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State of Commit: Testable if you ask me (Akkadius) what you need to do
- Need to convert a list of functions and columns and should be ready to start intensive testing phase - All preliminary tests show things working great - All of player profile is saved and loaded from the database - DBAsync has been completely removed from all code - Removed zone/dbasync.cpp/.h - Removed common/dbasync.cpp/.h - Removed dbasync from cmake commmon and zone - Cleaned up a ton of functions - Added several tables to world CheckDatabaseConversions script: - `character_skills` - `character_languages` - `character_bind` - `character_alternate_abilities` - `character_currency` - `character_data` - `character_spells` - `character_memmed_spells` - `character_disciplines` - `character_material` - `character_tribute` - `character_bandolier` - `character_potionbelt` - Character select now loads from `character_data` - Character creation now creates to `character_data` - Updated function Database::UpdateName to use `character_data` - Updated function Database::CheckUsedName to use `character_data` - Updated function Database::MoveCharacterToZone to use `character_data` - Updated function Database::SetLoginFlags to use `character_data` - Updated function Database::SetFirstLogon to use `character_data` - Updated function Database::SetLFG to use `character_data` - Removed CopyCharacter functions and commands, to be recreated later since it never worked to begin with - Removed SharedDatabase::SetPlayerProfile - Trimmed down redundant case switch statements for World sendpackets to QueryServ - Added Character Methods to Database class: Loads: bool LoadCharacterBandolier(uint32 character_id, PlayerProfile_Struct* pp); bool LoadCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp); bool LoadCharacterPotions(uint32 character_id, PlayerProfile_Struct* pp); Saves: bool SaveCharacterBindPoint(uint32 character_id, uint32 zone_id, uint32 instance_id, float x, float y, float z, float heading, uint8 is_home); bool SaveCharacterCurrency(uint32 character_id, PlayerProfile_Struct* pp); bool SaveCharacterData(uint32 character_id, uint32 account_id, PlayerProfile_Struct* pp); bool SaveCharacterAA(uint32 character_id, uint32 aa_id, uint32 current_level); bool SaveCharacterSpellSwap(uint32 character_id, uint32 spell_id, uint32 from_slot, uint32 to_slot); bool SaveCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); bool SaveCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); bool SaveCharacterMaterialColor(uint32 character_id, uint32 slot_id, uint32 color); bool SaveCharacterSkill(uint32 character_id, uint32 skill_id, uint32 value); bool SaveCharacterLanguage(uint32 character_id, uint32 lang_id, uint32 value); bool SaveCharacterDisc(uint32 character_id, uint32 slot_id, uint32 disc_id); bool SaveCharacterTribute(uint32 character_id, PlayerProfile_Struct* pp); bool SaveCharacterBandolier(uint32 character_id, uint8 bandolier_id, uint8 bandolier_slot, uint32 item_id, uint32 icon, const char* bandolier_name); bool SaveCharacterPotionBelt(uint32 character_id, uint8 potion_id, uint32 item_id, uint32 icon); Deletes: bool DeleteCharacterSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); bool DeleteCharacterMemorizedSpell(uint32 character_id, uint32 spell_id, uint32 slot_id); bool DeleteCharacterDisc(uint32 character_id, uint32 slot_id); bool DeleteCharacterBandolier(uint32 character_id, uint32 band_id);
This commit is contained in:
@@ -800,9 +800,12 @@ struct SuspendedMinion_Struct
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** Length: 4308 bytes
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** OpCode: 0x006a
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*/
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static const uint32 MAX_PP_LANGUAGE = 28;
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static const uint32 MAX_PP_SPELLBOOK = 480; // Increased to 480 to support SoF
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static const uint32 MAX_PP_MEMSPELL = 9;
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static const uint32 MAX_PP_LANGUAGE = 28;
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static const uint32 MAX_PP_SPELLBOOK = 720; // Set for all functions
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static const uint32 MAX_PP_MEMSPELL = 12; // Set to latest client so functions can work right
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static const uint32 MAX_PP_REF_SPELLBOOK = 480; // Set for Player Profile size retain
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static const uint32 MAX_PP_REF_MEMSPELL = 9; // Set for Player Profile size retain
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static const uint32 MAX_PP_SKILL = _SkillPacketArraySize; // 100 - actual skills buffer size
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static const uint32 MAX_PP_AA_ARRAY = 240;
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static const uint32 MAX_GROUP_MEMBERS = 6;
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@@ -880,7 +883,7 @@ struct PlayerProfile_Struct
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/*0245*/ uint8 guildbanker;
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/*0246*/ uint8 unknown0246[6]; //
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/*0252*/ uint32 intoxication;
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/*0256*/ uint32 spellSlotRefresh[MAX_PP_MEMSPELL]; //in ms
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/*0256*/ uint32 spellSlotRefresh[MAX_PP_REF_MEMSPELL]; //in ms
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/*0292*/ uint32 abilitySlotRefresh;
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/*0296*/ uint8 haircolor; // Player hair color
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/*0297*/ uint8 beardcolor; // Player beard color
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@@ -919,9 +922,9 @@ struct PlayerProfile_Struct
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/*2505*/ uint8 unknown2541[47]; // ?
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/*2552*/ uint8 languages[MAX_PP_LANGUAGE];
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/*2580*/ uint8 unknown2616[4];
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/*2584*/ uint32 spell_book[MAX_PP_SPELLBOOK];
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/*2584*/ uint32 spell_book[MAX_PP_REF_SPELLBOOK];
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/*4504*/ uint8 unknown4540[128]; // Was [428] all 0xff
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/*4632*/ uint32 mem_spells[MAX_PP_MEMSPELL];
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/*4632*/ uint32 mem_spells[MAX_PP_REF_MEMSPELL];
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/*4668*/ uint8 unknown4704[32]; //
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/*4700*/ float y; // Player y position
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/*4704*/ float x; // Player x position
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