#include "Database.hpp" #include "Database.hpp" #include "contrib/bcrypt/BCrypt.hpp" #include "CNProtocol.hpp" #include #include "contrib/JSON.hpp" #include "contrib/sqlite/sqlite3.h" #include "CNStructs.hpp" #include "settings.hpp" #include "Player.hpp" #include "CNStructs.hpp" #include "MissionManager.hpp" #if defined(__MINGW32__) && !defined(_GLIBCXX_HAS_GTHREADS) #include "mingw/mingw.mutex.h" #else #include #endif std::mutex dbCrit; sqlite3* db; #pragma region LoginServer void Database::open() { int rc = sqlite3_open(settings::DBPATH.c_str(), &db); if (rc != SQLITE_OK) { std::cout << "[FATAL] Cannot open database: " << sqlite3_errmsg(db) << std::endl; terminate(0); } createTables(); std::cout << "[INFO] Database in operation "; int accounts = getAccountsCount(); int players = getPlayersCount(); std::string message = ""; if (accounts > 0) { message += ": Found " + std::to_string(accounts) + " Account"; if (accounts > 1) message += "s"; } if (players > 0) { message += " and " + std::to_string(players) + " Player Character"; if (players > 1) message += "s"; } std::cout << message << std::endl; } void Database::createTables() { char* errMsg = 0; char* sql; sql = R"( CREATE TABLE IF NOT EXISTS "Accounts" ( "AccountID" INTEGER NOT NULL, "Login" TEXT NOT NULL UNIQUE, "Password" TEXT NOT NULL, "Selected" INTEGER NOT NULL, "Created" INTEGER NOT NULL, "LastLogin" INTEGER NOT NULL, PRIMARY KEY("AccountID" AUTOINCREMENT) ); CREATE TABLE IF NOT EXISTS "Players" ( "PlayerID" INTEGER NOT NULL, "AccountID" INTEGER NOT NULL, "Slot" INTEGER NOT NULL, "Firstname" TEXT NOT NULL COLLATE NOCASE, "LastName" TEXT NOT NULL COLLATE NOCASE, "Created" INTEGER NOT NULL, "LastLogin" INTEGER NOT NULL, "Level" INTEGER NOT NULL, "Nano1" INTEGER NOT NULL, "Nano2" INTEGER NOT NULL, "Nano3" INTEGER NOT NULL, "AppearanceFlag" INTEGER NOT NULL, "TutorialFlag" INTEGER NOT NULL, "PayZoneFlag" INTEGER NOT NULL, "XCoordinates" INTEGER NOT NULL, "YCoordinates" INTEGER NOT NULL, "ZCoordinates" INTEGER NOT NULL, "HP" INTEGER NOT NULL, "NameCheck" INTEGER NOT NULL, "AccountLevel" INTEGER NOT NULL, "FusionMatter" INTEGER NOT NULL, "Taros" INTEGER NOT NULL, "Quests" BLOB NOT NULL, "BatteryW" INTEGER NOT NULL, "BatteryN" INTEGER NOT NULL, "Mentor" INTEGER NOT NULL, "WarpLocationFlag" INTEGER NOT NULL, "SkywayLocationFlag1" INTEGER NOT NULL, "SkywayLocationFlag2" INTEGER NOT NULL, "CurrentMissionID" INTEGER NOT NULL, PRIMARY KEY("PlayerID" AUTOINCREMENT), FOREIGN KEY("AccountID") REFERENCES "Accounts"("AccountID") ON DELETE CASCADE ); CREATE TABLE IF NOT EXISTS "Appearances" ( "PlayerID" INTEGER NOT NULL, "Angle" INTEGER NOT NULL, "Body" INTEGER NOT NULL, "EyeColor" INTEGER NOT NULL, "FaceStyle" INTEGER NOT NULL, "Gender" INTEGER NOT NULL, "HairColor" INTEGER NOT NULL, "HairStyle" INTEGER NOT NULL, "Height" INTEGER NOT NULL, "SkinColor" INTEGER NOT NULL, FOREIGN KEY("PlayerID") REFERENCES "Players"("PlayerID") ON DELETE CASCADE ); CREATE TABLE IF NOT EXISTS "Inventory" ( "PlayerId" INTEGER NOT NULL, "Slot" INTEGER NOT NULL, "Id" INTEGER NOT NULL, "Type" INTEGER NOT NULL, "Opt" INTEGER NOT NULL, "TimeLimit" INTEGER NOT NULL, FOREIGN KEY("PlayerID") REFERENCES "Players"("PlayerID") ON DELETE CASCADE ); CREATE TABLE IF NOT EXISTS "Nanos" ( "PlayerId" INTEGER NOT NULL, "Id" INTEGER NOT NULL, "Skill" INTEGER NOT NULL, "Stamina" INTEGER NOT NULL, FOREIGN KEY("PlayerID") REFERENCES "Players"("PlayerID") ON DELETE CASCADE ); CREATE TABLE IF NOT EXISTS "RunningQuests" ( "PlayerId" INTEGER NOT NULL, "TaskId" INTEGER NOT NULL, "RemainingNPCCount1" INTEGER NOT NULL, "RemainingNPCCount2" INTEGER NOT NULL, "RemainingNPCCount3" INTEGER NOT NULL, FOREIGN KEY("PlayerID") REFERENCES "Players"("PlayerID") ON DELETE CASCADE ); CREATE TABLE IF NOT EXISTS "Buddyships" ( "PlayerAId" INTEGER NOT NULL, "PlayerBId" INTEGER NOT NULL, "Status" INTEGER NOT NULL, FOREIGN KEY("PlayerAId") REFERENCES "Players"("PlayerID") ON DELETE CASCADE, FOREIGN KEY("PlayerBId") REFERENCES "Players"("PlayerID") ON DELETE CASCADE ); CREATE TABLE IF NOT EXISTS "EmailData" ( "PlayerId" INTEGER NOT NULL, "MsgIndex" INTEGER NOT NULL, "ReadFlag" INTEGER NOT NULL, "ItemFlag" INTEGER NOT NULL, "SenderId" INTEGER NOT NULL, "SenderFirstName" TEXT NOT NULL COLLATE NOCASE, "SenderLastName" TEXT NOT NULL COLLATE NOCASE, "SubjectLine" TEXT NOT NULL, "MsgBody" TEXT NOT NULL, "Taros" INTEGER NOT NULL, "SendTime" INTEGER NOT NULL, "DeleteTime" INTEGER NOT NULL, FOREIGN KEY("PlayerID") REFERENCES "Players"("PlayerID") ON DELETE CASCADE ); CREATE TABLE IF NOT EXISTS "EmailItems" ( "PlayerId" INTEGER NOT NULL, "MsgIndex" INTEGER NOT NULL, "Slot" INTEGER NOT NULL, "Id" INTEGER NOT NULL, "Type" INTEGER NOT NULL, "Opt" INTEGER NOT NULL, "TimeLimit" INTEGER NOT NULL ); CREATE TABLE IF NOT EXISTS "RaceResults"( "EPID" INTEGER NOT NULL, "PlayerID" INTEGER NOT NULL, "Score" INTEGER NOT NULL, "Timestamp" INTEGER NOT NULL, FOREIGN KEY("PlayerID") REFERENCES "Players"("PlayerID") ON DELETE CASCADE ) )"; int rc = sqlite3_exec(db, sql, 0, 0, &errMsg); if (rc != SQLITE_OK) { std::cout << "[FATAL] Database failed to create tables: " << errMsg << std::endl; terminate(0); } } int Database::getAccountsCount() { int result; char* sql = "SELECT COUNT(*) FROM Accounts"; rc = sqlite3_exec(db, sql, CBAccountsCount, result, &err_msg); } static int Database::CBAccountsCount(void* AccountsCount, int count, char** data, char** columns) { *AccountsCount = (int)data[0]; } int Database::getPlayersCount() { return db.count(); } int Database::addAccount(std::string login, std::string password) { std::lock_guard lock(dbCrit); password = BCrypt::generateHash(password); Account account = {}; account.Login = login; account.Password = password; account.Selected = 1; account.Created = getTimestamp(); account.LastLogin = account.Created; return db.insert(account); } void Database::updateSelected(int accountId, int slot) { std::lock_guard lock(dbCrit); Account acc = db.get(accountId); acc.Selected = slot; // timestamp acc.LastLogin = getTimestamp(); db.update(acc); } std::unique_ptr Database::findAccount(std::string login) { std::lock_guard lock(dbCrit); // 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::validateCharacter(int characterID, int userID) { return db.select(&DbPlayer::PlayerID, where((c(&DbPlayer::PlayerID) == characterID) && (c(&DbPlayer::AccountID) == userID))) .size() > 0; } bool Database::isNameFree(std::string firstName, std::string lastName) { std::lock_guard lock(dbCrit); return (db.get_all (where((c(&DbPlayer::FirstName) == firstName) and (c(&DbPlayer::LastName) == lastName))) .empty()); } bool Database::isSlotFree(int accountId, int slotNum) { std::lock_guard lock(dbCrit); return (db.get_all (where((c(&DbPlayer::AccountID) == accountId) and (c(&DbPlayer::slot) == slotNum))) .empty()); } int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID) { std::lock_guard lock(dbCrit); // fail if the player already has 4 or more characters if (db.count(where(c(&DbPlayer::AccountID) == AccountID)) >= 4) return -1; DbPlayer create = {}; // set timestamp create.Created = getTimestamp(); // 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.Level = 1; create.HP = PC_MAXHEALTH(create.Level); create.HairColor = 1; create.HairStyle = 1; create.Height = 0; create.SkinColor = 1; create.AccountLevel = settings::ACCLEVEL; create.x_coordinates = settings::SPAWN_X; create.y_coordinates = settings::SPAWN_Y; create.z_coordinates = settings::SPAWN_Z; create.angle = settings::SPAWN_ANGLE; // set mentor to computress create.Mentor = 5; // initialize the quest blob to 128 0-bytes create.QuestFlag = std::vector(128, 0); return db.insert(create); } void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character) { std::lock_guard lock(dbCrit); 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) { std::lock_guard lock(dbCrit); Player finish = getPlayer(PlayerID); // set flag finish.PCStyle2.iTutorialFlag= 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.equippedNanos[0] = 1; db.insert(Buttercup); // save missions MissionManager::saveMission(&finish, 0); MissionManager::saveMission(&finish, 1); db.update(playerToDb(&finish)); } int Database::deleteCharacter(int characterID, int userID) { std::lock_guard lock(dbCrit); auto find = db.get_all(where(c(&DbPlayer::PlayerID) == characterID and c(&DbPlayer::AccountID)==userID)); int slot = find.front().slot; db.remove(find.front().PlayerID); db.remove_all(where(c(&Inventory::playerId) == characterID)); db.remove_all(where(c(&Nano::playerId) == characterID)); return slot; } std::vector Database::getCharacters(int UserID) { std::lock_guard lock(dbCrit); 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; } std::vector Database::getCharInfo(int userID) { std::lock_guard lock(dbCrit); std::vectorcharacters = db.get_all(where (c(&DbPlayer::AccountID) == userID)); std::vector result = std::vector(); for (auto& character : characters) { sP_LS2CL_REP_CHAR_INFO toAdd = {}; toAdd.iX = character.x_coordinates; toAdd.iY = character.y_coordinates; toAdd.iZ = character.z_coordinates; toAdd.iLevel = character.Level; toAdd.iSlot = character.slot; toAdd.sPC_Style.iBody = character.Body; toAdd.sPC_Style.iClass = character.Class; toAdd.sPC_Style.iEyeColor = character.EyeColor; toAdd.sPC_Style.iFaceStyle = character.FaceStyle; toAdd.sPC_Style.iGender = character.Gender; toAdd.sPC_Style.iHairColor = character.HairColor; toAdd.sPC_Style.iHairStyle = character.HairStyle; toAdd.sPC_Style.iHeight = character.Height; toAdd.sPC_Style.iNameCheck = character.NameCheck; toAdd.sPC_Style.iPC_UID = character.PlayerID; toAdd.sPC_Style.iSkinColor = character.SkinColor; U8toU16(character.FirstName, toAdd.sPC_Style.szFirstName, sizeof(toAdd.sPC_Style.szFirstName)); U8toU16(character.LastName, toAdd.sPC_Style.szLastName, sizeof(toAdd.sPC_Style.szLastName)); toAdd.sPC_Style2.iAppearanceFlag = character.AppearanceFlag; toAdd.sPC_Style2.iPayzoneFlag = character.PayZoneFlag; toAdd.sPC_Style2.iTutorialFlag = character.TutorialFlag; //get equipment auto items = db.get_all( where(c(&Inventory::playerId) == character.PlayerID && c(&Inventory::slot) < AEQUIP_COUNT)); for (auto& item : items) { sItemBase addItem = {}; addItem.iID = item.id; addItem.iType = item.Type; addItem.iOpt = item.Opt; addItem.iTimeLimit = item.TimeLimit; toAdd.aEquip[item.slot] = addItem; } result.push_back(toAdd); } return result; } // XXX: This is never called? void Database::evaluateCustomName(int characterID, CustomName decision) { std::lock_guard lock(dbCrit); DbPlayer player = getDbPlayerById(characterID); player.NameCheck = (int)decision; db.update(player); } void Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save) { std::lock_guard lock(dbCrit); 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) { // TODO: move stuff that is never updated to separate table so it doesn't try to update it every time DbPlayer result = {}; 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.AccountLevel = player->accountLevel; 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; if (player->instanceID == 0 && !player->onMonkey) { // only save coords if player isn't instanced result.x_coordinates = player->x; result.y_coordinates = player->y; result.z_coordinates = player->z; result.angle = player->angle; } else { result.x_coordinates = player->lastX; result.y_coordinates = player->lastY; result.z_coordinates = player->lastZ; result.angle = player->lastAngle; } result.Nano1 = player->equippedNanos[0]; result.Nano2 = player->equippedNanos[1]; result.Nano3 = player->equippedNanos[2]; result.BatteryN = player->batteryN; result.BatteryW = player->batteryW; result.Mentor = player->mentor; result.WarpLocationFlag = player->iWarpLocationFlag; result.SkywayLocationFlag1 = player->aSkywayLocationFlag[0]; result.SkywayLocationFlag2 = player->aSkywayLocationFlag[1]; result.CurrentMissionID = player->CurrentMissionID; // timestamp result.LastLogin = getTimestamp(); result.Created = player->creationTime; // save completed quests result.QuestFlag = std::vector((char*)player->aQuestFlag, (char*)player->aQuestFlag + 128); 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.creationTime = player.Created; 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, sizeof(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.accountLevel = player.AccountLevel; U8toU16(player.LastName, result.PCStyle.szLastName, sizeof(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.batteryN = player.BatteryN; result.batteryW = player.BatteryW; result.mentor = player.Mentor; result.CurrentMissionID = player.CurrentMissionID; result.equippedNanos[0] = player.Nano1; result.equippedNanos[1] = player.Nano2; result.equippedNanos[2] = player.Nano3; result.inCombat = false; result.iWarpLocationFlag = player.WarpLocationFlag; result.aSkywayLocationFlag[0] = player.SkywayLocationFlag1; result.aSkywayLocationFlag[1] = player.SkywayLocationFlag2; Database::getInventory(&result); Database::removeExpiredVehicles(&result); Database::getNanos(&result); Database::getQuests(&result); Database::getBuddies(&result); // load completed quests memcpy(&result.aQuestFlag, player.QuestFlag.data(), std::min(sizeof(result.aQuestFlag), player.QuestFlag.size())); return result; } Database::DbPlayer Database::getDbPlayerById(int id) { auto player = db.get_all(where(c(&DbPlayer::PlayerID) == id)); if (player.size() < 1) { // garbage collection db.remove_all(where(c(&Inventory::playerId) == id)); db.remove_all(where(c(&Nano::playerId) == id)); db.remove_all(where(c(&DbQuest::PlayerId) == id)); db.remove_all(where(c(&Buddyship::PlayerAId) == id || c(&Buddyship::PlayerBId) == id)); db.remove_all(where(c(&EmailData::PlayerId) == id)); db.remove_all(where(c(&EmailItem::PlayerId) == id)); return DbPlayer{ -1 }; } return player.front(); } Player Database::getPlayer(int id) { return DbToPlayer( getDbPlayerById(id) ); } #pragma endregion LoginServer #pragma region ShardServer void Database::updatePlayer(Player *player) { std::lock_guard lock(dbCrit); DbPlayer toUpdate = playerToDb(player); db.update(toUpdate); updateInventory(player); updateNanos(player); updateQuests(player); //updateBuddies(player); we add/remove buddies explicitly now } void Database::updateInventory(Player *player){ // start transaction db.begin_transaction(); // remove all 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); } } // insert bank for (int i = 0; i < ABANK_COUNT; i++) { if (player->Bank[i].iID != 0) { sItemBase* next = &player->Bank[i]; Inventory toAdd = {}; toAdd.playerId = player->iID; toAdd.slot = i + AEQUIP_COUNT + AINVEN_COUNT; toAdd.id = next->iID; toAdd.Opt = next->iOpt; toAdd.Type = next->iType; toAdd.TimeLimit = next->iTimeLimit; db.insert(toAdd); } } // insert quest items for (int i = 0; i < AQINVEN_COUNT; i++) { if (player->QInven[i].iID != 0) { sItemBase* next = &player->QInven[i]; Inventory toAdd = {}; toAdd.playerId = player->iID; toAdd.slot = i + AEQUIP_COUNT + AINVEN_COUNT + ABANK_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 for (int i=1; i < SIZEOF_NANO_BANK_SLOT; i++) { if ((player->Nanos[i]).iID == 0) continue; Nano toAdd = {}; sNano* next = &player->Nanos[i]; toAdd.playerId = player->iID; toAdd.iID = next->iID; toAdd.iSkillID = next->iSkillID; toAdd.iStamina = next->iStamina; db.insert(toAdd); } db.commit(); } void Database::updateQuests(Player* player) { // start transaction db.begin_transaction(); // remove all db.remove_all( where(c(&DbQuest::PlayerId) == player->iID) ); // insert for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) { if (player->tasks[i] == 0) continue; DbQuest toAdd = {}; toAdd.PlayerId = player->iID; toAdd.TaskId = player->tasks[i]; toAdd.RemainingNPCCount1 = player->RemainingNPCCount[i][0]; toAdd.RemainingNPCCount2 = player->RemainingNPCCount[i][1]; toAdd.RemainingNPCCount3 = player->RemainingNPCCount[i][2]; db.insert(toAdd); } db.commit(); } // note: do not use. explicitly add/remove records instead. void Database::updateBuddies(Player* player) { db.begin_transaction(); db.remove_all( // remove all buddyships with this player involved where(c(&Buddyship::PlayerAId) == player->iID || c(&Buddyship::PlayerBId) == player->iID) ); // iterate through player's buddies and add records for each non-zero entry for (int i = 0; i < 50; i++) { if (player->buddyIDs[i] != 0) { Buddyship record; record.PlayerAId = player->iID; record.PlayerBId = player->buddyIDs[i]; record.Status = 0; // still not sure how we'll handle blocking db.insert(record); } } 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; // assign to proper arrays if (current.slot < AEQUIP_COUNT) player->Equip[current.slot] = toSet; else if (current.slot < (AEQUIP_COUNT + AINVEN_COUNT)) player->Inven[current.slot - AEQUIP_COUNT] = toSet; else if (current.slot < (AEQUIP_COUNT + AINVEN_COUNT + ABANK_COUNT)) player->Bank[current.slot - AEQUIP_COUNT - AINVEN_COUNT] = toSet; else player->QInven[current.slot - AEQUIP_COUNT - AINVEN_COUNT - ABANK_COUNT] = toSet; } } void Database::removeExpiredVehicles(Player* player) { int32_t currentTime = getTimestamp(); // remove from bank immediately for (int i = 0; i < ABANK_COUNT; i++) { if (player->Bank[i].iType == 10 && player->Bank[i].iTimeLimit < currentTime) player->Bank[i] = {}; } // for the rest, we want to leave only 1 expired vehicle on player to delete it with the client packet std::vector toRemove; // equiped vehicle if (player->Equip[8].iOpt > 0 && player->Equip[8].iTimeLimit < currentTime) { toRemove.push_back(&player->Equip[8]); player->toRemoveVehicle.eIL = 0; player->toRemoveVehicle.iSlotNum = 8; } // inventory for (int i = 0; i < AINVEN_COUNT; i++) { if (player->Inven[i].iType == 10 && player->Inven[i].iTimeLimit < currentTime) { toRemove.push_back(&player->Inven[i]); player->toRemoveVehicle.eIL = 1; player->toRemoveVehicle.iSlotNum = i; } } // delete all but one vehicles, leave last one for ceremonial deletion for (int i = 0; i < (int)toRemove.size()-1; i++) { memset(toRemove[i], 0, sizeof(sItemBase)); } } 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; } } void Database::getQuests(Player* player) { // get from DB auto quests = db.get_all( where(c(&DbQuest::PlayerId) == player->iID) ); // set int i = 0; for (const DbQuest& current : quests) { player->tasks[i] = current.TaskId; player->RemainingNPCCount[i][0] = current.RemainingNPCCount1; player->RemainingNPCCount[i][1] = current.RemainingNPCCount2; player->RemainingNPCCount[i][2] = current.RemainingNPCCount3; i++; } } void Database::getBuddies(Player* player) { auto buddies = db.get_all( // player can be on either side where(c(&Buddyship::PlayerAId) == player->iID || c(&Buddyship::PlayerBId) == player->iID) ); // there should never be more than 50 buddyships per player, but just in case for (int i = 0; i < 50 && i < buddies.size(); i++) { // if the player is player A, then the buddy is player B, and vice versa player->buddyIDs[i] = player->iID == buddies.at(i).PlayerAId ? buddies.at(i).PlayerBId : buddies.at(i).PlayerAId; } } int Database::getNumBuddies(Player* player) { std::lock_guard lock(dbCrit); auto buddies = db.get_all( // player can be on either side where(c(&Buddyship::PlayerAId) == player->iID || c(&Buddyship::PlayerBId) == player->iID) ); // again, for peace of mind return buddies.size() > 50 ? 50 : buddies.size(); } // buddies void Database::addBuddyship(int playerA, int playerB) { std::lock_guard lock(dbCrit); db.begin_transaction(); Buddyship record; record.PlayerAId = playerA; record.PlayerBId = playerB; record.Status = 0; // blocking ??? db.insert(record); db.commit(); } void Database::removeBuddyship(int playerA, int playerB) { std::lock_guard lock(dbCrit); db.begin_transaction(); db.remove_all( where(c(&Buddyship::PlayerAId) == playerA && c(&Buddyship::PlayerBId) == playerB) ); db.remove_all( // the pair could be in either position where(c(&Buddyship::PlayerAId) == playerB && c(&Buddyship::PlayerBId) == playerA) ); db.commit(); } // email int Database::getUnreadEmailCount(int playerID) { std::lock_guard lock(dbCrit); auto emailData = db.get_all( where(c(&Database::EmailData::PlayerId) == playerID && c(&Database::EmailData::ReadFlag) == 0) ); return emailData.size(); } std::vector Database::getEmails(int playerID, int page) { std::lock_guard lock(dbCrit); std::vector emails; auto emailData = db.get_all( where(c(&Database::EmailData::PlayerId) == playerID), order_by(&Database::EmailData::MsgIndex).desc(), limit(5 * (page - 1), 5) ); int i = 0; for (Database::EmailData email : emailData) { emails.push_back(email); i++; } return emails; } Database::EmailData Database::getEmail(int playerID, int index) { std::lock_guard lock(dbCrit); auto emailData = db.get_all( where(c(&Database::EmailData::PlayerId) == playerID && c(&Database::EmailData::MsgIndex) == index) ); if (emailData.size() > 1) std::cout << "[WARN] Duplicate emails detected (player " << playerID << ", index " << index << ")" << std::endl; return emailData.at(0); } sItemBase* Database::getEmailAttachments(int playerID, int index) { std::lock_guard lock(dbCrit); sItemBase* items = new sItemBase[4]; for (int i = 0; i < 4; i++) items[i] = { 0, 0, 0, 0 }; // zero out items auto attachments = db.get_all( where(c(&Database::EmailItem::PlayerId) == playerID && c(&Database::EmailItem::MsgIndex) == index) ); if (attachments.size() > 4) std::cout << "[WARN] Email has too many attachments (player " << playerID << ", index " << index << ")" << std::endl; for (Database::EmailItem& item : attachments) { items[item.Slot - 1] = { item.Type, item.Id, item.Opt, item.TimeLimit }; } return items; } void Database::updateEmailContent(EmailData* data) { std::lock_guard lock(dbCrit); db.begin_transaction(); auto attachments = db.get_all( where(c(&Database::EmailItem::PlayerId) == data->PlayerId && c(&Database::EmailItem::MsgIndex) == data->MsgIndex) ); data->ItemFlag = (data->Taros > 0 || attachments.size() > 0) ? 1 : 0; // set attachment flag dynamically db.remove_all( where(c(&Database::EmailData::PlayerId) == data->PlayerId && c(&Database::EmailData::MsgIndex) == data->MsgIndex) ); db.insert(*data); db.commit(); } void Database::deleteEmailAttachments(int playerID, int index, int slot) { std::lock_guard lock(dbCrit); db.begin_transaction(); if (slot == -1) { // delete all db.remove_all( where(c(&Database::EmailItem::PlayerId) == playerID && c(&Database::EmailItem::MsgIndex) == index) ); } else { // delete single by comparing slot num db.remove_all( where(c(&Database::EmailItem::PlayerId) == playerID && c(&Database::EmailItem::MsgIndex) == index && c(&Database::EmailItem::Slot) == slot) ); } db.commit(); } void Database::deleteEmails(int playerID, int64_t* indices) { std::lock_guard lock(dbCrit); db.begin_transaction(); for (int i = 0; i < 5; i++) { db.remove_all( where(c(&Database::EmailData::PlayerId) == playerID && c(&Database::EmailData::MsgIndex) == indices[i]) ); // no need to check if the index is 0, since an email will never have index < 1 } db.commit(); } int Database::getNextEmailIndex(int playerID) { std::lock_guard lock(dbCrit); auto emailData = db.get_all( where(c(&Database::EmailData::PlayerId) == playerID), order_by(&Database::EmailData::MsgIndex).desc(), limit(1) ); return (emailData.size() > 0 ? emailData.at(0).MsgIndex + 1 : 1); } void Database::sendEmail(EmailData* data, std::vector attachments) { std::lock_guard lock(dbCrit); db.begin_transaction(); db.insert(*data); // add email data to db // add email attachments to db email inventory int slot = 1; for (sItemBase item : attachments) { EmailItem dbItem = { data->PlayerId, data->MsgIndex, slot++, item.iType, item.iID, item.iOpt, item.iTimeLimit }; db.insert(dbItem); } db.commit(); } #pragma endregion ShardServer