Implemented CreateCharacter() and LoadCharacter() (read more)
There are issues with the indexes. That is, the accounts and the characters need each other's indexes upon creation. I'll need to rectify this now.
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@@ -49,6 +49,7 @@
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//STL
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#include <map>
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#include <string>
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//The main application class
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class ServerApplication {
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@@ -84,6 +85,11 @@ private:
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void DeleteUserAccount(int uid);
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//TODO: character management
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int CreateCharacter(int owner, std::string handle, std::string avatar);
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int LoadCharacter(int owner, std::string handle, std::string avatar);
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void SaveCharacter();
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void UnloadCharacter();
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void DeleteCharacter();
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//TODO: combat systems
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@@ -0,0 +1,164 @@
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "server_application.hpp"
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#include "sqlite3/sqlite3.h"
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#include <stdexcept>
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//-------------------------
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//Define the queries
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//-------------------------
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static const char* CREATE_CHARACTER = "INSERT INTO PlayerCharacters (owner, handle, avatar) VALUES (?, ?, ?);";
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static const char* LOAD_CHARACTER = "SELECT * FROM PlayerCharacters WHERE handle = ?;";
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//static const char* SAVE_CHARACTER = ";";
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//static const char* DELETE_CHARACTER = ";";
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//-------------------------
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//Define the methods
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//-------------------------
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int ServerApplication::CreateCharacter(int owner, std::string handle, std::string avatar) {
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//Create the character, failing if it exists
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sqlite3_stmt* statement = nullptr;
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//prep
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if (sqlite3_prepare_v2(database, CREATE_CHARACTER, -1, &statement, nullptr) != SQLITE_OK) {
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throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
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}
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//parameters
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bool ret = false;
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ret |= sqlite3_bind_int(statement, 1, owner);
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ret |= sqlite3_bind_text(statement, 2, handle.c_str(), handle.size() + 1, SQLITE_STATIC);
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ret |= sqlite3_bind_text(statement, 3, avatar.c_str(), avatar.size() + 1, SQLITE_STATIC);
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//check for binding errors
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if (ret) {
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throw( std::runtime_error(std::string() + "Failed to replace a prepared statement's parameter: " + sqlite3_errmsg(database)) );
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}
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//execute
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if (sqlite3_step(statement) != SQLITE_DONE) {
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//if this fails, than this character exists
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sqlite3_finalize(statement);
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return -1;
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}
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sqlite3_finalize(statement);
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//load this character into memory
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return LoadCharacter(owner, handle, avatar);
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}
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int ServerApplication::LoadCharacter(int owner, std::string handle, std::string avatar) {
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//load the specified character, creating it if it doesn't exist
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//fail if it is already loaded, or does not belong to this account
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sqlite3_stmt* statement = nullptr;
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//prep
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if (sqlite3_prepare_v2(database, LOAD_CHARACTER, -1, &statement, nullptr) != SQLITE_OK) {
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throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
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}
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//parameter
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if (sqlite3_bind_text(statement, 1, handle.c_str(), handle.size() + 1, SQLITE_STATIC) != SQLITE_OK) {
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throw( std::runtime_error(std::string() + "Failed to replace a prepared statement's parameter: " + sqlite3_errmsg(database)) );
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}
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//execute
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int ret = sqlite3_step(statement);
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//process the result
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if (ret == SQLITE_ROW) {
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//get the index
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int uid = sqlite3_column_int(statement, 0);
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//check to see if this character is already loaded
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if (characterMap.find(uid) != characterMap.end()) {
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sqlite3_finalize(statement);
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return -1;
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}
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//check the owner
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if (owner != sqlite3_column_int(statement, 1)) {
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sqlite3_finalize(statement);
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return -2;
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}
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//extract the data into memory
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CharacterData& newChar = characterMap[uid];
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//metadata
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newChar.handle = reinterpret_cast<const char*>(sqlite3_column_text(statement, 2));
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newChar.avatar = reinterpret_cast<const char*>(sqlite3_column_text(statement, 3));
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//Don't cache the birth
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//world position
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newChar.mapIndex = sqlite3_column_int(statement, 5);
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newChar.position.x = (double)sqlite3_column_int(statement, 6);
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newChar.position.y = (double)sqlite3_column_int(statement, 7);
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//statistics
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newChar.level = sqlite3_column_int(statement, 8);
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newChar.exp = sqlite3_column_int(statement, 9);
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newChar.maxHP = sqlite3_column_int(statement, 10);
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newChar.health = sqlite3_column_int(statement, 11);
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newChar.maxMP = sqlite3_column_int(statement, 12);
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newChar.mana = sqlite3_column_int(statement, 13);
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newChar.attack = sqlite3_column_int(statement, 14);
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newChar.defence = sqlite3_column_int(statement, 15);
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newChar.intelligence = sqlite3_column_int(statement, 16);
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newChar.resistance = sqlite3_column_int(statement, 17);
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newChar.accuracy = sqlite3_column_double(statement, 18);
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newChar.evasion = sqlite3_column_double(statement, 19);
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newChar.luck = sqlite3_column_double(statement, 20);
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//TODO: equipment
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//finish the routine
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sqlite3_finalize(statement);
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return uid;
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}
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sqlite3_finalize(statement);
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if (ret == SQLITE_DONE) {
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//create the non-existant character instead
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return CreateCharacter(owner, handle, avatar);
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}
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throw(std::runtime_error(std::string() + "Unknown SQL error in LoadCharacter: " + sqlite3_errmsg(database) ));
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}
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void ServerApplication::SaveCharacter() {
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//TODO: save this character
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}
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void ServerApplication::UnloadCharacter() {
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//TODO: save this character, then unload it
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}
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void ServerApplication::DeleteCharacter() {
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//TODO: delete this character, then remove it from memory
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}
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