Files
OpenFusion/src/db/player.cpp
dongresource c5776b9322 [refactor] Split Database.cpp into db subdirectory
* Database.hpp is still the only external include file (moved to db/)
* The header is still uppercase to match its namespace
* db/internal.hpp is the shared header for the DB source files
* Added -Isrc/ compile flag for src-relative include paths
* Hoisted CHDR above CSRC in Makefile (it was bothering me)
* make clean now removes all objects in the subdirectories as well
2021-03-16 02:13:24 +01:00

538 lines
18 KiB
C++

#include "db/internal.hpp"
// Loading and saving players to/from the DB
static void 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 && player->Bank[i].iTimeLimit != 0) {
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<sItemBase*> toRemove;
// equipped vehicle
if (player->Equip[8].iOpt > 0 && player->Equip[8].iTimeLimit < currentTime && player->Equip[8].iTimeLimit != 0) {
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 && player->Inven[i].iTimeLimit != 0) {
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::getPlayer(Player* plr, int id) {
std::lock_guard<std::mutex> 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.XCoordinate, p.YCoordinate, p.ZCoordinate, 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<const char*>(sqlite3_column_text(stmt, 2)));
U8toU16(placeHolder, plr->PCStyle.szFirstName, sizeof(plr->PCStyle.szFirstName));
placeHolder = std::string(reinterpret_cast<const char*>(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 < 0 || 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);
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);
// for extra safety
if (slot < 0)
continue;
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 < 0 || id > NANO_COUNT)
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);
std::set<int> tasksSet; // used to prevent duplicate tasks from loading in
for (int i = 0; sqlite3_step(stmt) == SQLITE_ROW && i < ACTIVE_MISSION_COUNT; i++) {
int taskID = sqlite3_column_int(stmt, 0);
if (tasksSet.find(taskID) != tasksSet.end())
continue;
plr->tasks[i] = taskID;
tasksSet.insert(taskID);
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);
}
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);
int 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<std::mutex> lock(dbCrit);
sqlite3_exec(db, "BEGIN TRANSACTION;", NULL, NULL, NULL);
const char* sql = R"(
UPDATE Players
SET
Level = ? , Nano1 = ?, Nano2 = ?, Nano3 = ?,
XCoordinate = ?, YCoordinate = ?, ZCoordinate = ?,
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 < NANO_COUNT; 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);
}