mirror of
https://github.com/OpenFusionProject/OpenFusion.git
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531 lines
17 KiB
C++
531 lines
17 KiB
C++
#include "Database.hpp"
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#include "contrib/bcrypt/BCrypt.hpp"
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#include "CNProtocol.hpp"
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#include <string>
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#include "contrib/JSON.hpp"
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#include "CNStructs.hpp"
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#include "settings.hpp"
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#include "Player.hpp"
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#include "CNStructs.hpp"
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#include "contrib/sqlite/sqlite_orm.h"
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#include "MissionManager.hpp"
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using namespace sqlite_orm;
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# pragma region DatabaseScheme
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auto db = make_storage("database.db",
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make_table("Accounts",
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make_column("AccountID", &Database::Account::AccountID, autoincrement(), primary_key()),
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make_column("Login", &Database::Account::Login),
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make_column("Password", &Database::Account::Password),
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make_column("Selected", &Database::Account::Selected)
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),
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make_table("Players",
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make_column("PlayerID", &Database::DbPlayer::PlayerID, autoincrement(), primary_key()),
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make_column("AccountID", &Database::DbPlayer::AccountID),
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make_column("Slot", &Database::DbPlayer::slot),
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make_column("Firstname", &Database::DbPlayer::FirstName, collate_nocase()),
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make_column("LastName", &Database::DbPlayer::LastName, collate_nocase()),
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make_column("Level", &Database::DbPlayer::Level),
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make_column("Nano1", &Database::DbPlayer::Nano1),
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make_column("Nano2", &Database::DbPlayer::Nano2),
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make_column("Nano3", &Database::DbPlayer::Nano3),
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make_column("AppearanceFlag", &Database::DbPlayer::AppearanceFlag),
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make_column("TutorialFlag", &Database::DbPlayer::TutorialFlag),
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make_column("PayZoneFlag", &Database::DbPlayer::PayZoneFlag),
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make_column("XCoordinates", &Database::DbPlayer::x_coordinates),
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make_column("YCoordinates", &Database::DbPlayer::y_coordinates),
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make_column("ZCoordinates", &Database::DbPlayer::z_coordinates),
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make_column("Angle", &Database::DbPlayer::angle),
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make_column("Body", &Database::DbPlayer::Body),
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make_column("Class", &Database::DbPlayer::Class),
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make_column("EyeColor", &Database::DbPlayer::EyeColor),
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make_column("FaceStyle", &Database::DbPlayer::FaceStyle),
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make_column("Gender", &Database::DbPlayer::Gender),
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make_column("HP", &Database::DbPlayer::HP),
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make_column("HairColor", &Database::DbPlayer::HairColor),
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make_column("HairStyle", &Database::DbPlayer::HairStyle),
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make_column("Height", &Database::DbPlayer::Height),
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make_column("NameCheck", &Database::DbPlayer::NameCheck),
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make_column("SkinColor", &Database::DbPlayer::SkinColor),
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make_column("isGM", &Database::DbPlayer::isGM),
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make_column("FusionMatter", &Database::DbPlayer::FusionMatter),
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make_column("Taros", &Database::DbPlayer::Taros),
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make_column("Quests", &Database::DbPlayer::QuestFlag)
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),
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make_table("Inventory",
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make_column("PlayerId", &Database::Inventory::playerId),
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make_column("Slot", &Database::Inventory::slot),
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make_column("Id", &Database::Inventory::id),
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make_column("Type", &Database::Inventory::Type),
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make_column("Opt", &Database::Inventory::Opt),
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make_column("TimeLimit", &Database::Inventory::TimeLimit)
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),
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make_table("Nanos",
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make_column("PlayerId", &Database::Nano::playerId),
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make_column("Id", &Database::Nano::iID),
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make_column("Skill", &Database::Nano::iSkillID),
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make_column("Stamina", &Database::Nano::iStamina)
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)
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);
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# pragma endregion DatabaseScheme
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#pragma region LoginServer
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void Database::open()
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{
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// this parameter means it will try to preserve data during migration
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bool preserve = true;
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db.sync_schema(preserve);
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DEBUGLOG(
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std::cout << "[DB] Database in operation" << std::endl;
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)
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}
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int Database::addAccount(std::string login, std::string password)
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{
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password = BCrypt::generateHash(password);
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Account x = {};
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x.Login = login;
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x.Password = password;
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x.Selected = 1;
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return db.insert(x);
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}
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void Database::updateSelected(int accountId, int slot)
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{
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Account acc = db.get<Account>(accountId);
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acc.Selected = slot;
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db.update(acc);
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}
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std::unique_ptr<Database::Account> Database::findAccount(std::string login)
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{
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// this is awful, I've tried everything to improve it
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auto find = db.get_all<Account>(
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where(c(&Account::Login) == login), limit(1));
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if (find.empty())
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return nullptr;
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return
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std::unique_ptr<Account>(new Account(find.front()));
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}
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bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
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{
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std::string First = U16toU8(nameCheck->szFirstName);
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std::string Last = U16toU8(nameCheck->szLastName);
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return
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(db.get_all<DbPlayer>
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(where((c(&DbPlayer::FirstName) == First)
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and (c(&DbPlayer::LastName) == Last)))
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.empty());
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}
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int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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{
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// fail if the player already has 4 or more characters
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if (db.count<DbPlayer>(where(c(&DbPlayer::AccountID) == AccountID)) >= 4)
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return -1;
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DbPlayer create = {};
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// save packet data
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create.FirstName = U16toU8(save->szFirstName);
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create.LastName = U16toU8(save->szLastName);
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create.slot = save->iSlotNum;
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create.AccountID = AccountID;
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// set flags
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create.AppearanceFlag = 0;
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create.TutorialFlag = 0;
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create.PayZoneFlag = 0;
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// set namecheck based on setting
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if (settings::APPROVEALLNAMES || save->iFNCode)
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create.NameCheck = 1;
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else
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create.NameCheck = 0;
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// create default body character
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create.Body = 0;
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create.Class = 0;
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create.EyeColor = 1;
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create.FaceStyle = 1;
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create.Gender = 1;
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create.HP = 1000;
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create.HairColor = 1;
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create.HairStyle = 1;
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create.Height = 0;
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create.Level = 1;
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create.SkinColor = 1;
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create.isGM = settings::GM;
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create.x_coordinates = settings::SPAWN_X;
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create.y_coordinates = settings::SPAWN_Y;
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create.z_coordinates = settings::SPAWN_Z;
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create.angle = settings::SPAWN_ANGLE;
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create.QuestFlag = std::vector<char>();
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return db.insert(create);
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}
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void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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{
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DbPlayer finish = getDbPlayerById(character->PCStyle.iPC_UID);
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finish.AppearanceFlag = 1;
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finish.Body = character->PCStyle.iBody;
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finish.Class = character->PCStyle.iClass;
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finish.EyeColor = character->PCStyle.iEyeColor;
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finish.FaceStyle = character->PCStyle.iFaceStyle;
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finish.Gender = character->PCStyle.iGender;
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finish.HairColor = character->PCStyle.iHairColor;
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finish.HairStyle = character->PCStyle.iHairStyle;
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finish.Height = character->PCStyle.iHeight;
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finish.Level = 1;
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finish.SkinColor = character->PCStyle.iSkinColor;
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db.update(finish);
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// clothes
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Inventory Foot, LB, UB;
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Foot.playerId = character->PCStyle.iPC_UID;
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Foot.id = character->sOn_Item.iEquipFootID;
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Foot.Type = 3;
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Foot.slot = 3;
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Foot.Opt = 1;
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Foot.TimeLimit = 0;
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db.insert(Foot);
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LB.playerId = character->PCStyle.iPC_UID;
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LB.id = character->sOn_Item.iEquipLBID;
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LB.Type = 2;
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LB.slot = 2;
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LB.Opt = 1;
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LB.TimeLimit = 0;
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db.insert(LB);
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UB.playerId = character->PCStyle.iPC_UID;
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UB.id = character->sOn_Item.iEquipUBID;
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UB.Type = 1;
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UB.slot = 1;
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UB.Opt = 1;
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UB.TimeLimit = 0;
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db.insert(UB);
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}
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void Database::finishTutorial(int PlayerID)
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{
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Player finish = getPlayer(PlayerID);
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// set flag
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finish.PCStyle2.iTutorialFlag= 1;
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// add Gun
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Inventory LightningGun = {};
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LightningGun.playerId = PlayerID;
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LightningGun.id = 328;
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LightningGun.slot = 0;
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LightningGun.Type = 0;
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LightningGun.Opt = 1;
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db.insert(LightningGun);
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// add Nano
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Nano Buttercup = {};
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Buttercup.playerId = PlayerID;
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Buttercup.iID = 1;
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Buttercup.iSkillID = 1;
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Buttercup.iStamina = 150;
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finish.equippedNanos[0] = 1;
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db.insert(Buttercup);
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// save missions
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MissionManager::saveMission(&finish, 0);
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MissionManager::saveMission(&finish, 1);
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db.update(playerToDb(&finish));
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}
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int Database::deleteCharacter(int characterID, int userID)
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{
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auto find =
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db.get_all<DbPlayer>(where(c(&DbPlayer::PlayerID) == characterID and c(&DbPlayer::AccountID)==userID));
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int slot = find.front().slot;
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db.remove<DbPlayer>(find.front().PlayerID);
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db.remove_all<Inventory>(where(c(&Inventory::playerId) == characterID));
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db.remove_all<Nano>(where(c(&Nano::playerId) == characterID));
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return slot;
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}
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std::vector <Player> Database::getCharacters(int UserID)
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{
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std::vector<DbPlayer>characters =
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db.get_all<DbPlayer>(where
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(c(&DbPlayer::AccountID) == UserID));
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// parsing DbPlayer to Player
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std::vector<Player> result = std::vector<Player>();
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for (auto &character : characters) {
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Player toadd = DbToPlayer(character);
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result.push_back(
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toadd
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);
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}
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return result;
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}
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// XXX: This is never called?
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void Database::evaluateCustomName(int characterID, CustomName decision) {
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DbPlayer player = getDbPlayerById(characterID);
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player.NameCheck = (int)decision;
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db.update(player);
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}
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void Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save) {
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DbPlayer Player = getDbPlayerById(save->iPCUID);
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Player.FirstName = U16toU8(save->szFirstName);
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Player.LastName = U16toU8(save->szLastName);
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if (settings::APPROVEALLNAMES || save->iFNCode)
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Player.NameCheck = 1;
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else
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Player.NameCheck = 0;
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db.update(Player);
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}
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Database::DbPlayer Database::playerToDb(Player *player)
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{
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DbPlayer result = {}; // fixes some weird memory errors, this zeros out the members (not the padding inbetween though)
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result.PlayerID = player->iID;
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result.AccountID = player->accountId;
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result.AppearanceFlag = player->PCStyle2.iAppearanceFlag;
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result.Body = player->PCStyle.iBody;
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result.Class = player->PCStyle.iClass;
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result.EyeColor = player->PCStyle.iEyeColor;
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result.FaceStyle = player->PCStyle.iFaceStyle;
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result.FirstName = U16toU8( player->PCStyle.szFirstName);
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result.FusionMatter = player->fusionmatter;
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result.Gender = player->PCStyle.iGender;
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result.HairColor = player->PCStyle.iHairColor;
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result.HairStyle = player->PCStyle.iHairStyle;
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result.Height = player->PCStyle.iHeight;
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result.HP = player->HP;
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result.isGM = player->IsGM;
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result.LastName = U16toU8(player->PCStyle.szLastName);
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result.Level = player->level;
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result.NameCheck = player->PCStyle.iNameCheck;
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result.PayZoneFlag = player->PCStyle2.iPayzoneFlag;
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result.PlayerID = player->PCStyle.iPC_UID;
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result.SkinColor = player->PCStyle.iSkinColor;
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result.slot = player->slot;
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result.Taros = player->money;
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result.TutorialFlag = player->PCStyle2.iTutorialFlag;
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result.x_coordinates = player->x;
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result.y_coordinates = player->y;
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result.z_coordinates = player->z;
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result.angle = player->angle;
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result.Nano1 = player->equippedNanos[0];
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result.Nano2 = player->equippedNanos[1];
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result.Nano3 = player->equippedNanos[2];
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// quests
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result.QuestFlag = std::vector<char>();
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// parsing long array to char vector
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for (int i=0; i<16; i++)
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{
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int64_t temp = player->aQuestFlag[i];
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for (int j = 0; j < 8; j++) {
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int64_t check2 = (temp >> (8 * (7 - j)));
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char toadd = check2;
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result.QuestFlag.push_back(
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toadd
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);
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}
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}
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return result;
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}
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Player Database::DbToPlayer(DbPlayer player) {
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Player result = {}; // fixes some weird memory errors, this zeros out the members (not the padding inbetween though)
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result.iID = player.PlayerID;
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result.accountId = player.AccountID;
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result.PCStyle2.iAppearanceFlag = player.AppearanceFlag;
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result.PCStyle.iBody = player.Body;
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result.PCStyle.iClass = player.Class;
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result.PCStyle.iEyeColor = player.EyeColor;
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result.PCStyle.iFaceStyle = player.FaceStyle;
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U8toU16(player.FirstName, result.PCStyle.szFirstName);
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result.PCStyle.iGender = player.Gender;
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result.PCStyle.iHairColor = player.HairColor;
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result.PCStyle.iHairStyle = player.HairStyle;
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result.PCStyle.iHeight = player.Height;
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result.HP = player.HP;
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result.IsGM = player.isGM;
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U8toU16(player.LastName, result.PCStyle.szLastName);
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result.level = player.Level;
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result.PCStyle.iNameCheck = player.NameCheck;
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result.PCStyle2.iPayzoneFlag = player.PayZoneFlag;
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result.iID = player.PlayerID;
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result.PCStyle.iPC_UID = player.PlayerID;
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result.PCStyle.iSkinColor = player.SkinColor;
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result.slot = player.slot;
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result.PCStyle2.iTutorialFlag = player.TutorialFlag;
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result.x = player.x_coordinates;
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result.y = player.y_coordinates;
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result.z = player.z_coordinates;
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result.angle = player.angle;
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result.money = player.Taros;
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result.fusionmatter = player.FusionMatter;
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result.equippedNanos[0] = player.Nano1;
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result.equippedNanos[1] = player.Nano2;
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result.equippedNanos[2] = player.Nano3;
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Database::getInventory(&result);
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Database::getNanos(&result);
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std::vector<char>::iterator it = player.QuestFlag.begin();
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for (int i = 0; i < 16; i++)
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{
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if (it == player.QuestFlag.end())
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break;
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int64_t toAdd = 0;
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for (int j = 0; j < 8; j++) {
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int64_t temp = *it;
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int64_t check2 = (temp << (8 * (7 - j)));
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toAdd += check2;
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it++;
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}
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result.aQuestFlag[i] = toAdd;
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}
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return result;
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}
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Database::DbPlayer Database::getDbPlayerById(int id) {
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return db.get_all<DbPlayer>(where(c(&DbPlayer::PlayerID) == id))
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.front();
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}
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Player Database::getPlayer(int id) {
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return DbToPlayer(
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getDbPlayerById(id)
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);
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}
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#pragma endregion LoginServer
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#pragma region ShardServer
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void Database::updatePlayer(Player *player) {
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DbPlayer toUpdate = playerToDb(player);
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db.update(toUpdate);
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updateInventory(player);
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updateNanos(player);
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}
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void Database::updateInventory(Player *player){
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// start transaction
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db.begin_transaction();
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// remove all
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db.remove_all<Inventory>(
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where(c(&Inventory::playerId) == player->iID)
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);
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// insert equip
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for (int i = 0; i < AEQUIP_COUNT; i++) {
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if (player->Equip[i].iID != 0) {
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sItemBase* next = &player->Equip[i];
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Inventory toAdd = {};
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toAdd.playerId = player->iID;
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toAdd.slot = i;
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toAdd.id = next->iID;
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toAdd.Opt = next->iOpt;
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toAdd.Type = next->iType;
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toAdd.TimeLimit = next->iTimeLimit;
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db.insert(toAdd);
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}
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}
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// insert inventory
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for (int i = 0; i < AINVEN_COUNT; i++) {
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if (player->Inven[i].iID != 0) {
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sItemBase* next = &player->Inven[i];
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Inventory toAdd = {};
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toAdd.playerId = player->iID;
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toAdd.slot = i + AEQUIP_COUNT;
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toAdd.id = next->iID;
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toAdd.Opt = next->iOpt;
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toAdd.Type = next->iType;
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toAdd.TimeLimit = next->iTimeLimit;
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db.insert(toAdd);
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}
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}
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// insert bank
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for (int i = 0; i < ABANK_COUNT; i++) {
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if (player->Bank[i].iID != 0) {
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sItemBase* next = &player->Bank[i];
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Inventory toAdd = {};
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toAdd.playerId = player->iID;
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toAdd.slot = i + AEQUIP_COUNT + AINVEN_COUNT;
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toAdd.id = next->iID;
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toAdd.Opt = next->iOpt;
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toAdd.Type = next->iType;
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toAdd.TimeLimit = next->iTimeLimit;
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db.insert(toAdd);
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}
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}
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db.commit();
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}
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void Database::updateNanos(Player *player) {
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// start transaction
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db.begin_transaction();
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// remove all
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db.remove_all<Nano>(
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where(c(&Nano::playerId) == player->iID)
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);
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// insert
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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::getInventory(Player* player) {
|
|
// get items from DB
|
|
auto items = db.get_all<Inventory>(
|
|
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
|
|
player->Bank[current.slot - AEQUIP_COUNT - AINVEN_COUNT] = toSet;
|
|
}
|
|
|
|
}
|
|
void Database::getNanos(Player* player) {
|
|
// get from DB
|
|
auto nanos = db.get_all<Nano>(
|
|
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;
|
|
}
|
|
}
|
|
#pragma endregion ShardServer
|