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Tortuga/server/characters/character_manager.cpp
T
Kayne Ruse 8903b1e28d Began marking changes for monsters
These changes include storing monsters on shutdown, storing dead
characters and monsters, etc. Also fleshed out the MonsterManager's
internals a bit.

(cherry picked from commit af982710f6de050c09ef503cf2f8e1c9fdd34979)
2015-04-28 10:24:17 +10:00

348 lines
10 KiB
C++

/* Copyright: (c) Kayne Ruse 2013-2015
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
*
* 3. This notice may not be removed or altered from any source
* distribution.
*/
#include "character_manager.hpp"
#include "sqlite3.h"
#include "character_defines.hpp"
#include <algorithm>
#include <stdexcept>
//-------------------------
//Define the queries
//-------------------------
//NOTE: Programmer set variables are NOT zero-indexed
//NOTE: SQLite3 returned variables (i.e. loading) ARE zero-indexed
static const char* CREATE_CHARACTER = "INSERT INTO LiveCharacters ("
"owner, "
"handle, "
"avatar, "
"boundsX, "
"boundsY, "
"boundsW, "
"boundsH"
") VALUES (?1, ?2, ?3, ?4, ?5, ?6, ?7);";
static const char* LOAD_CHARACTER = "SELECT "
"uid, "
"owner, "
"handle, "
"avatar, "
"roomIndex, "
"originX, "
"originY, "
"boundsX, "
"boundsY, "
"boundsW, "
"boundsH "
"FROM LiveCharacters WHERE handle = ?;";
static const char* SAVE_CHARACTER = "UPDATE OR FAIL LiveCharacters SET "
"roomIndex = ?2, "
"originX = ?3, "
"originY = ?4, "
"boundsX = ?5, "
"boundsY = ?6, "
"boundsW = ?7, "
"boundsH = ?8 "
"WHERE uid = ?1;";
static const char* DELETE_CHARACTER = "DELETE FROM LiveCharacters WHERE uid = ?;";
static const char* COUNT_CHARACTER_RECORDS = "SELECT COUNT(*) FROM LiveCharacters;";
//-------------------------
//Define the methods
//-------------------------
//NOTE: default baseStats as a parameter would be good for different beggining states or multiple classes
int CharacterManager::Create(int owner, std::string handle, std::string avatar) {
//Create the character, failing if it exists
sqlite3_stmt* statement = nullptr;
//prep
if (sqlite3_prepare_v2(database, CREATE_CHARACTER, -1, &statement, nullptr) != SQLITE_OK) {
throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
}
//parameters
bool ret = false;
ret |= sqlite3_bind_int(statement, 1, owner);
ret |= sqlite3_bind_text(statement, 2, handle.c_str(), handle.size() + 1, SQLITE_STATIC);
ret |= sqlite3_bind_text(statement, 3, avatar.c_str(), avatar.size() + 1, SQLITE_STATIC);
ret |= sqlite3_bind_int(statement, 4, CHARACTER_BOUNDS_X);
ret |= sqlite3_bind_int(statement, 5, CHARACTER_BOUNDS_Y);
ret |= sqlite3_bind_int(statement, 6, CHARACTER_BOUNDS_WIDTH);
ret |= sqlite3_bind_int(statement, 7, CHARACTER_BOUNDS_HEIGHT);
//check for binding errors
if (ret) {
throw( std::runtime_error(std::string() + "Failed to replace a prepared statement's parameter: " + sqlite3_errmsg(database)) );
}
//execute
if (sqlite3_step(statement) != SQLITE_DONE) {
//if this fails, than this character exists
sqlite3_finalize(statement);
return -1;
}
sqlite3_finalize(statement);
//load this character into memory
return Load(owner, handle, avatar);
}
int CharacterManager::Load(int owner, std::string handle, std::string avatar) {
//load the specified character, creating it if it doesn't exist
//fail if it is already loaded, or does not belong to this account
sqlite3_stmt* statement = nullptr;
//prep
if (sqlite3_prepare_v2(database, LOAD_CHARACTER, -1, &statement, nullptr) != SQLITE_OK) {
throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
}
//parameter
if (sqlite3_bind_text(statement, 1, handle.c_str(), handle.size() + 1, SQLITE_STATIC) != SQLITE_OK) {
throw( std::runtime_error(std::string() + "Failed to replace a prepared statement's parameter: " + sqlite3_errmsg(database)) );
}
//execute
int ret = sqlite3_step(statement);
//process the result
if (ret == SQLITE_ROW) {
//get the index
int uid = sqlite3_column_int(statement, 0);
//check to see if this character is already loaded
if (elementMap.find(uid) != elementMap.end()) {
sqlite3_finalize(statement);
return -1;
}
//check the owner
if (owner != sqlite3_column_int(statement, 1)) {
sqlite3_finalize(statement);
//unload the already loaded character
Unload(uid);
return -2;
}
//extract the data into memory
CharacterData& newChar = elementMap[uid];
//metadata
newChar.owner = owner;
newChar.handle = reinterpret_cast<const char*>(sqlite3_column_text(statement, 2));
newChar.avatar = reinterpret_cast<const char*>(sqlite3_column_text(statement, 3));
//Don't cache the birth
//world origin
newChar.roomIndex = sqlite3_column_int(statement, 4);
newChar.origin.x = (double)sqlite3_column_int(statement, 5);
newChar.origin.y = (double)sqlite3_column_int(statement, 6);
//bounds
newChar.bounds.x = (int)sqlite3_column_int(statement, 7);
newChar.bounds.y = (int)sqlite3_column_int(statement, 8);
newChar.bounds.w = (int)sqlite3_column_int(statement, 9);
newChar.bounds.h = (int)sqlite3_column_int(statement, 10);
//gameplay components: equipment, items, buffs, debuffs...
//finish the routine
sqlite3_finalize(statement);
return uid;
}
sqlite3_finalize(statement);
if (ret == SQLITE_DONE) {
//create the non-existant character instead
return Create(owner, handle, avatar);
}
throw(std::runtime_error(std::string() + "Unknown SQL error in LoadCharacter: " + sqlite3_errmsg(database) ));
}
int CharacterManager::Save(int uid) {
//save this character from memory, replacing it if it exists in the database
//DOCS: To use this method, change the in-memory copy, and then call this function using that object's UID.
//this method fails if this character is not loaded
if (elementMap.find(uid) == elementMap.end()) {
return -1;
}
CharacterData& character = elementMap[uid];
sqlite3_stmt* statement = nullptr;
//prep
if (sqlite3_prepare_v2(database, SAVE_CHARACTER, -1, &statement, nullptr) != SQLITE_OK) {
throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
}
//parameters
bool ret = false;
ret |= sqlite3_bind_int(statement, 1, uid) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 2, character.roomIndex) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 3, (int)character.origin.x) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 4, (int)character.origin.y) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 5, character.bounds.x) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 6, character.bounds.y) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 7, character.bounds.w) != SQLITE_OK;
ret |= sqlite3_bind_int(statement, 8, character.bounds.h) != SQLITE_OK;
//gameplay components: equipment, items, buffs, debuffs...
//check for binding errors
if (ret) {
throw( std::runtime_error(std::string() + "Failed to replace a prepared statement's parameter: " + sqlite3_errmsg(database)) );
}
//execute
if (sqlite3_step(statement) != SQLITE_DONE) {
//if this fails, than something went horribly wrong
sqlite3_finalize(statement);
throw( std::runtime_error(std::string() + "Unknown SQL error when saving a character: " + sqlite3_errmsg(database)) );
}
sqlite3_finalize(statement);
//successful execution
return 0;
}
void CharacterManager::Unload(int uid) {
//save this character, then unload it
Save(uid);
elementMap.erase(uid);
}
void CharacterManager::Delete(int uid) {
//TODO: when deleting a character, move it to an archive table
//delete this character from the database, then remove it from memory
sqlite3_stmt* statement = nullptr;
//prep
if (sqlite3_prepare_v2(database, DELETE_CHARACTER, -1, &statement, nullptr) != SQLITE_OK) {
throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
}
//parameter
if (sqlite3_bind_int(statement, 1, uid) != SQLITE_OK) {
throw( std::runtime_error(std::string() + "Failed to replace a prepared statement's parameter: " + sqlite3_errmsg(database)) );
}
//execute
if (sqlite3_step(statement) != SQLITE_DONE) {
//if this fails, than something went horribly wrong
sqlite3_finalize(statement);
throw( std::runtime_error(std::string() + "Unknown SQL error when deleting a character: " + sqlite3_errmsg(database)) );
}
//finish the routine
sqlite3_finalize(statement);
elementMap.erase(uid);
}
void CharacterManager::UnloadAll() {
for (auto& it : elementMap) {
Save(it.first);
}
elementMap.clear();
}
void CharacterManager::UnloadIf(std::function<bool(std::pair<const int, CharacterData const&>)> fn) {
std::map<int, CharacterData>::iterator it = elementMap.begin();
while (it != elementMap.end()) {
if (fn(*it)) {
Save(it->first);
it = elementMap.erase(it);
}
else {
++it;
}
}
}
//-------------------------
//Define the accessors and mutators
//-------------------------
CharacterData* CharacterManager::Get(int uid) {
std::map<int, CharacterData>::iterator it = elementMap.find(uid);
if (it == elementMap.end()) {
return nullptr;
}
return &it->second;
}
CharacterData* CharacterManager::Get(std::string handle) {
for (std::map<int, CharacterData>::iterator it = elementMap.begin(); it != elementMap.end(); ++it) {
if (it->second.GetHandle() == handle) {
return &it->second;
}
}
return nullptr;
}
int CharacterManager::GetLoadedCount() {
return elementMap.size();
}
int CharacterManager::GetTotalCount() {
//a lot just to count something.
sqlite3_stmt* statement = nullptr;
//prep
if (sqlite3_prepare_v2(database, COUNT_CHARACTER_RECORDS, -1, &statement, nullptr) != SQLITE_OK) {
throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
}
//execute & retrieve the result
sqlite3_step(statement);
int ret = sqlite3_column_int(statement, 0);
//finish the routine
sqlite3_finalize(statement);
return ret;
}
std::map<int, CharacterData>* CharacterManager::GetContainer() {
return &elementMap;
}
sqlite3* CharacterManager::SetDatabase(sqlite3* db) {
return database = db;
}
sqlite3* CharacterManager::GetDatabase() {
return database;
}