#include "Database.hpp" #include "Database.hpp" #include "CNProtocol.hpp" #include "CNStructs.hpp" #include "settings.hpp" #include "Player.hpp" #include "CNStructs.hpp" #include "MissionManager.hpp" #include "contrib/JSON.hpp" #include "contrib/bcrypt/BCrypt.hpp" #include #include #if defined(__MINGW32__) && !defined(_GLIBCXX_HAS_GTHREADS) #include "mingw/mingw.mutex.h" #else #include #endif std::mutex dbCrit; sqlite3* db; 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; exit(1); } // foreign keys in sqlite are off by default; enable them sqlite3_exec(db, "PRAGMA foreign_keys=ON;", NULL, NULL, NULL); // just in case a DB operation collides with an external manual modification sqlite3_busy_timeout(db, 2000); checkMetaTable(); createTables(); std::cout << "[INFO] Database in operation "; int accounts = getTableSize("Accounts"); int players = getTableSize("Players"); 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::close() { sqlite3_close(db); } void Database::checkMetaTable() { // first check if meta table exists const char* sql = R"( SELECT COUNT(*) FROM sqlite_master WHERE type='table' AND name='Meta'; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); if (sqlite3_step(stmt) != SQLITE_ROW) { std::cout << "[FATAL] Failed to check meta table" << sqlite3_errmsg(db) << std::endl; sqlite3_finalize(stmt); exit(1); } int count = sqlite3_column_int(stmt, 0); if (count == 0) { sqlite3_finalize(stmt); // check if there's other non-internal tables first sql = R"( SELECT COUNT(*) FROM sqlite_master WHERE type = 'table' AND name NOT LIKE 'sqlite_%'; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); if (sqlite3_step(stmt) != SQLITE_ROW || sqlite3_column_int(stmt, 0) != 0) { sqlite3_finalize(stmt); std::cout << "[FATAL] Existing DB is outdated" << std::endl; exit(1); } // create meta table sqlite3_finalize(stmt); return createMetaTable(); } sqlite3_finalize(stmt); // check protocol version sql = R"( SELECT Value FROM Meta WHERE Key = 'ProtocolVersion'; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); if (sqlite3_step(stmt) != SQLITE_ROW) { std::cout << "[FATAL] Failed to check DB Protocol Version: " << sqlite3_errmsg(db) << std::endl; sqlite3_finalize(stmt); exit(1); } if (sqlite3_column_int(stmt, 0) != PROTOCOL_VERSION) { sqlite3_finalize(stmt); std::cout << "[FATAL] DB Protocol Version doesn't match Server Build" << std::endl; exit(1); } sqlite3_finalize(stmt); sql = R"( SELECT Value FROM Meta WHERE Key = 'DatabaseVersion'; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); if (sqlite3_step(stmt) != SQLITE_ROW) { std::cout << "[FATAL] Failed to check DB Version: " << sqlite3_errmsg(db) << std::endl; sqlite3_finalize(stmt); exit(1); } int dbVersion = sqlite3_column_int(stmt, 0); sqlite3_finalize(stmt); if (dbVersion != DATABASE_VERSION) { // we should be handling migrations here in the future std::cout << "[FATAL] DB Version doesn't match Server Build" << std::endl; exit(1); } } void Database::createMetaTable() { std::lock_guard lock(dbCrit); sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL); const char* sql = R"( CREATE TABLE Meta( Key TEXT NOT NULL UNIQUE, Value INTEGER NOT NULL, Created INTEGER DEFAULT (strftime('%s', 'now')) ); )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); if (sqlite3_step(stmt) != SQLITE_DONE) { std::cout << "[FATAL] Failed to create meta table: " << sqlite3_errmsg(db) << std::endl; sqlite3_finalize(stmt); sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); exit(1); } sqlite3_finalize(stmt); sql = R"( INSERT INTO Meta (Key, Value) VALUES (?, ?); )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_text(stmt, 1, "ProtocolVersion", -1, NULL); sqlite3_bind_int(stmt, 2, PROTOCOL_VERSION); if (sqlite3_step(stmt) != SQLITE_DONE) { std::cout << "[FATAL] Failed to create meta table: " << sqlite3_errmsg(db) << std::endl; sqlite3_finalize(stmt); sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); exit(1); } sqlite3_reset(stmt); sqlite3_bind_text(stmt, 1, "DatabaseVersion", -1, NULL); sqlite3_bind_int(stmt, 2, DATABASE_VERSION); int rc = sqlite3_step(stmt); sqlite3_finalize(stmt); if (rc != SQLITE_DONE) { std::cout << "[FATAL] Failed to create meta table: " << sqlite3_errmsg(db) << std::endl; sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); exit(1); } sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL); std::cout << "[INFO] Created new meta table" << std::endl; } void Database::createTables() { std::lock_guard lock(dbCrit); char* errMsg = 0; const 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 DEFAULT 1 NOT NULL, AccountLevel INTEGER NOT NULL, Created INTEGER DEFAULT (strftime('%s', 'now')) NOT NULL, LastLogin INTEGER DEFAULT (strftime('%s', 'now')) NOT NULL, BannedUntil INTEGER DEFAULT 0 NOT NULL, BannedSince INTEGER DEFAULT 0 NOT NULL, PRIMARY KEY(AccountID AUTOINCREMENT) ); CREATE TABLE IF NOT EXISTS Players ( PlayerID INTEGER NOT NULL, AccountID INTEGER NOT NULL, FirstName TEXT NOT NULL COLLATE NOCASE, LastName TEXT NOT NULL COLLATE NOCASE, NameCheck INTEGER NOT NULL, Slot INTEGER NOT NULL, Created INTEGER DEFAULT (strftime('%s', 'now')) NOT NULL, LastLogin INTEGER DEFAULT (strftime('%s', 'now')) NOT NULL, Level INTEGER DEFAULT 1 NOT NULL, Nano1 INTEGER DEFAULT 0 NOT NULL, Nano2 INTEGER DEFAULT 0 NOT NULL, Nano3 INTEGER DEFAULT 0 NOT NULL, AppearanceFlag INTEGER DEFAULT 0 NOT NULL, TutorialFlag INTEGER DEFAULT 0 NOT NULL, PayZoneFlag INTEGER DEFAULT 0 NOT NULL, XCoordinates INTEGER NOT NULL, YCoordinates INTEGER NOT NULL, ZCoordinates INTEGER NOT NULL, Angle INTEGER NOT NULL, HP INTEGER NOT NULL, FusionMatter INTEGER DEFAULT 0 NOT NULL, Taros INTEGER DEFAULT 0 NOT NULL, BatteryW INTEGER DEFAULT 0 NOT NULL, BatteryN INTEGER DEFAULT 0 NOT NULL, Mentor INTEGER DEFAULT 5 NOT NULL, CurrentMissionID INTEGER DEFAULT 0 NOT NULL, WarpLocationFlag INTEGER DEFAULT 0 NOT NULL, SkywayLocationFlag BLOB NOT NULL, FirstUseFlag BLOB NOT NULL, Quests BLOB NOT NULL, PRIMARY KEY(PlayerID AUTOINCREMENT), FOREIGN KEY(AccountID) REFERENCES Accounts(AccountID) ON DELETE CASCADE, UNIQUE (AccountID, Slot), UNIQUE (FirstName, LastName) ); CREATE TABLE IF NOT EXISTS Appearances ( PlayerID INTEGER UNIQUE NOT NULL, Body INTEGER DEFAULT 0 NOT NULL, EyeColor INTEGER DEFAULT 1 NOT NULL, FaceStyle INTEGER DEFAULT 1 NOT NULL, Gender INTEGER DEFAULT 1 NOT NULL, HairColor INTEGER DEFAULT 1 NOT NULL, HairStyle INTEGER DEFAULT 1 NOT NULL, Height INTEGER DEFAULT 0 NOT NULL, SkinColor INTEGER DEFAULT 1 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 DEFAULT 0 NOT NULL, FOREIGN KEY(PlayerID) REFERENCES Players(PlayerID) ON DELETE CASCADE, UNIQUE (PlayerID, Slot) ); CREATE TABLE IF NOT EXISTS QuestItems ( PlayerID INTEGER NOT NULL, Slot INTEGER NOT NULL, ID INTEGER NOT NULL, Opt INTEGER NOT NULL, FOREIGN KEY(PlayerID) REFERENCES Players(PlayerID) ON DELETE CASCADE, UNIQUE (PlayerID, Slot) ); CREATE TABLE IF NOT EXISTS Nanos ( PlayerID INTEGER NOT NULL, ID INTEGER NOT NULL, Skill INTEGER NOT NULL, Stamina INTEGER DEFAULT 150 NOT NULL, FOREIGN KEY(PlayerID) REFERENCES Players(PlayerID) ON DELETE CASCADE, UNIQUE (PlayerID, ID) ); 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, FOREIGN KEY(PlayerAID) REFERENCES Players(PlayerID) ON DELETE CASCADE, FOREIGN KEY(PlayerBID) REFERENCES Players(PlayerID) ON DELETE CASCADE ); CREATE TABLE IF NOT EXISTS Blocks ( PlayerID INTEGER NOT NULL, BlockedPlayerID INTEGER NOT NULL, FOREIGN KEY(PlayerID) REFERENCES Players(PlayerID) ON DELETE CASCADE, FOREIGN KEY(BlockedPlayerID) 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, UNIQUE(PlayerID, MsgIndex) ); 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, FOREIGN KEY(PlayerID) REFERENCES Players(PlayerID) ON DELETE CASCADE, UNIQUE (MsgIndex, Slot) ); 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, NULL, NULL, &errMsg); if (rc != SQLITE_OK) { std::cout << "[FATAL] Database failed to create tables: " << errMsg << std::endl; exit(1); } } int Database::getTableSize(std::string tableName) { std::lock_guard lock(dbCrit); const char* sql = "SELECT COUNT(*) FROM ?"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_text(stmt, 1, tableName.c_str(), -1, NULL); sqlite3_step(stmt); int result = sqlite3_column_int(stmt, 0); sqlite3_finalize(stmt); return result; } void Database::findAccount(Account* account, std::string login) { std::lock_guard lock(dbCrit); const char* sql = R"( SELECT AccountID, Password, Selected, BannedUntil FROM Accounts WHERE Login = ? LIMIT 1; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_text(stmt, 1, login.c_str(), -1, NULL); int rc = sqlite3_step(stmt); if (rc == SQLITE_ROW) { account->AccountID = sqlite3_column_int(stmt, 0); account->Password = std::string(reinterpret_cast(sqlite3_column_text(stmt, 1))); account->Selected = sqlite3_column_int(stmt, 2); account->BannedUntil = sqlite3_column_int64(stmt, 3); } sqlite3_finalize(stmt); } int Database::addAccount(std::string login, std::string password) { std::lock_guard lock(dbCrit); const char* sql = R"( INSERT INTO Accounts (Login, Password, AccountLevel) VALUES (?, ?, ?); )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_text(stmt, 1, login.c_str(), -1, NULL); std::string hashedPassword = BCrypt::generateHash(password); sqlite3_bind_text(stmt, 2, hashedPassword.c_str(), -1, NULL); sqlite3_bind_int(stmt, 3, settings::ACCLEVEL); int rc = sqlite3_step(stmt); sqlite3_finalize(stmt); if (rc != SQLITE_DONE) { std::cout << "[WARN] Database: failed to add new account" << std::endl; return 0; } return sqlite3_last_insert_rowid(db); } void Database::banAccount(int accountId, int days) { std::lock_guard lock(dbCrit); const char* sql = R"( UPDATE Accounts SET BannedSince = (strftime('%s', 'now')), BannedUntil = (strftime('%s', 'now')) + ? WHERE AccountID = ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, days * 86400); // convert days to seconds sqlite3_bind_int(stmt, 2, accountId); if (sqlite3_step(stmt) != SQLITE_DONE) { std::cout << "[WARN] Database: failed to ban player: " << sqlite3_errmsg(db) << std::endl; } sqlite3_finalize(stmt); } void Database::updateSelected(int accountId, int slot) { std::lock_guard lock(dbCrit); if (slot < 1 || slot > 4) { std::cout << "[WARN] Invalid slot number passed to updateSelected()! " << std::endl; return; } const char* sql = R"( UPDATE Accounts SET Selected = ?, LastLogin = (strftime('%s', 'now')) WHERE AccountID = ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, slot); sqlite3_bind_int(stmt, 2, accountId); int rc = sqlite3_step(stmt); sqlite3_finalize(stmt); if (rc != SQLITE_DONE) std::cout << "[WARN] Database fail on updateSelected(): " << sqlite3_errmsg(db) << std::endl; } bool Database::validateCharacter(int characterID, int userID) { std::lock_guard lock(dbCrit); // query whatever const char* sql = R"( SELECT PlayerID FROM Players WHERE PlayerID = ? AND AccountID = ? LIMIT 1; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, characterID); sqlite3_bind_int(stmt, 2, userID); int rc = sqlite3_step(stmt); // if we got a row back, the character is valid bool result = (rc == SQLITE_ROW); sqlite3_finalize(stmt); return result; } bool Database::isNameFree(std::string firstName, std::string lastName) { std::lock_guard lock(dbCrit); const char* sql = R"( SELECT COUNT(*) FROM Players WHERE FirstName = ? AND LastName = ? LIMIT 1; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_text(stmt, 1, firstName.c_str(), -1, NULL); sqlite3_bind_text(stmt, 2, lastName.c_str(), -1, NULL); int rc = sqlite3_step(stmt); bool result = (rc == SQLITE_ROW && sqlite3_column_int(stmt, 0) == 0); sqlite3_finalize(stmt); return result; } bool Database::isSlotFree(int accountId, int slotNum) { std::lock_guard lock(dbCrit); if (slotNum < 1 || slotNum > 4) { std::cout << "[WARN] Invalid slot number passed to isSlotFree()! " << slotNum << std::endl; return false; } const char* sql = R"( SELECT COUNT(*) FROM Players WHERE AccountID = ? AND Slot = ? LIMIT 1; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, accountId); sqlite3_bind_int(stmt, 2, slotNum); int rc = sqlite3_step(stmt); bool result = (rc == SQLITE_ROW && sqlite3_column_int(stmt, 0) == 0); sqlite3_finalize(stmt); return result; } int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID) { std::lock_guard lock(dbCrit); sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL); const char* sql = R"( INSERT INTO Players (AccountID, Slot, FirstName, LastName, XCoordinates, YCoordinates, ZCoordinates, Angle, HP, NameCheck, Quests, SkywayLocationFlag, FirstUseFlag) VALUES (?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?); )"; sqlite3_stmt* stmt; std::string firstName = U16toU8(save->szFirstName); std::string lastName = U16toU8(save->szLastName); sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, AccountID); sqlite3_bind_int(stmt, 2, save->iSlotNum); sqlite3_bind_text(stmt, 3, firstName.c_str(), -1, NULL); sqlite3_bind_text(stmt, 4, lastName.c_str(), -1, NULL); sqlite3_bind_int(stmt, 5, settings::SPAWN_X); sqlite3_bind_int(stmt, 6, settings::SPAWN_Y); sqlite3_bind_int(stmt, 7, settings::SPAWN_Z); sqlite3_bind_int(stmt, 8, settings::SPAWN_ANGLE); sqlite3_bind_int(stmt, 9, PC_MAXHEALTH(1)); // if FNCode isn't 0, it's a wheel name int nameCheck = (settings::APPROVEALLNAMES || save->iFNCode) ? 1 : 0; sqlite3_bind_int(stmt, 10, nameCheck); // blobs unsigned char blobBuffer[sizeof(Player::aQuestFlag)] = { 0 }; sqlite3_bind_blob(stmt, 11, blobBuffer, sizeof(Player::aQuestFlag), NULL); sqlite3_bind_blob(stmt, 12, blobBuffer, sizeof(Player::aSkywayLocationFlag), NULL); sqlite3_bind_blob(stmt, 13, blobBuffer, sizeof(Player::iFirstUseFlag), NULL); if (sqlite3_step(stmt) != SQLITE_DONE) { sqlite3_finalize(stmt); sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); return 0; } int playerId = sqlite3_last_insert_rowid(db); sqlite3_finalize(stmt); sql = R"( INSERT INTO Appearances (PlayerID) VALUES (?); )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerId); int rc = sqlite3_step(stmt); sqlite3_finalize(stmt); if (rc != SQLITE_DONE) { sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); return 0; } sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL); return playerId; } bool Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character, int accountId) { std::lock_guard lock(dbCrit); sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL); const char* sql = R"( UPDATE Players SET AppearanceFlag = 1 WHERE PlayerID = ? AND AccountID = ? AND AppearanceFlag = 0; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, character->PCStyle.iPC_UID); sqlite3_bind_int(stmt, 2, accountId); if (sqlite3_step(stmt) != SQLITE_DONE) { sqlite3_finalize(stmt); sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); return false; } sqlite3_finalize(stmt); sql = R"( UPDATE Appearances SET Body = ?, EyeColor = ?, FaceStyle = ?, Gender = ?, HairColor = ?, HairStyle = ?, Height = ?, SkinColor = ? WHERE PlayerID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, character->PCStyle.iBody); sqlite3_bind_int(stmt, 2, character->PCStyle.iEyeColor); sqlite3_bind_int(stmt, 3, character->PCStyle.iFaceStyle); sqlite3_bind_int(stmt, 4, character->PCStyle.iGender); sqlite3_bind_int(stmt, 5, character->PCStyle.iHairColor); sqlite3_bind_int(stmt, 6, character->PCStyle.iHairStyle); sqlite3_bind_int(stmt, 7, character->PCStyle.iHeight); sqlite3_bind_int(stmt, 8, character->PCStyle.iSkinColor); sqlite3_bind_int(stmt, 9, character->PCStyle.iPC_UID); if (sqlite3_step(stmt) != SQLITE_DONE) { sqlite3_finalize(stmt); sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); return false; } sqlite3_finalize(stmt); sql = R"( INSERT INTO Inventory (PlayerID, Slot, ID, Type, Opt) VALUES (?, ?, ?, ?, 1); )"; sqlite3_prepare_v2(db, sql, -1, &stmt, 0); int items[3] = { character->sOn_Item.iEquipUBID, character->sOn_Item.iEquipLBID, character->sOn_Item.iEquipFootID }; for (int i = 0; i < 3; i++) { sqlite3_bind_int(stmt, 1, character->PCStyle.iPC_UID); sqlite3_bind_int(stmt, 2, i+1); sqlite3_bind_int(stmt, 3, items[i]); sqlite3_bind_int(stmt, 4, i+1); if (sqlite3_step(stmt) != SQLITE_DONE) { sqlite3_finalize(stmt); sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); return false; } sqlite3_reset(stmt); } sqlite3_finalize(stmt); sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL); return true; } bool Database::finishTutorial(int playerID, int accountID) { std::lock_guard lock(dbCrit); sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL); const char* sql = R"( UPDATE Players SET TutorialFlag = 1, Nano1 = 1, Quests = ? WHERE PlayerID = ? AND AccountID = ? AND TutorialFlag = 0; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); // save missions nr 1 & 2 unsigned char questBuffer[128] = { 0 }; questBuffer[0] = 3; sqlite3_bind_blob(stmt, 1, questBuffer, sizeof(questBuffer), NULL); sqlite3_bind_int(stmt, 2, playerID); sqlite3_bind_int(stmt, 3, accountID); if (sqlite3_step(stmt) != SQLITE_DONE) { sqlite3_finalize(stmt); sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); return false; } sqlite3_finalize(stmt); // Lightning Gun sql = R"( INSERT INTO Inventory (PlayerID, Slot, ID, Type, Opt) VALUES (?, 0, 328, 0, 1); )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerID); if (sqlite3_step(stmt) != SQLITE_DONE) { sqlite3_finalize(stmt); sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); return false; } sqlite3_finalize(stmt); // Nano Buttercup sql = R"( INSERT INTO Nanos (PlayerID, ID, Skill) VALUES (?, 1, 1); )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerID); int rc = sqlite3_step(stmt); sqlite3_finalize(stmt); if (rc != SQLITE_DONE) { sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); return false; } sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL); return true; } int Database::deleteCharacter(int characterID, int userID) { std::lock_guard lock(dbCrit); const char* sql = R"( SELECT Slot FROM Players WHERE AccountID = ? AND PlayerID = ? LIMIT 1; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, userID); sqlite3_bind_int(stmt, 2, characterID); if (sqlite3_step(stmt) != SQLITE_ROW) { sqlite3_finalize(stmt); return 0; } int slot = sqlite3_column_int(stmt, 0); sqlite3_finalize(stmt); sql = R"( DELETE FROM Players WHERE AccountID = ? AND PlayerID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, 0); sqlite3_bind_int(stmt, 1, userID); sqlite3_bind_int(stmt, 2, characterID); int rc = sqlite3_step(stmt); sqlite3_finalize(stmt); if (rc != SQLITE_DONE) return 0; return slot; } void Database::getCharInfo(std::vector * result, int userID) { std::lock_guard lock(dbCrit); const char* sql = R"( SELECT p.PlayerID, p.Slot, p.FirstName, p.LastName, p.Level, p.AppearanceFlag, p.TutorialFlag, p.PayZoneFlag, p.XCoordinates, p.YCoordinates, p.ZCoordinates, p.NameCheck, a.Body, a.EyeColor, a.FaceStyle, a.Gender, a.HairColor, a.HairStyle, a.Height, a.SkinColor FROM Players as p INNER JOIN Appearances as a ON p.PlayerID = a.PlayerID WHERE p.AccountID = ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, userID); while (sqlite3_step(stmt) == SQLITE_ROW) { sP_LS2CL_REP_CHAR_INFO toAdd = {}; toAdd.sPC_Style.iPC_UID = sqlite3_column_int(stmt, 0); toAdd.iSlot = sqlite3_column_int(stmt, 1); // parsing const unsigned char* to char16_t std::string placeHolder = std::string(reinterpret_cast(sqlite3_column_text(stmt, 2))); U8toU16(placeHolder, toAdd.sPC_Style.szFirstName, sizeof(toAdd.sPC_Style.szFirstName)); placeHolder = std::string(reinterpret_cast(sqlite3_column_text(stmt, 3))); U8toU16(placeHolder, toAdd.sPC_Style.szLastName, sizeof(toAdd.sPC_Style.szLastName)); toAdd.iLevel = sqlite3_column_int(stmt, 4); toAdd.sPC_Style2.iAppearanceFlag = sqlite3_column_int(stmt, 5); toAdd.sPC_Style2.iTutorialFlag = sqlite3_column_int(stmt, 6); toAdd.sPC_Style2.iPayzoneFlag = sqlite3_column_int(stmt, 7); toAdd.iX = sqlite3_column_int(stmt, 8); toAdd.iY = sqlite3_column_int(stmt, 9); toAdd.iZ = sqlite3_column_int(stmt, 10); toAdd.sPC_Style.iNameCheck = sqlite3_column_int(stmt, 11); toAdd.sPC_Style.iBody = sqlite3_column_int(stmt, 12); toAdd.sPC_Style.iEyeColor = sqlite3_column_int(stmt, 13); toAdd.sPC_Style.iFaceStyle = sqlite3_column_int(stmt, 14); toAdd.sPC_Style.iGender = sqlite3_column_int(stmt, 15); toAdd.sPC_Style.iHairColor = sqlite3_column_int(stmt, 16); toAdd.sPC_Style.iHairStyle = sqlite3_column_int(stmt, 17); toAdd.sPC_Style.iHeight = sqlite3_column_int(stmt, 18); toAdd.sPC_Style.iSkinColor = sqlite3_column_int(stmt, 19); // request aEquip const char* sql2 = R"( SELECT Slot, Type, ID, Opt, TimeLimit FROM Inventory WHERE PlayerID = ? AND Slot < ?; )"; sqlite3_stmt* stmt2; sqlite3_prepare_v2(db, sql2, -1, &stmt2, NULL); sqlite3_bind_int(stmt2, 1, toAdd.sPC_Style.iPC_UID); sqlite3_bind_int(stmt2, 2, AEQUIP_COUNT); while (sqlite3_step(stmt2) == SQLITE_ROW) { sItemBase* item = &toAdd.aEquip[sqlite3_column_int(stmt2, 0)]; item->iType = sqlite3_column_int(stmt2, 1); item->iID = sqlite3_column_int(stmt2, 2); item->iOpt = sqlite3_column_int(stmt2, 3); item->iTimeLimit = sqlite3_column_int(stmt2, 4); } sqlite3_finalize(stmt2); result->push_back(toAdd); } sqlite3_finalize(stmt); } // NOTE: This is currently never called. void Database::evaluateCustomName(int characterID, CustomName decision) { std::lock_guard lock(dbCrit); const char* sql = R"( UPDATE Players SET NameCheck = ? WHERE PlayerID = ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, int(decision)); sqlite3_bind_int(stmt, 2, characterID); if (sqlite3_step(stmt) != SQLITE_DONE) std::cout << "[WARN] Database: Failed to update nameCheck: " << sqlite3_errmsg(db) << std::endl; sqlite3_finalize(stmt); } bool Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save, int accountId) { std::lock_guard lock(dbCrit); const char* sql = R"( UPDATE Players SET FirstName = ?, LastName = ?, NameCheck = ? WHERE PlayerID = ? AND AccountID = ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); std::string firstName = U16toU8(save->szFirstName); std::string lastName = U16toU8(save->szLastName); sqlite3_bind_text(stmt, 1, firstName.c_str(), -1, NULL); sqlite3_bind_text(stmt, 2, lastName.c_str(), -1, NULL); // if FNCode isn't 0, it's a wheel name int nameCheck = (settings::APPROVEALLNAMES || save->iFNCode) ? 1 : 0; sqlite3_bind_int(stmt, 3, nameCheck); sqlite3_bind_int(stmt, 4, save->iPCUID); sqlite3_bind_int(stmt, 5, accountId); int rc = sqlite3_step(stmt); sqlite3_finalize(stmt); return rc == SQLITE_DONE; } void Database::getPlayer(Player* plr, int id) { std::lock_guard lock(dbCrit); const char* sql = R"( SELECT p.AccountID, p.Slot, p.FirstName, p.LastName, p.Level, p.Nano1, p.Nano2, p.Nano3, p.AppearanceFlag, p.TutorialFlag, p.PayZoneFlag, p.XCoordinates, p.YCoordinates, p.ZCoordinates, p.NameCheck, p.Angle, p.HP, acc.AccountLevel, p.FusionMatter, p.Taros, p.Quests, p.BatteryW, p.BatteryN, p.Mentor, p.WarpLocationFlag, p.SkywayLocationFlag, p.CurrentMissionID, p.FirstUseFlag, a.Body, a.EyeColor, a.FaceStyle, a.Gender, a.HairColor, a.HairStyle, a.Height, a.SkinColor FROM Players as p INNER JOIN Appearances as a ON p.PlayerID = a.PlayerID INNER JOIN Accounts as acc ON p.AccountID = acc.AccountID WHERE p.PlayerID = ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, id); if (sqlite3_step(stmt) != SQLITE_ROW) { sqlite3_finalize(stmt); std::cout << "[WARN] Database: Failed to load character [" << id << "]: " << sqlite3_errmsg(db) << std::endl; return; } plr->iID = id; plr->PCStyle.iPC_UID = id; plr->accountId = sqlite3_column_int(stmt, 0); plr->slot = sqlite3_column_int(stmt, 1); // parsing const unsigned char* to char16_t std::string placeHolder = std::string(reinterpret_cast(sqlite3_column_text(stmt, 2))); U8toU16(placeHolder, plr->PCStyle.szFirstName, sizeof(plr->PCStyle.szFirstName)); placeHolder = std::string(reinterpret_cast(sqlite3_column_text(stmt, 3))); U8toU16(placeHolder, plr->PCStyle.szLastName, sizeof(plr->PCStyle.szLastName)); plr->level = sqlite3_column_int(stmt, 4); plr->equippedNanos[0] = sqlite3_column_int(stmt, 5); plr->equippedNanos[1] = sqlite3_column_int(stmt, 6); plr->equippedNanos[2] = sqlite3_column_int(stmt, 7); plr->PCStyle2.iAppearanceFlag = sqlite3_column_int(stmt, 8); plr->PCStyle2.iTutorialFlag = sqlite3_column_int(stmt, 9); plr->PCStyle2.iPayzoneFlag = sqlite3_column_int(stmt, 10); plr->x = sqlite3_column_int(stmt, 11); plr->y = sqlite3_column_int(stmt, 12); plr->z = sqlite3_column_int(stmt, 13); plr->PCStyle.iNameCheck = sqlite3_column_int(stmt, 14); plr->angle = sqlite3_column_int(stmt, 15); plr->HP = sqlite3_column_int(stmt, 16); plr->accountLevel = sqlite3_column_int(stmt, 17); plr->fusionmatter = sqlite3_column_int(stmt, 18); plr->money = sqlite3_column_int(stmt, 19); memcpy(plr->aQuestFlag, sqlite3_column_blob(stmt, 20), sizeof(plr->aQuestFlag)); plr->batteryW = sqlite3_column_int(stmt, 21); plr->batteryN = sqlite3_column_int(stmt, 22); plr->mentor = sqlite3_column_int(stmt, 23); plr->iWarpLocationFlag = sqlite3_column_int(stmt, 24); memcpy(plr->aSkywayLocationFlag, sqlite3_column_blob(stmt, 25), sizeof(plr->aSkywayLocationFlag)); plr->CurrentMissionID = sqlite3_column_int(stmt, 26); memcpy(plr->iFirstUseFlag, sqlite3_column_blob(stmt, 27), sizeof(plr->iFirstUseFlag)); plr->PCStyle.iBody = sqlite3_column_int(stmt, 28); plr->PCStyle.iEyeColor = sqlite3_column_int(stmt, 29); plr->PCStyle.iFaceStyle = sqlite3_column_int(stmt, 30); plr->PCStyle.iGender = sqlite3_column_int(stmt, 31); plr->PCStyle.iHairColor = sqlite3_column_int(stmt, 32); plr->PCStyle.iHairStyle = sqlite3_column_int(stmt, 33); plr->PCStyle.iHeight = sqlite3_column_int(stmt, 34); plr->PCStyle.iSkinColor = sqlite3_column_int(stmt, 35); sqlite3_finalize(stmt); // get inventory sql = R"( SELECT Slot, Type, ID, Opt, TimeLimit FROM Inventory WHERE PlayerID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, id); while (sqlite3_step(stmt) == SQLITE_ROW) { int slot = sqlite3_column_int(stmt, 0); // for extra safety if (slot > AEQUIP_COUNT + AINVEN_COUNT + ABANK_COUNT) { std::cout << "[WARN] Database: Invalid item slot in db?! " << std::endl; continue; } sItemBase* item; if (slot < AEQUIP_COUNT) { // equipment item = &plr->Equip[slot]; } else if (slot < (AEQUIP_COUNT + AINVEN_COUNT)) { // inventory item = &plr->Inven[slot - AEQUIP_COUNT]; } else { // bank item = &plr->Bank[slot - AEQUIP_COUNT - AINVEN_COUNT]; } item->iType = sqlite3_column_int(stmt, 1); item->iID = sqlite3_column_int(stmt, 2); item->iOpt = sqlite3_column_int(stmt, 3); item->iTimeLimit = sqlite3_column_int(stmt, 4); } sqlite3_finalize(stmt); Database::removeExpiredVehicles(plr); // get quest inventory sql = R"( SELECT Slot, ID, Opt FROM QuestItems WHERE PlayerID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, id); while (sqlite3_step(stmt) == SQLITE_ROW) { int slot = sqlite3_column_int(stmt, 0); sItemBase* item = &plr->QInven[slot]; item->iType = 8; item->iID = sqlite3_column_int(stmt, 1); item->iOpt = sqlite3_column_int(stmt, 2); } sqlite3_finalize(stmt); // get nanos sql = R"( SELECT ID, Skill, Stamina FROM Nanos WHERE PlayerID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, id); while (sqlite3_step(stmt) == SQLITE_ROW) { int id = sqlite3_column_int(stmt, 0); // for extra safety if (id > SIZEOF_NANO_BANK_SLOT) continue; sNano* nano = &plr->Nanos[id]; nano->iID = id; nano->iSkillID = sqlite3_column_int(stmt, 1); nano->iStamina = sqlite3_column_int(stmt, 2); } sqlite3_finalize(stmt); // get active quests sql = R"( SELECT TaskID, RemainingNPCCount1, RemainingNPCCount2, RemainingNPCCount3 FROM RunningQuests WHERE PlayerID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, id); int i = 0; while (sqlite3_step(stmt) == SQLITE_ROW && i < ACTIVE_MISSION_COUNT) { plr->tasks[i] = sqlite3_column_int(stmt, 0); plr->RemainingNPCCount[i][0] = sqlite3_column_int(stmt, 1); plr->RemainingNPCCount[i][1] = sqlite3_column_int(stmt, 2); plr->RemainingNPCCount[i][2] = sqlite3_column_int(stmt, 3); i++; } sqlite3_finalize(stmt); // get buddies sql = R"( SELECT PlayerAID, PlayerBID FROM Buddyships WHERE PlayerAID = ? OR PlayerBID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, id); sqlite3_bind_int(stmt, 2, id); i = 0; while (sqlite3_step(stmt) == SQLITE_ROW && i < 50) { int PlayerAId = sqlite3_column_int(stmt, 0); int PlayerBId = sqlite3_column_int(stmt, 1); plr->buddyIDs[i] = id == PlayerAId ? PlayerBId : PlayerAId; plr->isBuddyBlocked[i] = false; i++; } sqlite3_finalize(stmt); // get blocked players sql = R"( SELECT BlockedPlayerID FROM Blocks WHERE PlayerID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, id); // i retains its value from after the loop over Buddyships while (sqlite3_step(stmt) == SQLITE_ROW && i < 50) { plr->buddyIDs[i] = sqlite3_column_int(stmt, 0); plr->isBuddyBlocked[i] = true; i++; } sqlite3_finalize(stmt); } void Database::updatePlayer(Player *player) { std::lock_guard lock(dbCrit); sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL); const char* sql = R"( UPDATE Players SET Level = ? , Nano1 = ?, Nano2 = ?, Nano3 = ?, XCoordinates = ?, YCoordinates = ?, ZCoordinates = ?, Angle = ?, HP = ?, FusionMatter = ?, Taros = ?, Quests = ?, BatteryW = ?, BatteryN = ?, WarplocationFlag = ?, SkywayLocationFlag = ?, CurrentMissionID = ?, PayZoneFlag = ?, FirstUseFlag = ?, Mentor = ? WHERE PlayerID = ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, player->level); sqlite3_bind_int(stmt, 2, player->equippedNanos[0]); sqlite3_bind_int(stmt, 3, player->equippedNanos[1]); sqlite3_bind_int(stmt, 4, player->equippedNanos[2]); if (player->instanceID == 0 && !player->onMonkey) { sqlite3_bind_int(stmt, 5, player->x); sqlite3_bind_int(stmt, 6, player->y); sqlite3_bind_int(stmt, 7, player->z); sqlite3_bind_int(stmt, 8, player->angle); } else { sqlite3_bind_int(stmt, 5, player->lastX); sqlite3_bind_int(stmt, 6, player->lastY); sqlite3_bind_int(stmt, 7, player->lastZ); sqlite3_bind_int(stmt, 8, player->lastAngle); } sqlite3_bind_int(stmt, 9, player->HP); sqlite3_bind_int(stmt, 10, player->fusionmatter); sqlite3_bind_int(stmt, 11, player->money); sqlite3_bind_blob(stmt, 12, player->aQuestFlag, sizeof(player->aQuestFlag), NULL); sqlite3_bind_int(stmt, 13, player->batteryW); sqlite3_bind_int(stmt, 14, player->batteryN); sqlite3_bind_int(stmt, 15, player->iWarpLocationFlag); sqlite3_bind_blob(stmt, 16, player->aSkywayLocationFlag, sizeof(player->aSkywayLocationFlag), NULL); sqlite3_bind_int(stmt, 17, player->CurrentMissionID); sqlite3_bind_int(stmt, 18, player->PCStyle2.iPayzoneFlag); sqlite3_bind_blob(stmt, 19, player->iFirstUseFlag, sizeof(player->iFirstUseFlag), NULL); sqlite3_bind_int(stmt, 20, player->mentor); 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); sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); return; } sqlite3_finalize(stmt); // update inventory sql = R"( DELETE FROM Inventory WHERE PlayerID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, player->iID); int rc = sqlite3_step(stmt); sqlite3_finalize(stmt); sql = R"( INSERT INTO Inventory (PlayerID, Slot, Type, Opt, ID, Timelimit) VALUES (?, ?, ?, ?, ?, ?); )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); for (int i = 0; i < AEQUIP_COUNT; i++) { if (player->Equip[i].iID == 0) continue; sqlite3_bind_int(stmt, 1, player->iID); sqlite3_bind_int(stmt, 2, i); sqlite3_bind_int(stmt, 3, player->Equip[i].iType); sqlite3_bind_int(stmt, 4, player->Equip[i].iOpt); sqlite3_bind_int(stmt, 5, player->Equip[i].iID); sqlite3_bind_int(stmt, 6, player->Equip[i].iTimeLimit); 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; } sqlite3_reset(stmt); } for (int i = 0; i < AINVEN_COUNT; i++) { if (player->Inven[i].iID == 0) continue; sqlite3_bind_int(stmt, 1, player->iID); sqlite3_bind_int(stmt, 2, i + AEQUIP_COUNT); sqlite3_bind_int(stmt, 3, player->Inven[i].iType); sqlite3_bind_int(stmt, 4, player->Inven[i].iOpt); sqlite3_bind_int(stmt, 5, player->Inven[i].iID); 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; } sqlite3_reset(stmt); } for (int i = 0; i < ABANK_COUNT; i++) { if (player->Bank[i].iID == 0) continue; sqlite3_bind_int(stmt, 1, player->iID); sqlite3_bind_int(stmt, 2, i + AEQUIP_COUNT + AINVEN_COUNT); sqlite3_bind_int(stmt, 3, player->Bank[i].iType); sqlite3_bind_int(stmt, 4, player->Bank[i].iOpt); sqlite3_bind_int(stmt, 5, player->Bank[i].iID); 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; } sqlite3_reset(stmt); } sqlite3_finalize(stmt); // Update Quest Inventory sql = R"( DELETE FROM QuestItems WHERE PlayerID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, player->iID); sqlite3_step(stmt); sqlite3_finalize(stmt); sql = R"( INSERT INTO QuestItems (PlayerID, Slot, Opt, ID) VALUES (?, ?, ?, ?); )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); for (int i = 0; i < AQINVEN_COUNT; i++) { if (player->QInven[i].iID == 0) continue; sqlite3_bind_int(stmt, 1, player->iID); sqlite3_bind_int(stmt, 2, i); sqlite3_bind_int(stmt, 3, player->QInven[i].iOpt); 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; } sqlite3_reset(stmt); } sqlite3_finalize(stmt); // Update Nanos sql = R"( DELETE FROM Nanos WHERE PlayerID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, player->iID); sqlite3_step(stmt); sqlite3_finalize(stmt); sql = R"( INSERT INTO Nanos (PlayerID, ID, SKill, Stamina) VALUES (?, ?, ?, ?); )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); for (int i = 0; i < SIZEOF_NANO_BANK_SLOT; i++) { if (player->Nanos[i].iID == 0) continue; sqlite3_bind_int(stmt, 1, player->iID); sqlite3_bind_int(stmt, 2, player->Nanos[i].iID); sqlite3_bind_int(stmt, 3, player->Nanos[i].iSkillID); 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; } sqlite3_reset(stmt); } sqlite3_finalize(stmt); // Update Running Quests sql = R"( DELETE FROM RunningQuests WHERE PlayerID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, player->iID); sqlite3_step(stmt); sqlite3_finalize(stmt); sql = R"( INSERT INTO RunningQuests (PlayerID, TaskID, RemainingNPCCount1, RemainingNPCCount2, RemainingNPCCount3) VALUES (?, ?, ?, ?, ?); )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); for (int i = 0; i < ACTIVE_MISSION_COUNT; i++) { if (player->tasks[i] == 0) continue; sqlite3_bind_int(stmt, 1, player->iID); sqlite3_bind_int(stmt, 2, player->tasks[i]); sqlite3_bind_int(stmt, 3, player->RemainingNPCCount[i][0]); sqlite3_bind_int(stmt, 4, player->RemainingNPCCount[i][1]); 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; } sqlite3_reset(stmt); } sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL); sqlite3_finalize(stmt); } void Database::removeExpiredVehicles(Player* player) { int32_t currentTime = getTimestamp(); // if there are expired vehicles in bank just remove them silently for (int i = 0; i < ABANK_COUNT; i++) { if (player->Bank[i].iType == 10 && player->Bank[i].iTimeLimit < currentTime) { memset(&player->Bank[i], 0, sizeof(sItemBase)); } } // we want to leave only 1 expired vehicle on player to delete it with the client packet std::vector toRemove; // equipped 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)); } } // buddies // returns num of buddies + blocked players int Database::getNumBuddies(Player* player) { std::lock_guard lock(dbCrit); const char* sql = R"( SELECT COUNT(*) FROM Buddyships WHERE PlayerAID = ? OR PlayerBID = ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, player->iID); sqlite3_bind_int(stmt, 2, player->iID); sqlite3_step(stmt); int result = sqlite3_column_int(stmt, 0); sqlite3_finalize(stmt); sql = R"( SELECT COUNT(*) FROM Blocks WHERE PlayerID = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, player->iID); sqlite3_step(stmt); result += sqlite3_column_int(stmt, 0); sqlite3_finalize(stmt); // again, for peace of mind return result > 50 ? 50 : result; } void Database::addBuddyship(int playerA, int playerB) { std::lock_guard lock(dbCrit); const char* sql = R"( INSERT INTO Buddyships (PlayerAID, PlayerBID) VALUES (?, ?); )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerA); sqlite3_bind_int(stmt, 2, playerB); if (sqlite3_step(stmt) != SQLITE_DONE) std::cout << "[WARN] Database: failed to add buddyship: " << sqlite3_errmsg(db) << std::endl; sqlite3_finalize(stmt); } void Database::removeBuddyship(int playerA, int playerB) { std::lock_guard lock(dbCrit); const char* sql = R"( DELETE FROM Buddyships WHERE (PlayerAID = ? AND PlayerBID = ?) OR (PlayerAID = ? AND PlayerBID = ?); )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerA); sqlite3_bind_int(stmt, 2, playerB); sqlite3_bind_int(stmt, 3, playerB); sqlite3_bind_int(stmt, 4, playerA); sqlite3_step(stmt); sqlite3_finalize(stmt); } // blocking void Database::addBlock(int playerId, int blockedPlayerId) { std::lock_guard lock(dbCrit); const char* sql = R"( INSERT INTO Blocks (PlayerID, BlockedPlayerID) VALUES (?, ?); )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerId); sqlite3_bind_int(stmt, 2, blockedPlayerId); if (sqlite3_step(stmt) != SQLITE_DONE) std::cout << "[WARN] Database: failed to block player: " << sqlite3_errmsg(db) << std::endl; sqlite3_finalize(stmt); } void Database::removeBlock(int playerId, int blockedPlayerId) { const char* sql = R"( DELETE FROM Blocks WHERE PlayerID = ? AND BlockedPlayerID = ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerId); sqlite3_bind_int(stmt, 2, blockedPlayerId); sqlite3_step(stmt); sqlite3_finalize(stmt); } // email int Database::getUnreadEmailCount(int playerID) { std::lock_guard lock(dbCrit); const char* sql = R"( SELECT COUNT(*) FROM EmailData WHERE PlayerID = ? AND ReadFlag = 0; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerID); sqlite3_step(stmt); int ret = sqlite3_column_int(stmt, 0); sqlite3_finalize(stmt); return ret; } std::vector Database::getEmails(int playerID, int page) { std::lock_guard lock(dbCrit); std::vector emails; const char* sql = R"( SELECT MsgIndex, ItemFlag, ReadFlag, SenderID, SenderFirstName, SenderLastName, SubjectLine, MsgBody, Taros, SendTime, DeleteTime FROM EmailData WHERE PlayerID = ? ORDER BY MsgIndex DESC LIMIT 5 OFFSET ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerID); int offset = 5 * page - 5; sqlite3_bind_int(stmt, 2, offset); while (sqlite3_step(stmt) == SQLITE_ROW) { Database::EmailData toAdd; toAdd.PlayerId = playerID; toAdd.MsgIndex = sqlite3_column_int(stmt, 0); toAdd.ItemFlag = sqlite3_column_int(stmt, 1); toAdd.ReadFlag = sqlite3_column_int(stmt, 2); toAdd.SenderId = sqlite3_column_int(stmt, 3); toAdd.SenderFirstName = std::string(reinterpret_cast(sqlite3_column_text(stmt, 4))); toAdd.SenderLastName = std::string(reinterpret_cast(sqlite3_column_text(stmt, 5))); toAdd.SubjectLine = std::string(reinterpret_cast(sqlite3_column_text(stmt, 6))); toAdd.MsgBody = std::string(reinterpret_cast(sqlite3_column_text(stmt, 7))); toAdd.Taros = sqlite3_column_int(stmt, 8); toAdd.SendTime = sqlite3_column_int64(stmt, 9); toAdd.DeleteTime = sqlite3_column_int64(stmt, 10); emails.push_back(toAdd); } sqlite3_finalize(stmt); return emails; } Database::EmailData Database::getEmail(int playerID, int index) { std::lock_guard lock(dbCrit); const char* sql = R"( SELECT ItemFlag, ReadFlag, SenderID, SenderFirstName, SenderLastName, SubjectLine, MsgBody, Taros, SendTime, DeleteTime FROM EmailData WHERE PlayerID = ? AND MsgIndex = ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerID); sqlite3_bind_int(stmt, 2, index); Database::EmailData result; if (sqlite3_step(stmt) != SQLITE_ROW) { std::cout << "[WARN] Database: Email not found!" << std::endl; sqlite3_finalize(stmt); return result; } result.PlayerId = playerID; result.MsgIndex = index; result.ItemFlag = sqlite3_column_int(stmt, 0); result.ReadFlag = sqlite3_column_int(stmt, 1); result.SenderId = sqlite3_column_int(stmt, 2); result.SenderFirstName = std::string(reinterpret_cast(sqlite3_column_text(stmt, 3))); result.SenderLastName = std::string(reinterpret_cast(sqlite3_column_text(stmt, 4))); result.SubjectLine = std::string(reinterpret_cast(sqlite3_column_text(stmt, 5))); result.MsgBody = std::string(reinterpret_cast(sqlite3_column_text(stmt, 6))); result.Taros = sqlite3_column_int(stmt, 7); result.SendTime = sqlite3_column_int64(stmt, 8); result.DeleteTime = sqlite3_column_int64(stmt, 9); sqlite3_finalize(stmt); return result; } 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 }; const char* sql = R"( SELECT Slot, ID, Type, Opt, TimeLimit FROM EmailItems WHERE PlayerID = ? AND MsgIndex = ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerID); sqlite3_bind_int(stmt, 2, index); while (sqlite3_step(stmt) == SQLITE_ROW) { int slot = sqlite3_column_int(stmt, 0) - 1; if (slot < 0 || slot > 3) { std::cout << "[WARN] Email item has invalid slot number ?!" << std::endl; continue; } items[slot].iID = sqlite3_column_int(stmt, 1); items[slot].iType = sqlite3_column_int(stmt, 2); items[slot].iOpt = sqlite3_column_int(stmt, 3); items[slot].iTimeLimit = sqlite3_column_int(stmt, 4); } sqlite3_finalize(stmt); return items; } void Database::updateEmailContent(EmailData* data) { std::lock_guard lock(dbCrit); const char* sql = R"( SELECT COUNT(*) FROM EmailItems WHERE PlayerID = ? AND MsgIndex = ?; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, data->PlayerId); sqlite3_bind_int(stmt, 2, data->MsgIndex); sqlite3_step(stmt); int attachmentsCount = sqlite3_column_int(stmt, 0); data->ItemFlag = (data->Taros > 0 || attachmentsCount > 0) ? 1 : 0; // set attachment flag dynamically sqlite3_finalize(stmt); sql = R"( UPDATE EmailData SET PlayerID = ?, MsgIndex = ?, ReadFlag = ?, ItemFlag = ?, SenderID = ?, SenderFirstName = ?, SenderLastName = ?, SubjectLine = ?, MsgBody = ?, Taros = ?, SendTime = ?, DeleteTime = ? WHERE PlayerID = ? AND MsgIndex = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, data->PlayerId); sqlite3_bind_int(stmt, 2, data->MsgIndex); sqlite3_bind_int(stmt, 3, data->ReadFlag); sqlite3_bind_int(stmt, 4, data->ItemFlag); sqlite3_bind_int(stmt, 5, data->SenderId); sqlite3_bind_text(stmt, 6, data->SenderFirstName.c_str(), -1, NULL); sqlite3_bind_text(stmt, 7, data->SenderLastName.c_str(), -1, NULL); sqlite3_bind_text(stmt, 8, data->SubjectLine.c_str(), -1, NULL); sqlite3_bind_text(stmt, 9, data->MsgBody.c_str(), -1, NULL); sqlite3_bind_int(stmt, 10, data->Taros); sqlite3_bind_int64(stmt, 11, data->SendTime); sqlite3_bind_int64(stmt, 12, data->DeleteTime); sqlite3_bind_int(stmt, 13, data->PlayerId); sqlite3_bind_int(stmt, 14, data->MsgIndex); if (sqlite3_step(stmt) != SQLITE_DONE) std::cout << "[WARN] Database: failed to update email: " << sqlite3_errmsg(db) << std::endl; sqlite3_finalize(stmt); } void Database::deleteEmailAttachments(int playerID, int index, int slot) { std::lock_guard lock(dbCrit); sqlite3_stmt* stmt; std::string sql(R"( DELETE FROM EmailItems WHERE PlayerID = ? AND MsgIndex = ?; )"); if (slot != -1) sql += " AND \"Slot\" = ? "; sql += ";"; sqlite3_prepare_v2(db, sql.c_str(), -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerID); sqlite3_bind_int(stmt, 2, index); if (slot != -1) sqlite3_bind_int(stmt, 3, slot); if (sqlite3_step(stmt) != SQLITE_DONE) std::cout << "[WARN] Database: Failed to delete email attachments: " << sqlite3_errmsg(db) << std::endl; sqlite3_finalize(stmt); } void Database::deleteEmails(int playerID, int64_t* indices) { std::lock_guard lock(dbCrit); sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL); sqlite3_stmt* stmt; const char* sql = R"( DELETE FROM EmailData WHERE PlayerID = ? AND MsgIndex = ?; )"; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); for (int i = 0; i < 5; i++) { sqlite3_bind_int(stmt, 1, playerID); sqlite3_bind_int64(stmt, 2, indices[i]); if (sqlite3_step(stmt) != SQLITE_DONE) { std::cout << "[WARN] Database: Failed to delete an email: " << sqlite3_errmsg(db) << std::endl; } sqlite3_reset(stmt); } sqlite3_finalize(stmt); sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL); } int Database::getNextEmailIndex(int playerID) { std::lock_guard lock(dbCrit); const char* sql = R"( SELECT MsgIndex FROM EmailData WHERE PlayerID = ? ORDER BY MsgIndex DESC LIMIT 1; )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, playerID); sqlite3_step(stmt); int index = sqlite3_column_int(stmt, 0); sqlite3_finalize(stmt); return (index > 0 ? index + 1 : 1); } bool Database::sendEmail(EmailData* data, std::vector attachments) { std::lock_guard lock(dbCrit); sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL); const char* sql = R"( INSERT INTO EmailData (PlayerID, MsgIndex, ReadFlag, ItemFlag, SenderID, SenderFirstName, SenderLastName, SubjectLine, MsgBody, Taros, SendTime, DeleteTime) VALUES(?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?, ?); )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, data->PlayerId); sqlite3_bind_int(stmt, 2, data->MsgIndex); sqlite3_bind_int(stmt, 3, data->ReadFlag); sqlite3_bind_int(stmt, 4, data->ItemFlag); sqlite3_bind_int(stmt, 5, data->SenderId); sqlite3_bind_text(stmt, 6, data->SenderFirstName.c_str(), -1, NULL); sqlite3_bind_text(stmt, 7, data->SenderLastName.c_str(), -1, NULL); sqlite3_bind_text(stmt, 8, data->SubjectLine.c_str(), -1, NULL); sqlite3_bind_text(stmt, 9, data->MsgBody.c_str(), -1, NULL); sqlite3_bind_int(stmt, 10, data->Taros); sqlite3_bind_int64(stmt, 11, data->SendTime); sqlite3_bind_int64(stmt, 12, data->DeleteTime); if (sqlite3_step(stmt) != SQLITE_DONE) { std::cout << "[WARN] Database: Failed to send email: " << sqlite3_errmsg(db) << std::endl; sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); sqlite3_finalize(stmt); return false; } sqlite3_finalize(stmt); // send attachments int slot = 1; for (sItemBase item : attachments) { sql = R"( INSERT INTO EmailItems (PlayerID, MsgIndex, Slot, ID, Type, Opt, TimeLimit) VALUES (?, ?, ?, ?, ?, ?, ?); )"; sqlite3_stmt* stmt; sqlite3_prepare_v2(db, sql, -1, &stmt, NULL); sqlite3_bind_int(stmt, 1, data->PlayerId); sqlite3_bind_int(stmt, 2, data->MsgIndex); sqlite3_bind_int(stmt, 3, slot++); sqlite3_bind_int(stmt, 4, item.iID); sqlite3_bind_int(stmt, 5, item.iType); sqlite3_bind_int(stmt, 6, item.iOpt); sqlite3_bind_int(stmt, 7, item.iTimeLimit); if (sqlite3_step(stmt) != SQLITE_DONE) { std::cout << "[WARN] Database: Failed to send email: " << sqlite3_errmsg(db) << std::endl; sqlite3_exec(db, "ROLLBACK TRANSACTION;", NULL, NULL, NULL); sqlite3_finalize(stmt); return false; } sqlite3_reset(stmt); } sqlite3_finalize(stmt); sqlite3_exec(db, "COMMIT;", NULL, NULL, NULL); return true; }