#include "contrib/sqlite/sqlite3pp.h" #include "contrib/bcrypt/BCrypt.hpp" #include "CNProtocol.hpp" #include "Database.hpp" #include "CNStructs.hpp" #include "settings.hpp" #include "Player.hpp" #include #include #include "contrib/JSON.hpp" //TODO: replace this sqlite wrapper with something better, clean up queries, get rid of json sqlite3pp::database db; void Database::open() { //checking if database file exists std::ifstream file; file.open("data.db"); if (file) { file.close(); // if exists, assign it db = sqlite3pp::database("data.db"); DEBUGLOG(std::cout << "[DB] Database in operation" << std::endl; ) } else { // if doesn't, create all the tables DEBUGLOG(std::cout << "[DB] Creating new database" << std::endl;) db = sqlite3pp::database("data.db"); // creates accounts db.execute("CREATE TABLE Accounts(AccountID INTEGER PRIMARY KEY AUTOINCREMENT, Login TEXT NOT NULL, Password TEXT NOT NULL);"); // creates characters db.execute("CREATE TABLE Players(PlayerID INTEGER PRIMARY KEY AUTOINCREMENT, AccountID INTEGER NOT NULL, Slot INTEGER NOT NULL, FirstName TEXT NOT NULL, LastName TEXT NOT NULL, CharData TEXT NOT NULL);"); DEBUGLOG(std::cout << "Done" << std::endl;) } } // verifies that the username & passwords are valid bool Database::isLoginDataGood(std::string login, std::string password) { std::regex loginRegex("^([A-Za-z\\d_\\-]){5,20}$"); std::regex passwordRegex("^([A-Za-z\\d_\\-@$!%*#?&,.+:;<=>]){2,20}$"); return (std::regex_match(login, loginRegex) && std::regex_match(password, passwordRegex)); } void Database::addAccount(std::string login, std::string password) { // generates prepared statment sqlite3pp::command cmd(db, "INSERT INTO Accounts (Login, Password) VALUES (:login, :password)"); // generates a hashed password! password = BCrypt::generateHash(password); // binds args to the command cmd.bind(":login", login, sqlite3pp::nocopy); cmd.bind(":password", password, sqlite3pp::nocopy); cmd.execute(); } bool Database::doesUserExist(std::string login) { // generates prepared statement sqlite3pp::query qry(db, "SELECT COUNT(AccountID) FROM Accounts WHERE Login = :login"); // binds to the query qry.bind(":login", login, sqlite3pp::nocopy); // executes sqlite3pp::query::iterator i = qry.begin(); // grabs the first result (the count) int result; std::tie(result) = (*i).get_columns(0); // if there is more than 0 results, the user exists :eyes: return (result > 0); } bool Database::isPasswordCorrect(std::string login, std::string password) { // generates prepared statement sqlite3pp::query qry(db, "SELECT Password FROM Accounts WHERE Login = :login"); // binds username to the query qry.bind(":login", login, sqlite3pp::nocopy); // executes sqlite3pp::query::iterator i = qry.begin(); // grabs the first result const char* actual; std::tie(actual) = (*i).get_columns(0); // validate password hash with provded password return BCrypt::validatePassword(password, actual); } int Database::getUserID(std::string login) { // generates prep statement sqlite3pp::query qry(db, "SELECT AccountID FROM Accounts WHERE Login = :login"); // binds the username to the login param qry.bind(":login", login, sqlite3pp::nocopy); // executes the query sqlite3pp::query::iterator i = qry.begin(); // grabs the first result of the query int result; std::tie(result) = (*i).get_columns(0); // returns the result return result; } int Database::getUserSlotsNum(int AccountId) { // generates the prepared statement sqlite3pp::query qry(db, "SELECT COUNT(PlayerID) FROM Players WHERE AccountID = :ID"); // binds the ID to the param qry.bind(":ID", AccountId); // executes sqlite3pp::query::iterator i = qry.begin(); // grabs the first result int result; std::tie(result) = (*i).get_columns(0); // returns the result return result; } bool Database::isNameFree(std::string First, std::string Second) { // generates the prepared statement sqlite3pp::query qry(db, "SELECT COUNT(PlayerID) FROM Players WHERE FirstName = :First COLLATE nocase AND LastName = :Second COLLATE nocase"); // binds the params qry.bind(":First", First, sqlite3pp::nocopy); qry.bind(":Second", Second, sqlite3pp::nocopy); // executes the query sqlite3pp::query::iterator i = qry.begin(); // grabs the result int result; std::tie(result) = (*i).get_columns(0); // if no results return, the the username is unused return (result == 0); } void Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID) { // generate the command sqlite3pp::command cmd(db, "INSERT INTO Players (AccountID, Slot, FirstName, LastName, CharData) VALUES (:AccountID, :Slot, :FirstName, :LastName, :CharData)"); // generate character data std::string charData = CharacterToJson(save); std::string first = U16toU8(save->szFirstName); std::string last = U16toU8(save->szLastName); // bind to command cmd.bind(":AccountID", AccountID); cmd.bind(":Slot", save->iSlotNum); cmd.bind(":CharData", charData, sqlite3pp::nocopy); cmd.bind(":FirstName", first, sqlite3pp::nocopy); cmd.bind(":LastName", last, sqlite3pp::nocopy); // run cmd.execute(); } void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character) { sqlite3pp::command cmd(db, "UPDATE Players SET CharData = :data WHERE PlayerID = :id"); // grab the data to add to the command int id = character->PCStyle.iPC_UID; std::string charData = CharacterToJson(character); // bind to the command & execute cmd.bind(":data", charData, sqlite3pp::nocopy); cmd.bind(":id", id); cmd.execute(); } void Database::finishTutorial(int PlayerID) { sqlite3pp::query qry(db, "SELECT CharData FROM Players WHERE PlayerID = :ID"); // bind to the query and execute qry.bind(":ID", PlayerID); sqlite3pp::query::iterator i = qry.begin(); // grab the player json from the database std::string json; std::tie(json) = (*i).get_columns(0); // parse the json into a Player Player player = JsonToPlayer(json, PlayerID); // set the tutorial flag & equip lightning gun player.PCStyle2.iTutorialFlag = 1; player.Equip[0].iID = 328; json = PlayerToJson(player); // update the database sqlite3pp::command cmd(db, "UPDATE Players SET CharData = :data WHERE PlayerID = :id"); cmd.bind(":data", json, sqlite3pp::nocopy); cmd.bind(":id", PlayerID); cmd.execute(); } int Database::getCharacterID(int AccountID, int slot) { // make the query sqlite3pp::query qry(db, "SELECT PlayerID FROM Players WHERE AccountID = :ID AND Slot = :Slot"); // bind the params & execute qry.bind(":ID", AccountID); qry.bind(":Slot", slot); sqlite3pp::query::iterator i = qry.begin(); // grab the result int result; std::tie(result) = (*i).get_columns(0); return result; } int Database::deleteCharacter(int characterID, int accountID) { // checking if requested player exist and is bound to the account sqlite3pp::query qry(db, "SELECT COUNT(AccountID) FROM Players WHERE AccountID = :AccID AND PlayerID = :PID"); qry.bind(":AccID", accountID); qry.bind(":PID", characterID); sqlite3pp::query::iterator i = qry.begin(); int result; std::tie(result) = (*i).get_columns(0); if (result > 0) { // get player character slot sqlite3pp::query qry(db, "SELECT Slot FROM Players WHERE PlayerID = :PID"); // bind & execute qry.bind(":PID", characterID); sqlite3pp::query::iterator i = qry.begin(); // grab the slot to return int slot; std::tie(slot) = (*i).get_columns(0); // actually delete the record sqlite3pp::command cmd(db, "DELETE FROM Players WHERE PlayerID = :ID"); cmd.bind(":ID", characterID); cmd.execute(); // finally, return the grabbed slot return slot; } return -1; } // TODO: this should really be std::vector, but for the sake of compatibility with PRs, I'll change this after merging std::list Database::getCharacters(int userID) { std::list result = std::list(); sqlite3pp::query qry(db, "SELECT * FROM Players WHERE AccountID = :ID"); qry.bind(":ID", userID); // for each character owned by the account, for (sqlite3pp::query::iterator i = qry.begin(); i != qry.end(); ++i) { // grab the data int ID, AccountID, slot; char const* charData, * first, * second; std::tie(ID, AccountID, slot, first, second, charData) = (*i).get_columns(0, 1, 2, 3, 4, 5); // convert to player Player toadd = JsonToPlayer(charData, ID); toadd.slot = slot; // add it to the results result.push_back(toadd); } return result; } std::string Database::CharacterToJson(sP_CL2LS_REQ_SAVE_CHAR_NAME* save) { nlohmann::json json = { {"Level",36}, //to check {"HP",1000}, {"NameCheck", 1}, {"FirstName",U16toU8(save->szFirstName)}, {"LastName",U16toU8(save->szLastName)}, {"Gender",rand() % 2 + 1 }, {"FaceStyle",1}, {"HairStyle",1}, {"HairColor",(rand() % 19) + 1}, {"SkinColor",(rand() % 13) + 1}, {"EyeColor",(rand() % 6) + 1}, {"Height",(rand() % 6)}, {"Body",(rand() % 4)}, {"Class",0}, {"AppearanceFlag",0}, {"PayzoneFlag",1}, {"TutorialFlag",0}, {"EquipUB", 217}, {"EquipLB", 203}, {"EquipFoot", 314}, {"EquipWeapon", 0}, {"x",settings::SPAWN_X}, {"y",settings::SPAWN_Y}, {"z",settings::SPAWN_Z}, {"isGM",false}, }; return json.dump(); } std::string Database::PlayerToJson(Player player) { nlohmann::json json = { {"Level",player.level}, //to check {"HP",player.HP}, {"NameCheck", 1}, {"FirstName",U16toU8(player.PCStyle.szFirstName)}, {"LastName",U16toU8(player.PCStyle.szLastName)}, {"Gender",player.PCStyle.iGender}, {"FaceStyle",player.PCStyle.iFaceStyle}, {"HairStyle",player.PCStyle.iHairStyle}, {"HairColor",player.PCStyle.iHairColor}, {"SkinColor",player.PCStyle.iSkinColor}, {"EyeColor",player.PCStyle.iEyeColor}, {"Height",player.PCStyle.iHeight}, {"Body",player.PCStyle.iBody}, {"Class",player.PCStyle.iClass}, {"AppearanceFlag",player.PCStyle2.iAppearanceFlag}, {"PayzoneFlag",player.PCStyle2.iPayzoneFlag}, {"TutorialFlag",player.PCStyle2.iTutorialFlag}, {"EquipUB", player.Equip[1].iID}, {"EquipLB", player.Equip[2].iID}, {"EquipFoot", player.Equip[3].iID}, {"EquipWeapon", player.Equip[0].iID}, {"x",player.x}, {"y",player.y}, {"z",player.z}, {"isGM",false}, }; return json.dump(); } Player Database::JsonToPlayer(std::string input, int PC_UID) { std::string err; const auto json = nlohmann::json::parse(input); Player player; player.PCStyle.iPC_UID = (int64_t)PC_UID; player.level = std::stoi(json["Level"].dump()); player.HP = std::stoi(json["HP"].dump()); player.PCStyle.iNameCheck = std::stoi(json["NameCheck"].dump()); U8toU16(json["FirstName"].get(), player.PCStyle.szFirstName); U8toU16(json["LastName"].get(), player.PCStyle.szLastName); player.PCStyle.iGender = std::stoi(json["Gender"].dump()); player.PCStyle.iFaceStyle = std::stoi(json["FaceStyle"].dump()); player.PCStyle.iHairStyle = std::stoi(json["HairStyle"].dump()); player.PCStyle.iHairColor = std::stoi(json["HairColor"].dump()); player.PCStyle.iSkinColor = std::stoi(json["SkinColor"].dump()); player.PCStyle.iEyeColor = std::stoi(json["EyeColor"].dump()); player.PCStyle.iHeight = std::stoi(json["Height"].dump()); player.PCStyle.iBody = std::stoi(json["Body"].dump()); player.PCStyle.iClass = std::stoi(json["Class"].dump()); player.PCStyle2.iAppearanceFlag = std::stoi(json["AppearanceFlag"].dump()); player.PCStyle2.iPayzoneFlag = std::stoi(json["PayzoneFlag"].dump()); player.PCStyle2.iTutorialFlag = std::stoi(json["TutorialFlag"].dump()); player.Equip[0].iID = std::stoi(json["EquipWeapon"].dump()); if (player.Equip[0].iID != 0) player.Equip[0].iOpt = 1; else player.Equip[0].iOpt = 0; player.Equip[0].iType = 0; player.Equip[1].iID = std::stoi(json["EquipUB"].dump()); player.Equip[1].iOpt = 1; player.Equip[1].iType = 1; player.Equip[2].iID = std::stoi(json["EquipLB"].dump()); player.Equip[2].iOpt = 1; player.Equip[2].iType = 2; player.Equip[3].iID = std::stoi(json["EquipFoot"].dump()); player.Equip[3].iOpt = 1; player.Equip[3].iType = 3; player.x = std::stoi(json["x"].dump()); player.y = std::stoi(json["y"].dump()); player.z = std::stoi(json["z"].dump()); return player; } std::string Database::CharacterToJson(sP_CL2LS_REQ_CHAR_CREATE* character) { nlohmann::json json = { {"Level",36}, //to check {"HP",1000}, {"NameCheck", 1}, {"FirstName",U16toU8(character->PCStyle.szFirstName)}, {"LastName",U16toU8(character->PCStyle.szLastName)}, {"Gender",character->PCStyle.iGender}, {"FaceStyle",character->PCStyle.iFaceStyle}, {"HairStyle",character->PCStyle.iHairStyle}, {"HairColor",character->PCStyle.iHairColor}, {"SkinColor",character->PCStyle.iSkinColor}, {"EyeColor",character->PCStyle.iEyeColor}, {"Height",character->PCStyle.iHeight}, {"Body",character->PCStyle.iBody}, {"Class",character->PCStyle.iClass}, {"AppearanceFlag",1}, {"PayzoneFlag",1}, {"TutorialFlag",0}, {"EquipUB", character->sOn_Item.iEquipUBID}, {"EquipLB", character->sOn_Item.iEquipLBID}, {"EquipFoot", character->sOn_Item.iEquipFootID}, {"EquipWeapon", 0}, {"x",settings::SPAWN_X}, {"y",settings::SPAWN_Y}, {"z",settings::SPAWN_Z}, {"isGM",false}, }; return json.dump(); }