eqemu-server/zone/expedition_database.h
hg 5b74f1e756
[Expeditions] Refactor expedition requests (#1301)
Move ExpeditionLockoutTimer to common

This simplifies expedition request conflict checks and uses repository
for the queries instead of processing the query result directly.
2021-03-18 23:42:41 -05:00

96 lines
3.7 KiB
C++

/**
* EQEmulator: Everquest Server Emulator
* Copyright (C) 2001-2020 EQEmulator Development Team (https://github.com/EQEmu/Server)
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; version 2 of the License.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY except by those people which sell it, which
* are required to give you total support for your newly bought product;
* without even the implied warranty of MERCHANTABILITY or FITNESS FOR
* A PARTICULAR PURPOSE. See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
*/
#ifndef EXPEDITION_DATABASE_H
#define EXPEDITION_DATABASE_H
#include <cstdint>
#include <memory>
#include <string>
#include <unordered_map>
#include <unordered_set>
#include <vector>
class Expedition;
class ExpeditionLockoutTimer;
struct ExpeditionMember;
class MySQLRequestResult;
namespace ExpeditionDatabase
{
uint32_t InsertExpedition(
const std::string& uuid, uint32_t instance_id, const std::string& expedition_name,
uint32_t leader_id, uint32_t min_players, uint32_t max_players);
std::string LoadExpeditionsSelectQuery();
MySQLRequestResult LoadExpedition(uint32_t expedition_id);
MySQLRequestResult LoadAllExpeditions();
std::vector<ExpeditionLockoutTimer> LoadCharacterLockouts(uint32_t character_id);
std::vector<ExpeditionLockoutTimer> LoadCharacterLockouts(uint32_t character_id,
const std::string& expedition_name);
std::unordered_map<uint32_t, std::unordered_map<std::string, ExpeditionLockoutTimer>>
LoadMultipleExpeditionLockouts(const std::vector<uint32_t>& expedition_ids);
void DeleteAllMembers(uint32_t expedition_id);
void DeleteMember(uint32_t expedition_id, uint32_t character_id);
void DeleteAllCharacterLockouts(uint32_t character_id);
void DeleteAllCharacterLockouts(uint32_t character_id, const std::string& expedition_name);
void DeleteCharacterLockout(uint32_t character_id, const std::string& expedition_name,
const std::string& event_name);
void DeleteLockout(uint32_t expedition_id, const std::string& event_name);
void DeleteMembersLockout(const std::vector<ExpeditionMember>& members,
const std::string& expedition_name, const std::string& event_name);
uint32_t GetExpeditionIDFromCharacterID(uint32_t character_id);
uint32_t GetMemberCount(uint32_t expedition_id);
bool HasMember(uint32_t expedition_id, uint32_t character_id);
void InsertCharacterLockouts(uint32_t character_id,
const std::vector<ExpeditionLockoutTimer>& lockouts);
void InsertMembersLockout(const std::vector<ExpeditionMember>& members,
const ExpeditionLockoutTimer& lockout);
void InsertLockout(uint32_t expedition_id, const ExpeditionLockoutTimer& lockout);
void InsertLockouts(uint32_t expedition_id,
const std::unordered_map<std::string, ExpeditionLockoutTimer>& lockouts);
void InsertMember(uint32_t expedition_id, uint32_t character_id);
void InsertMembers(uint32_t expedition_id, const std::vector<ExpeditionMember>& members);
void UpdateLockState(uint32_t expedition_id, bool is_locked);
void UpdateReplayLockoutOnJoin(uint32_t expedition_id, bool add_on_join);
void AddLockoutDuration(const std::vector<ExpeditionMember>& members,
const ExpeditionLockoutTimer& lockout, int seconds);
};
namespace LoadExpeditionColumns
{
enum eLoadExpeditionColumns
{
id = 0,
uuid,
dz_id,
expedition_name,
leader_id,
min_players,
max_players,
add_replay_on_join,
is_locked,
leader_name,
member_id,
member_name
};
};
#endif