1; Buttercup.iSkillID = 1; Buttercup.iStamina = 150; finish.Nano1 = 1; db.insert(Buttercup); db.update(finish); } int Database::deleteCharacter(int characterID) { auto find = db.get_all(where(c(&DbPlayer::PlayerID) == characterID)); int slot = find.front().slot; db.remove(find.front().PlayerID); return slot; } std::vector Database::getCharacters(int UserID) { std::vectorcharacters = db.get_all(where (c(&DbPlayer::AccountID) == UserID)); //parsing DbPlayer to Player std::vector result = std::vector(); for (auto &character : characters) { Player toadd = DbToPlayer(character); result.push_back( toadd ); } return result; } void Database::evaluateCustomName(int characterID, CUSTOMNAME decision) { DbPlayer player = getDbPlayerById(characterID); player.NameCheck = (int)decision; db.update(player); } void Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save) { DbPlayer Player = getDbPlayerById(save->iPCUID); Player.FirstName = U16toU8(save->szFirstName); Player.LastName = U16toU8(save->szLastName); if (settings::APPROVEALLNAMES || save->iFNCode) Player.NameCheck = 1; else Player.NameCheck = 0; db.update(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]; return result; } Player Database::DbToPlayer(DbPlayer player) { Player result = {}; // fixes some weird memory errors, this zeros out the members (not the padding inbetween though) result.iID = player.PlayerID; result.accountId = player.AccountID; result.PCStyle2.iAppearanceFlag = player.AppearanceFlag; result.PCStyle.iBody = player.Body; result.PCStyle.iClass = player.Class; result.PCStyle.iEyeColor = player.EyeColor; result.PCStyle.iFaceStyle = player.FaceStyle; U8toU16(player.FirstName, result.PCStyle.szFirstName); result.PCStyle.iGender = player.Gender; result.PCStyle.iHairColor = player.HairColor; result.PCStyle.iHairStyle = player.HairStyle; result.PCStyle.iHeight = player.Height; result.HP = player.HP; result.IsGM = player.isGM; U8toU16(player.LastName, result.PCStyle.szLastName); result.level = player.Level; result.PCStyle.iNameCheck = player.NameCheck; result.PCStyle2.iPayzoneFlag = player.PayZoneFlag; result.iID = player.PlayerID; result.PCStyle.iPC_UID = player.PlayerID; result.PCStyle.iSkinColor = player.SkinColor; result.slot = player.slot; result.PCStyle2.iTutorialFlag = player.TutorialFlag; result.x = player.x_coordinates; result.y = player.y_coordinates; result.z = player.z_coordinates; result.angle = player.angle; result.money = player.Taros; result.fusionmatter = player.FusionMatter; result.equippedNanos[0] = player.Nano1; result.equippedNanos[1] = player.Nano2; result.equippedNanos[2] = player.Nano3; Database::getInventory(&result); Database::getNanos(&result); return result; } Database::DbPlayer Database::getDbPlayerById(int id) { return db.get_all(where(c(&DbPlayer::PlayerID) == id)) .front(); } Player Database::getPlayer(int id) { return DbToPlayer( getDbPlayerById(id) ); } #pragma endregion LoginServer void Database::updatePlayer(Player player) { DbPlayer toUpdate = playerToDb(player); db.update(toUpdate); updateInventory(player); updateNanos(player); } void Database::updateInventory(Player player) { //start transaction db.begin_transaction(); //remove all previous items db.remove_all( 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]; Inventory toAdd = {}; toAdd.playerId = player.iID; toAdd.slot = i; toAdd.id = next->iID; toAdd.Opt = next->iOpt; toAdd.Type = next->iType; toAdd.TimeLimit = next->iTimeLimit; db.insert(toAdd); } } //insert inventory for (int i = 0; i < AINVEN_COUNT; i++) { if (player.Inven[i].iID != 0) { sItemBase* next = &player.Inven[i]; Inventory toAdd = {}; toAdd.playerId = player.iID; toAdd.slot = i + AEQUIP_COUNT; toAdd.id = next->iID; toAdd.Opt = next->iOpt; toAdd.Type = next->iType; toAdd.TimeLimit = next->iTimeLimit; db.insert(toAdd); } } db.commit(); } void Database::updateNanos(Player player) { //start transaction db.begin_transaction(); //remove all db.remove_all( where(c(&Nano::playerId) == player.iID) ); //insert int i = 1; while ((iiID; toAdd.iSkillID = next->iSkillID; toAdd.iStamina = next->iStamina; db.insert(toAdd); i++; } db.commit(); } void Database::getInventory(Player* player) { //get items from DB auto items = db.get_all( where(c(&Inventory::playerId) == player->iID) ); //set items for (const Inventory ¤t : items) { sItemBase toSet = {}; toSet.iID = current.id; toSet.iType = current.Type; toSet.iOpt = current.Opt; toSet.iTimeLimit = current.TimeLimit; if (current.slot > AEQUIP_COUNT) player->Inven[current.slot - AEQUIP_COUNT] = toSet; else player->Equip[current.slot] = toSet; } } void Database::getNanos(Player* player) { //get from DB auto nanos = db.get_all( where(c(&Nano::playerId) == player->iID) ); //set for (const Nano& current : nanos) { sNano *toSet = &player->Nanos[current.iID]; toSet->iID = current.iID; toSet->iSkillID = current.iSkillID; toSet->iStamina = current.iStamina; } }