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- 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);
138 lines
3.4 KiB
C++
138 lines
3.4 KiB
C++
#include "mysql_request_result.h"
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MySQLRequestResult::MySQLRequestResult()
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: m_CurrentRow(), m_OneBeyondRow()
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{
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ZeroOut();
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}
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MySQLRequestResult::MySQLRequestResult(MYSQL_RES* result, uint32 rowsAffected, uint32 rowCount, uint32 columnCount, uint32 lastInsertedID, uint32 errorNumber, char *errorBuffer)
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: m_CurrentRow(result), m_OneBeyondRow()
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{
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m_Result = result;
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m_RowsAffected = rowsAffected;
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m_RowCount = rowCount;
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m_ColumnCount = columnCount;
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m_LastInsertedID = lastInsertedID;
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// If we actually need the column length / fields it will be
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// requested at that time, no need to pull it in just to cache it.
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// Normal usage would have it as nullptr most likely anyways.
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m_ColumnLengths = nullptr;
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m_Fields = nullptr;
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if (errorBuffer != nullptr)
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m_Success = false;
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m_Success = true;
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m_ErrorNumber = errorNumber;
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m_ErrorBuffer = errorBuffer;
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}
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void MySQLRequestResult::FreeInternals()
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{
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safe_delete_array(m_ErrorBuffer);
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if (m_Result != nullptr)
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mysql_free_result(m_Result);
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ZeroOut();
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}
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void MySQLRequestResult::ZeroOut()
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{
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m_Success = false;
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m_Result = nullptr;
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m_ErrorBuffer = nullptr;
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m_ColumnLengths = nullptr;
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m_Fields = nullptr;
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m_RowCount = 0;
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m_RowsAffected = 0;
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m_LastInsertedID = 0;
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}
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MySQLRequestResult::~MySQLRequestResult()
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{
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FreeInternals();
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}
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uint32 MySQLRequestResult::LengthOfColumn(int columnIndex)
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{
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if (m_ColumnLengths == nullptr && m_Result != nullptr)
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m_ColumnLengths = mysql_fetch_lengths(m_Result);
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// If someone screws up and tries to get the length of a
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// column when no result occured (check Success! argh!)
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// then we always return 0. Also applies if mysql screws
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// up and can't get the column lengths for whatever reason.
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if (m_ColumnLengths == nullptr)
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return 0;
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// Want to index check to be sure we don't read passed
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// the end of the array. Just default to 0 in that case.
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// We *shouldn't* need this or the previous checks if all
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// interface code is correctly written.
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if (columnIndex >= m_ColumnCount)
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return 0;
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return m_ColumnLengths[columnIndex];
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}
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const std::string MySQLRequestResult::FieldName(int columnIndex)
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{
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if (columnIndex >= m_ColumnCount || m_Result == nullptr)
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return std::string();
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if (m_Fields == nullptr)
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m_Fields = mysql_fetch_fields(m_Result);
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return std::string(m_Fields[columnIndex].name);
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}
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MySQLRequestResult::MySQLRequestResult(MySQLRequestResult&& moveItem)
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: m_CurrentRow(moveItem.m_CurrentRow), m_OneBeyondRow()
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{
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m_Result = moveItem.m_Result;
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m_ErrorBuffer = moveItem.m_ErrorBuffer;
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m_Success = moveItem.m_Success;
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m_RowCount = moveItem.m_RowCount;
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m_RowsAffected = moveItem.m_RowsAffected;
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m_LastInsertedID = moveItem.m_LastInsertedID;
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m_ColumnLengths = moveItem.m_ColumnLengths;
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m_Fields = moveItem.m_Fields;
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// Keeps deconstructor from double freeing
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// pre move instance.
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moveItem.ZeroOut();
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}
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MySQLRequestResult& MySQLRequestResult::operator=(MySQLRequestResult&& other)
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{
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// Assigning something to itself?
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// Silly! (but happens)
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if (this == &other)
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return *this;
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FreeInternals();
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m_Success = other.m_Success;
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m_Result = other.m_Result;
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m_ErrorBuffer = other.m_ErrorBuffer;
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m_RowCount = other.m_RowCount;
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m_RowsAffected = other.m_RowsAffected;
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m_LastInsertedID = other.m_LastInsertedID;
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m_CurrentRow = other.m_CurrentRow;
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m_OneBeyondRow = other.m_OneBeyondRow;
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m_ColumnLengths = other.m_ColumnLengths;
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m_Fields = other.m_Fields;
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// Keeps deconstructor from double freeing
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// pre move instance.
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other.ZeroOut();
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return *this;
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}
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