1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
|
/*
* The Mana World Server
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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; either version 2 of the License, or any later version.
*
* The Mana World is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; 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 The Mana World; if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include <sstream>
#include "dalstorage.h"
namespace
{
/**
* Functor used for the search of an Account by name.
*/
struct account_name_equals_to
: public std::binary_function<Account*, std::string, bool>
{
bool
operator()(Account* account,
const std::string& name) const
{
return account->getName() == name;
}
};
/**
* Functor to convert a string into another type using
* std::istringstream.operator>>().
*/
template <typename T>
struct string_to: public std::unary_function<std::string, T>
{
T
operator()(const std::string& s) const
{
std::istringstream is(s);
T value;
is >> value;
return value;
}
};
/* Values for user level could be:
* 0: Normal user
* 1: Moderator (has medium level rights)
* 2: Administrator (can do basically anything)
*/
const char sqlAccountTable[] =
"create table tmw_accounts ("
"id int unique primary key not null,"
"username varchar(32) not null,"
"password varchar(32) not null,"
"email varchar(128) not null,"
"level int not null," // User level (normal, admin, etc.)
"banned int not null" // The UNIX time of unban (0 default)
");";
/* Note: The stats will need to be thought over, as we'll be implementing a
* much more elaborate skill based system. We should probably have a separate
* table for storing the skill levels.
*
* Gender is 0 for male, 1 for female.
*/
const char sqlCharacterTable[] =
"create table tmw_characters ("
"id int unique primary key not null,"
"user_id int not null,"
"name varchar(32) not null,"
"gender int not null," // Player information
"level int not null,"
"money int not null,"
"x int not null," // Location
"y int not null,"
"map text not null,"
"str int not null," // Stats
"agi int not null,"
"vit int not null,"
"int int not null,"
"dex int not null,"
"luck int not null,"
"foreign key(user_id) references tmw_accounts(id)"
");";
/*
* All items in the game world are stored in this table.
*/
const char sqlItemTable[] =
"create table tmw_items ("
"id int unique primary key not null,"
"amount int not null," // Items of same kind can stack
"type int not null," // Type as defined in item database
"state text" // Optional item state saved by script
");";
/*
* Items on the ground in the game world.
*/
const char sqlWorldItemTable[] =
"create table tmw_world_items ("
"id int not null,"
"map text,"
"x int not null," // Location of item on map
"y int not null,"
"deathtime int not null," // Time to die (UNIX time)
"primary key(id, map),"
"foreign key(id) references tmw_items(id)"
");";
/*
* Character Inventory
*/
const char sqlInventoryTable[] =
"create table tmw_inventory ("
"id int primary key not null," // Item ID
"owner_id int not null," // Owner character ID
"foreign key(id) references tmw_items(id),"
"foreign key(owner_id) references tmw_characters(id)"
");";
} // anonymous namespace
namespace tmwserv
{
/**
* Constructor.
*/
DALStorage::DALStorage()
: mDb(dal::DataProviderFactory::createDataProvider())
{
// the connection to the database will be made on the first request
// to the database.
}
/**
* Destructor.
*/
DALStorage::~DALStorage()
throw()
{
mDb->disconnect();
// clean up loaded accounts.
for (Accounts::iterator it = mAccounts.begin();
it != mAccounts.end();
++it)
{
delete (*it);
}
// clean up loaded characters.
for (Beings::iterator it = mCharacters.begin();
it != mCharacters.end();
++it)
{
delete (*it);
}
}
/**
* Save changes to the database permanently.
*/
void
DALStorage::flush(void)
{
// this feature is not currently provided by DAL.
}
/**
* Get the number of Accounts saved in database.
*/
unsigned int
DALStorage::getAccountCount(void)
{
// connect to the database (if not connected yet).
connect();
using namespace dal;
try {
// query the database.
const std::string sql = "select count(*) from tmw_accounts;";
const RecordSet& rs = mDb->execSql(sql);
// convert the result into a number.
std::istringstream s(rs(0, 0));
unsigned int value;
s >> value;
return value;
} catch (const DbSqlQueryExecFailure& f) {
std::cout << "Get accounts count failed :'(" << std::endl;
}
}
/**
* Get an account by user name.
*/
Account*
DALStorage::getAccount(const std::string& userName)
{
// connect to the database (if not connected yet).
connect();
// look for the account in the list first.
Accounts::iterator it =
std::find_if(
mAccounts.begin(),
mAccounts.end(),
std::bind2nd(account_name_equals_to(), userName)
);
if (it != mAccounts.end()) {
return (*it);
}
using namespace dal;
// the account was not in the list, look for it in the database.
try {
std::string sql("select * from tmw_accounts where username = '");
sql += userName;
sql += "';";
const RecordSet& accountInfo = mDb->execSql(sql);
// if the account is not even in the database then
// we have no choice but to return nothing.
if (accountInfo.isEmpty()) {
return NULL;
}
// create an Account instance
// and initialize it with information about the user.
Account* account = new Account();
account->setName(accountInfo(0, 1));
account->setPassword(accountInfo(0, 2));
account->setEmail(accountInfo(0, 3));
// add the new Account to the list.
mAccounts.push_back(account);
// load the characters associated with the account.
sql = "select * from tmw_characters where id = '";
sql += accountInfo(0, 0);
sql += "';";
const RecordSet& charInfo = mDb->execSql(sql);
if (!charInfo.isEmpty()) {
Beings beings;
// specialize the string_to functor to convert
// a string to an unsigned int.
string_to<unsigned int> toUint;
for (unsigned int i = 0; i < charInfo.rows(); ++i) {
Being* being =
new Being(charInfo(i, 2), // name
toUint(charInfo(i, 3)), // gender
toUint(charInfo(i, 4)), // level
toUint(charInfo(i, 5)), // money
toUint(charInfo(i, 9)), // strength
toUint(charInfo(i, 10)), // agility
toUint(charInfo(i, 11)), // vitality
toUint(charInfo(i, 13)), // dexterity
toUint(charInfo(i, 14)) // luck
);
mCharacters.push_back(being);
beings.push_back(being);
}
account->setCharacters(beings);
}
return account;
}
catch (const DbSqlQueryExecFailure& e) {
return NULL; // TODO: Throw exception here
}
}
/**
* Connect to the database and initialize it if necessary.
*/
void
DALStorage::connect(void)
{
// do nothing if already connected.
if (mDb->isConnected()) {
return;
}
using namespace dal;
try {
// open a connection to the database.
// TODO: get the database name, the user name and the user password
// from a configuration manager.
mDb->connect("tmw", "", "");
bool doInitDb = true;
// TODO: check the existence of the tables first and
// create only those that are missing.
if (doInitDb) {
// create the tables.
mDb->execSql(sqlAccountTable);
mDb->execSql(sqlCharacterTable);
mDb->execSql(sqlItemTable);
mDb->execSql(sqlWorldItemTable);
mDb->execSql(sqlInventoryTable);
// Example data :)
mDb->execSql("insert into tmw_accounts values (0, 'nym', 'tHiSiSHaShEd', 'nym@test', 1, 0);");
mDb->execSql("insert into tmw_accounts values (1, 'Bjorn', 'tHiSiSHaShEd', 'bjorn@test', 1, 0);");
mDb->execSql("insert into tmw_accounts values (2, 'Usiu', 'tHiSiSHaShEd', 'usiu@test', 1, 0);");
mDb->execSql("insert into tmw_accounts values (3, 'ElvenProgrammer', 'tHiSiSHaShEd', 'elven@test', 1, 0);");
mDb->execSql("insert into tmw_characters values (0, 0, 'Nym the Great', 0, 99, 1000000, 0, 0, 'main.map', 1, 2, 3, 4, 5, 6);");
}
}
catch (const DbConnectionFailure& e) {
std::cout << "unable to connect to the database: "
<< e.what() << std::endl;
}
catch (const DbSqlQueryExecFailure& e) {
std::cout << e.what() << std::endl;
}
}
} // namespace tmwserv
|