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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);
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@@ -67,7 +67,6 @@
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#endif
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#include "../common/dbasync.h"
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#include "../common/emu_tcp_server.h"
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#include "../common/patches/patches.h"
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#include "zoneserver.h"
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@@ -98,7 +97,6 @@ UCSConnection UCSLink;
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QueryServConnection QSLink;
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LauncherList launcher_list;
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AdventureManager adventure_manager;
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DBAsync *dbasync = nullptr;
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volatile bool RunLoops = true;
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uint32 numclients = 0;
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uint32 numzones = 0;
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@@ -175,7 +173,6 @@ int main(int argc, char** argv) {
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_log(WORLD__INIT_ERR, "Cannot continue without a database connection.");
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return 1;
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}
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dbasync = new DBAsync(&database);
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guild_mgr.SetDatabase(&database);
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if (argc >= 2) {
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