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[Performance] Improve Character Select DB Performance (#4799)
This commit is contained in:
parent
ceca28d2a3
commit
96e34fe8f7
@ -29,6 +29,10 @@
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#include "../common/repositories/inventory_repository.h"
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#include "../common/repositories/criteria/content_filter_criteria.h"
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#include "../common/zone_store.h"
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#include "../common/repositories/character_data_repository.h"
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#include "../common/repositories/character_bind_repository.h"
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#include "../common/repositories/character_material_repository.h"
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#include "../common/repositories/start_zones_repository.h"
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WorldDatabase database;
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WorldDatabase content_db;
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@ -50,187 +54,177 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, EQApplicationPacket **o
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character_limit = 8;
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}
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std::string character_list_query = fmt::format(
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SQL(
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SELECT
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`id`,
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`name`,
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`gender`,
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`race`,
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`class`,
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`level`,
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`deity`,
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`last_login`,
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`time_played`,
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`hair_color`,
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`beard_color`,
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`eye_color_1`,
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`eye_color_2`,
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`hair_style`,
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`beard`,
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`face`,
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`drakkin_heritage`,
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`drakkin_tattoo`,
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`drakkin_details`,
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`zone_id`
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FROM
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`character_data`
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WHERE
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`account_id` = {}
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AND
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`deleted_at` IS NULL
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ORDER BY `name`
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LIMIT {}
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),
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account_id,
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character_limit
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auto characters = CharacterDataRepository::GetWhere(
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database,
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fmt::format(
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"`account_id` = {} AND `deleted_at` IS NULL ORDER BY `name` LIMIT {}",
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account_id,
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character_limit
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)
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);
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auto results = database.QueryDatabase(character_list_query);
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size_t character_count = results.RowCount();
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if (character_count == 0) {
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size_t character_count = characters.size();
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if (characters.empty()) {
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*out_app = new EQApplicationPacket(OP_SendCharInfo, sizeof(CharacterSelect_Struct));
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CharacterSelect_Struct *cs = (CharacterSelect_Struct *) (*out_app)->pBuffer;
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cs->CharCount = 0;
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auto *cs = (CharacterSelect_Struct *) (*out_app)->pBuffer;
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cs->CharCount = 0;
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cs->TotalChars = character_limit;
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return;
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}
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std::vector<uint32_t> character_ids;
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for (auto &e: characters) {
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character_ids.push_back(e.id);
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}
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const auto& inventories = InventoryRepository::GetWhere(
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*this,
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fmt::format(
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"`character_id` IN ({}) AND `slot_id` BETWEEN {} AND {}",
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Strings::Join(character_ids, ","),
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EQ::invslot::slotHead,
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EQ::invslot::slotFeet
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)
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);
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const auto& character_binds = CharacterBindRepository::GetWhere(
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*this,
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fmt::format(
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"`id` IN ({}) ORDER BY id, slot",
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Strings::Join(character_ids, ",")
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)
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);
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const auto& character_materials = CharacterMaterialRepository::GetWhere(
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*this,
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fmt::format(
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"`id` IN ({}) ORDER BY id, slot",
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Strings::Join(character_ids, ",")
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)
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);
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size_t packet_size = sizeof(CharacterSelect_Struct) + (sizeof(CharacterSelectEntry_Struct) * character_count);
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*out_app = new EQApplicationPacket(OP_SendCharInfo, packet_size);
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unsigned char *buff_ptr = (*out_app)->pBuffer;
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CharacterSelect_Struct *cs = (CharacterSelect_Struct *) buff_ptr;
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auto *cs = (CharacterSelect_Struct *) buff_ptr;
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cs->CharCount = character_count;
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cs->CharCount = character_count;
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cs->TotalChars = character_limit;
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buff_ptr += sizeof(CharacterSelect_Struct);
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for (auto row = results.begin(); row != results.end(); ++row) {
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CharacterSelectEntry_Struct *p_character_select_entry_struct = (CharacterSelectEntry_Struct *) buff_ptr;
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PlayerProfile_Struct pp;
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EQ::InventoryProfile inventory_profile;
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for (auto &e: characters) {
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auto *cse = (CharacterSelectEntry_Struct *) buff_ptr;
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PlayerProfile_Struct pp;
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EQ::InventoryProfile inv;
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pp.SetPlayerProfileVersion(EQ::versions::ConvertClientVersionToMobVersion(client_version));
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inventory_profile.SetInventoryVersion(client_version);
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inventory_profile.SetGMInventory(true); // charsel can not interact with items..but, no harm in setting to full expansion support
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inv.SetInventoryVersion(client_version);
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inv.SetGMInventory(true); // charsel can not interact with items..but, no harm in setting to full expansion support
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uint32 character_id = Strings::ToUnsignedInt(row[0]);
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uint8 has_home = 0;
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uint8 has_bind = 0;
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uint32 character_id = e.id;
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uint8 has_home = 0;
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uint8 has_bind = 0;
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memset(&pp, 0, sizeof(PlayerProfile_Struct));
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memset(p_character_select_entry_struct->Name, 0, sizeof(p_character_select_entry_struct->Name));
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strcpy(p_character_select_entry_struct->Name, row[1]);
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p_character_select_entry_struct->Class = (uint8) Strings::ToUnsignedInt(row[4]);
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p_character_select_entry_struct->Race = (uint32) Strings::ToUnsignedInt(row[3]);
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p_character_select_entry_struct->Level = (uint8) Strings::ToUnsignedInt(row[5]);
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p_character_select_entry_struct->ShroudClass = p_character_select_entry_struct->Class;
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p_character_select_entry_struct->ShroudRace = p_character_select_entry_struct->Race;
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p_character_select_entry_struct->Zone = (uint16) Strings::ToUnsignedInt(row[19]);
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p_character_select_entry_struct->Instance = 0;
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p_character_select_entry_struct->Gender = (uint8) Strings::ToUnsignedInt(row[2]);
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p_character_select_entry_struct->Face = (uint8) Strings::ToUnsignedInt(row[15]);
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memset(cse->Name, 0, sizeof(cse->Name));
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strcpy(cse->Name, e.name.c_str());
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cse->Class = e.class_;
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cse->Race = e.race;
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cse->Level = e.level;
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cse->ShroudClass = cse->Class;
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cse->ShroudRace = cse->Race;
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cse->Zone = e.zone_id;
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cse->Instance = 0;
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cse->Gender = e.gender;
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cse->Face = e.face;
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for (uint32 material_slot = 0; material_slot < EQ::textures::materialCount; material_slot++) {
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p_character_select_entry_struct->Equip[material_slot].Material = 0;
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p_character_select_entry_struct->Equip[material_slot].Unknown1 = 0;
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p_character_select_entry_struct->Equip[material_slot].EliteModel = 0;
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p_character_select_entry_struct->Equip[material_slot].HerosForgeModel = 0;
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p_character_select_entry_struct->Equip[material_slot].Unknown2 = 0;
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p_character_select_entry_struct->Equip[material_slot].Color = 0;
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for (auto &s: cse->Equip) {
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s.Material = 0;
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s.Unknown1 = 0;
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s.EliteModel = 0;
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s.HerosForgeModel = 0;
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s.Unknown2 = 0;
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s.Color = 0;
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}
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p_character_select_entry_struct->Unknown15 = 0xFF;
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p_character_select_entry_struct->Unknown19 = 0xFF;
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p_character_select_entry_struct->DrakkinTattoo = (uint32) Strings::ToInt(row[17]);
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p_character_select_entry_struct->DrakkinDetails = (uint32) Strings::ToInt(row[18]);
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p_character_select_entry_struct->Deity = (uint32) Strings::ToInt(row[6]);
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p_character_select_entry_struct->PrimaryIDFile = 0; // Processed Below
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p_character_select_entry_struct->SecondaryIDFile = 0; // Processed Below
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p_character_select_entry_struct->HairColor = (uint8) Strings::ToInt(row[9]);
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p_character_select_entry_struct->BeardColor = (uint8) Strings::ToInt(row[10]);
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p_character_select_entry_struct->EyeColor1 = (uint8) Strings::ToInt(row[11]);
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p_character_select_entry_struct->EyeColor2 = (uint8) Strings::ToInt(row[12]);
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p_character_select_entry_struct->HairStyle = (uint8) Strings::ToInt(row[13]);
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p_character_select_entry_struct->Beard = (uint8) Strings::ToInt(row[14]);
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p_character_select_entry_struct->GoHome = 0; // Processed Below
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p_character_select_entry_struct->Tutorial = 0; // Processed Below
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p_character_select_entry_struct->DrakkinHeritage = (uint32) Strings::ToInt(row[16]);
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p_character_select_entry_struct->Unknown1 = 0;
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p_character_select_entry_struct->Enabled = 1;
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p_character_select_entry_struct->LastLogin = (uint32) Strings::ToInt(row[7]); // RoF2 value: 1212696584
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p_character_select_entry_struct->Unknown2 = 0;
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cse->Unknown15 = 0xFF;
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cse->Unknown19 = 0xFF;
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cse->DrakkinTattoo = e.drakkin_tattoo;
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cse->DrakkinDetails = e.drakkin_details;
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cse->Deity = e.deity;
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cse->PrimaryIDFile = 0; // Processed Below
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cse->SecondaryIDFile = 0; // Processed Below
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cse->HairColor = e.hair_color;
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cse->BeardColor = e.beard_color;
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cse->EyeColor1 = e.eye_color_1;
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cse->EyeColor2 = e.eye_color_2;
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cse->HairStyle = e.hair_style;
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cse->Beard = e.beard;
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cse->GoHome = 0; // Processed Below
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cse->Tutorial = 0; // Processed Below
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cse->DrakkinHeritage = e.drakkin_heritage;
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cse->Unknown1 = 0;
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cse->Enabled = 1;
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cse->LastLogin = e.last_login; // RoF2 value: 1212696584
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cse->Unknown2 = 0;
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if (RuleB(World, EnableReturnHomeButton)) {
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int now = time(nullptr);
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if ((now - Strings::ToInt(row[7])) >= RuleI(World, MinOfflineTimeToReturnHome))
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p_character_select_entry_struct->GoHome = 1;
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if (now - e.last_login >= RuleI(World, MinOfflineTimeToReturnHome)) {
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cse->GoHome = 1;
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}
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}
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if (RuleB(World, EnableTutorialButton) && (p_character_select_entry_struct->Level <= RuleI(World, MaxLevelForTutorial)))
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p_character_select_entry_struct->Tutorial = 1;
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if (RuleB(World, EnableTutorialButton) && (cse->Level <= RuleI(World, MaxLevelForTutorial))) {
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cse->Tutorial = 1;
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}
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/**
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* Bind
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*/
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character_list_query = fmt::format(
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SQL(
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SELECT
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`zone_id`, `instance_id`, `x`, `y`, `z`, `heading`, `slot`
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FROM
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`character_bind`
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WHERE
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`id` = {}
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LIMIT 5
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),
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character_id
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);
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auto results_bind = database.QueryDatabase(character_list_query);
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auto bind_count = results_bind.RowCount();
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for (auto row_b = results_bind.begin(); row_b != results_bind.end(); ++row_b) {
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if (row_b[6] && Strings::ToInt(row_b[6]) == 4) {
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has_home = 1;
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// If our bind count is less than 5, we need to actually make use of this data so lets parse it
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if (bind_count < 5) {
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pp.binds[4].zone_id = Strings::ToInt(row_b[0]);
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pp.binds[4].instance_id = Strings::ToInt(row_b[1]);
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pp.binds[4].x = Strings::ToFloat(row_b[2]);
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pp.binds[4].y = Strings::ToFloat(row_b[3]);
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pp.binds[4].z = Strings::ToFloat(row_b[4]);
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pp.binds[4].heading = Strings::ToFloat(row_b[5]);
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}
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// binds
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int bind_count = 0;
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for (auto &bind : character_binds) {
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if (bind.id != e.id) {
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continue;
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}
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if (row_b[6] && Strings::ToInt(row_b[6]) == 0)
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if (bind.slot == 4) {
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has_home = 1;
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pp.binds[4].zone_id = bind.zone_id;
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pp.binds[4].instance_id = bind.instance_id;
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pp.binds[4].x = bind.x;
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pp.binds[4].y = bind.y;
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pp.binds[4].z = bind.z;
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pp.binds[4].heading = bind.heading;
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}
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if (bind.slot == 0) {
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has_bind = 1;
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}
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bind_count++;
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}
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if (has_home == 0 || has_bind == 0) {
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std::string character_list_query = fmt::format(
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SQL(
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SELECT
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`zone_id`, `bind_id`, `x`, `y`, `z`, `heading`
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FROM
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`start_zones`
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WHERE
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`player_class` = {}
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AND
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`player_deity` = {}
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AND
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`player_race` = {} {}
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),
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p_character_select_entry_struct->Class,
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p_character_select_entry_struct->Deity,
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p_character_select_entry_struct->Race,
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ContentFilterCriteria::apply().c_str()
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const auto &start_zones = StartZonesRepository::GetWhere(
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content_db,
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fmt::format(
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"`player_class` = {} AND `player_deity` = {} AND `player_race` = {} {}",
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cse->Class,
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cse->Deity,
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cse->Race,
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ContentFilterCriteria::apply().c_str()
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)
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);
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auto results_bind = content_db.QueryDatabase(character_list_query);
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for (auto row_d = results_bind.begin(); row_d != results_bind.end(); ++row_d) {
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/* If a bind_id is specified, make them start there */
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if (Strings::ToInt(row_d[1]) != 0) {
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pp.binds[4].zone_id = (uint32) Strings::ToInt(row_d[1]);
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if (!start_zones.empty()) {
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pp.binds[4].zone_id = start_zones[0].zone_id;
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pp.binds[4].x = start_zones[0].x;
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pp.binds[4].y = start_zones[0].y;
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pp.binds[4].z = start_zones[0].z;
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pp.binds[4].heading = start_zones[0].heading;
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if (start_zones[0].bind_id != 0) {
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pp.binds[4].zone_id = start_zones[0].bind_id;
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auto z = GetZone(pp.binds[4].zone_id);
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if (z) {
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pp.binds[4].x = z->safe_x;
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@ -238,168 +232,151 @@ void WorldDatabase::GetCharSelectInfo(uint32 account_id, EQApplicationPacket **o
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pp.binds[4].z = z->safe_z;
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pp.binds[4].heading = z->safe_heading;
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}
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}
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/* Otherwise, use the zone and coordinates given */
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else {
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pp.binds[4].zone_id = (uint32) Strings::ToInt(row_d[0]);
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float x = Strings::ToFloat(row_d[2]);
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float y = Strings::ToFloat(row_d[3]);
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float z = Strings::ToFloat(row_d[4]);
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float heading = Strings::ToFloat(row_d[5]);
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if (x == 0 && y == 0 && z == 0 && heading == 0) {
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} else {
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pp.binds[4].zone_id = start_zones[0].zone_id;
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pp.binds[4].x = start_zones[0].x;
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pp.binds[4].y = start_zones[0].y;
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pp.binds[4].z = start_zones[0].z;
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pp.binds[4].heading = start_zones[0].heading;
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if (pp.binds[4].x == 0 && pp.binds[4].y == 0 && pp.binds[4].z == 0 && pp.binds[4].heading == 0) {
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auto zone = GetZone(pp.binds[4].zone_id);
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if (zone) {
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x = zone->safe_x;
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y = zone->safe_y;
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z = zone->safe_z;
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heading = zone->safe_heading;
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pp.binds[4].x = zone->safe_x;
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pp.binds[4].y = zone->safe_y;
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pp.binds[4].z = zone->safe_z;
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pp.binds[4].heading = zone->safe_heading;
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}
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}
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pp.binds[4].x = x;
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pp.binds[4].y = y;
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pp.binds[4].z = z;
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pp.binds[4].heading = heading;
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}
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}
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pp.binds[0] = pp.binds[4];
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/* If no home bind set, set it */
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if (has_home == 0) {
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std::string query = fmt::format(
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SQL(
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REPLACE INTO
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`character_bind`
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(`id`, `zone_id`, `instance_id`, `x`, `y`, `z`, `heading`, `slot`)
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VALUES ({}, {}, {}, {}, {}, {}, {}, {})
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),
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character_id,
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pp.binds[4].zone_id,
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0,
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pp.binds[4].x,
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pp.binds[4].y,
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pp.binds[4].z,
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pp.binds[4].heading,
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4
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);
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auto results_bset = QueryDatabase(query);
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else {
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LogError("No start zone found for class [{}] deity [{}] race [{}]", cse->Class, cse->Deity, cse->Race);
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}
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/* If no regular bind set, set it */
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pp.binds[0] = pp.binds[4];
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// If we don't have home set, set it
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if (has_home == 0) {
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auto bind = CharacterBindRepository::NewEntity();
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bind.id = character_id;
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bind.zone_id = pp.binds[4].zone_id;
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bind.instance_id = 0;
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bind.x = pp.binds[4].x;
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bind.y = pp.binds[4].y;
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bind.z = pp.binds[4].z;
|
||||
bind.heading = pp.binds[4].heading;
|
||||
bind.slot = 4;
|
||||
CharacterBindRepository::ReplaceOne(*this, bind);
|
||||
}
|
||||
|
||||
// If we don't have regular bind set, set it
|
||||
if (has_bind == 0) {
|
||||
std::string query = fmt::format(
|
||||
SQL(
|
||||
REPLACE INTO
|
||||
`character_bind`
|
||||
(`id`, `zone_id`, `instance_id`, `x`, `y`, `z`, `heading`, `slot`)
|
||||
VALUES ({}, {}, {}, {}, {}, {}, {}, {})
|
||||
),
|
||||
character_id,
|
||||
pp.binds[0].zone_id,
|
||||
0,
|
||||
pp.binds[0].x,
|
||||
pp.binds[0].y,
|
||||
pp.binds[0].z,
|
||||
pp.binds[0].heading,
|
||||
0
|
||||
);
|
||||
auto results_bset = QueryDatabase(query);
|
||||
auto bind = CharacterBindRepository::NewEntity();
|
||||
bind.id = character_id;
|
||||
bind.zone_id = pp.binds[0].zone_id;
|
||||
bind.instance_id = 0;
|
||||
bind.x = pp.binds[0].x;
|
||||
bind.y = pp.binds[0].y;
|
||||
bind.z = pp.binds[0].z;
|
||||
bind.heading = pp.binds[0].heading;
|
||||
bind.slot = 0;
|
||||
CharacterBindRepository::ReplaceOne(*this, bind);
|
||||
}
|
||||
}
|
||||
/* If our bind count is less than 5, then we have null data that needs to be filled in. */
|
||||
|
||||
// If our bind count is less than 5, then we have null data that needs to be filled in
|
||||
if (bind_count < 5) {
|
||||
// we know that home and main bind must be valid here, so we don't check those
|
||||
// we also use home to fill in the null data like live does.
|
||||
|
||||
std::vector<CharacterBindRepository::CharacterBind> binds;
|
||||
|
||||
for (int i = 1; i < 4; i++) {
|
||||
if (pp.binds[i].zone_id != 0) // we assume 0 is the only invalid one ...
|
||||
if (pp.binds[i].zone_id != 0) { // we assume 0 is the only invalid one ...
|
||||
continue;
|
||||
}
|
||||
|
||||
std::string query = fmt::format(
|
||||
SQL(
|
||||
REPLACE INTO
|
||||
`character_bind`
|
||||
(`id`, `zone_id`, `instance_id`, `x`, `y`, `z`, `heading`, `slot`)
|
||||
VALUES ({}, {}, {}, {}, {}, {}, {}, {})
|
||||
),
|
||||
character_id,
|
||||
pp.binds[4].zone_id,
|
||||
0,
|
||||
pp.binds[4].x,
|
||||
pp.binds[4].y,
|
||||
pp.binds[4].z,
|
||||
pp.binds[4].heading,
|
||||
i
|
||||
);
|
||||
auto results_bset = QueryDatabase(query);
|
||||
auto bind = CharacterBindRepository::NewEntity();
|
||||
|
||||
bind.slot = i;
|
||||
bind.id = character_id;
|
||||
bind.zone_id = pp.binds[4].zone_id;
|
||||
bind.instance_id = 0;
|
||||
bind.x = pp.binds[4].x;
|
||||
bind.y = pp.binds[4].y;
|
||||
bind.z = pp.binds[4].z;
|
||||
bind.heading = pp.binds[4].heading;
|
||||
binds.emplace_back(bind);
|
||||
}
|
||||
|
||||
CharacterBindRepository::ReplaceMany(*this, binds);
|
||||
}
|
||||
|
||||
character_list_query = fmt::format(
|
||||
SQL(
|
||||
SELECT
|
||||
`slot`, `red`, `green`, `blue`, `use_tint`, `color`
|
||||
FROM
|
||||
`character_material`
|
||||
WHERE
|
||||
`id` = {}
|
||||
),
|
||||
character_id
|
||||
);
|
||||
auto results_b = database.QueryDatabase(character_list_query);
|
||||
uint8 slot = 0;
|
||||
for (auto row_b = results_b.begin(); row_b != results_b.end(); ++row_b) {
|
||||
slot = Strings::ToInt(row_b[0]);
|
||||
pp.item_tint.Slot[slot].Red = Strings::ToInt(row_b[1]);
|
||||
pp.item_tint.Slot[slot].Green = Strings::ToInt(row_b[2]);
|
||||
pp.item_tint.Slot[slot].Blue = Strings::ToInt(row_b[3]);
|
||||
pp.item_tint.Slot[slot].UseTint = Strings::ToInt(row_b[4]);
|
||||
for (auto &cm : character_materials) {
|
||||
pp.item_tint.Slot[cm.slot].Red = cm.red;
|
||||
pp.item_tint.Slot[cm.slot].Green = cm.green;
|
||||
pp.item_tint.Slot[cm.slot].Blue = cm.blue;
|
||||
pp.item_tint.Slot[cm.slot].UseTint = cm.use_tint;
|
||||
pp.item_tint.Slot[cm.slot].Color = cm.color;
|
||||
}
|
||||
|
||||
if (GetCharSelInventory(account_id, p_character_select_entry_struct->Name, &inventory_profile)) {
|
||||
const EQ::ItemData *item = nullptr;
|
||||
const EQ::ItemInstance *inst = nullptr;
|
||||
int16 inventory_slot = 0;
|
||||
if (GetCharSelInventory(inventories, e, &inv)) {
|
||||
const EQ::ItemData *item = nullptr;
|
||||
const EQ::ItemInstance *inst = nullptr;
|
||||
int16 inventory_slot = 0;
|
||||
|
||||
for (uint32 matslot = EQ::textures::textureBegin; matslot < EQ::textures::materialCount; matslot++) {
|
||||
inventory_slot = EQ::InventoryProfile::CalcSlotFromMaterial(matslot);
|
||||
if (inventory_slot == INVALID_INDEX) { continue; }
|
||||
inst = inventory_profile.GetItem(inventory_slot);
|
||||
if (inst == nullptr)
|
||||
inst = inv.GetItem(inventory_slot);
|
||||
if (inst == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
item = inst->GetItem();
|
||||
if (item == nullptr)
|
||||
if (item == nullptr) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (matslot > 6) {
|
||||
uint32 item_id_file = 0;
|
||||
// Weapon Models
|
||||
if (inst->GetOrnamentationIDFile() != 0) {
|
||||
item_id_file = inst->GetOrnamentationIDFile();
|
||||
p_character_select_entry_struct->Equip[matslot].Material = item_id_file;
|
||||
} else {
|
||||
cse->Equip[matslot].Material = item_id_file;
|
||||
}
|
||||
else {
|
||||
if (strlen(item->IDFile) > 2) {
|
||||
item_id_file = Strings::ToInt(&item->IDFile[2]);
|
||||
p_character_select_entry_struct->Equip[matslot].Material = item_id_file;
|
||||
cse->Equip[matslot].Material = item_id_file;
|
||||
}
|
||||
}
|
||||
|
||||
if (matslot == EQ::textures::weaponPrimary) {
|
||||
p_character_select_entry_struct->PrimaryIDFile = item_id_file;
|
||||
} else {
|
||||
p_character_select_entry_struct->SecondaryIDFile = item_id_file;
|
||||
cse->PrimaryIDFile = item_id_file;
|
||||
}
|
||||
} else {
|
||||
else {
|
||||
cse->SecondaryIDFile = item_id_file;
|
||||
}
|
||||
}
|
||||
else {
|
||||
// Armor Materials/Models
|
||||
uint32 color = (
|
||||
pp.item_tint.Slot[matslot].UseTint ?
|
||||
pp.item_tint.Slot[matslot].Color :
|
||||
inst->GetColor()
|
||||
pp.item_tint.Slot[matslot].Color :
|
||||
inst->GetColor()
|
||||
);
|
||||
p_character_select_entry_struct->Equip[matslot].Material = item->Material;
|
||||
p_character_select_entry_struct->Equip[matslot].EliteModel = item->EliteMaterial;
|
||||
p_character_select_entry_struct->Equip[matslot].HerosForgeModel = inst->GetOrnamentHeroModel(matslot);
|
||||
p_character_select_entry_struct->Equip[matslot].Color = color;
|
||||
cse->Equip[matslot].Material = item->Material;
|
||||
cse->Equip[matslot].EliteModel = item->EliteMaterial;
|
||||
cse->Equip[matslot].HerosForgeModel = inst->GetOrnamentHeroModel(matslot);
|
||||
cse->Equip[matslot].Color = color;
|
||||
}
|
||||
}
|
||||
} else {
|
||||
printf("Error loading inventory for %s\n", p_character_select_entry_struct->Name);
|
||||
}
|
||||
else {
|
||||
printf("Error loading inventory for %s\n", cse->Name);
|
||||
}
|
||||
buff_ptr += sizeof(CharacterSelectEntry_Struct);
|
||||
}
|
||||
@ -849,34 +826,21 @@ bool WorldDatabase::LoadCharacterCreateCombos()
|
||||
return true;
|
||||
}
|
||||
|
||||
// this is a slightly modified version of SharedDatabase::GetInventory(...) for character select use-only
|
||||
bool WorldDatabase::GetCharSelInventory(uint32 account_id, char *name, EQ::InventoryProfile *inv)
|
||||
bool WorldDatabase::GetCharSelInventory(
|
||||
const std::vector<InventoryRepository::Inventory> &inventories,
|
||||
const CharacterDataRepository::CharacterData &character,
|
||||
EQ::InventoryProfile *inv
|
||||
)
|
||||
{
|
||||
if (!account_id || !name || !inv) {
|
||||
if (inventories.empty() || !character.id || !inv) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const uint32 character_id = GetCharacterID(name);
|
||||
for (const auto& e : inventories) {
|
||||
if (e.character_id != character.id) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!character_id) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const auto& l = InventoryRepository::GetWhere(
|
||||
*this,
|
||||
fmt::format(
|
||||
"`character_id` = {} AND `slot_id` BETWEEN {} AND {}",
|
||||
character_id,
|
||||
EQ::invslot::slotHead,
|
||||
EQ::invslot::slotFeet
|
||||
)
|
||||
);
|
||||
|
||||
if (l.empty()) {
|
||||
return true;
|
||||
}
|
||||
|
||||
for (const auto& e : l) {
|
||||
switch (e.slot_id) {
|
||||
case EQ::invslot::slotFace:
|
||||
case EQ::invslot::slotEar2:
|
||||
|
||||
@ -20,6 +20,8 @@
|
||||
|
||||
#include "../common/shareddb.h"
|
||||
#include "../common/eq_packet.h"
|
||||
#include "../common/repositories/inventory_repository.h"
|
||||
#include "../common/repositories/character_data_repository.h"
|
||||
|
||||
struct PlayerProfile_Struct;
|
||||
struct CharCreate_Struct;
|
||||
@ -43,7 +45,11 @@ private:
|
||||
void SetTitaniumDefaultStartZone(PlayerProfile_Struct* in_pp, CharCreate_Struct* in_cc);
|
||||
void SetSoFDefaultStartZone(PlayerProfile_Struct* in_pp, CharCreate_Struct* in_cc);
|
||||
|
||||
bool GetCharSelInventory(uint32 account_id, char* name, EQ::InventoryProfile* inv);
|
||||
bool GetCharSelInventory(
|
||||
const std::vector<InventoryRepository::Inventory> &inventories,
|
||||
const CharacterDataRepository::CharacterData &character,
|
||||
EQ::InventoryProfile *inv
|
||||
);
|
||||
};
|
||||
|
||||
extern WorldDatabase database;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user