#include "User.h" #include "Database.h" #include "Character.h" #include "dServer.h" #include "dLogger.h" #include "Game.h" #include "dZoneManager.h" User::User(const SystemAddress& sysAddr, const std::string& username, const std::string& sessionKey) { m_AccountID = 0; m_Username = ""; m_SessionKey = ""; m_MaxGMLevel = 0; //The max GM level this account can assign to it's characters m_LastCharID = 0; m_SessionKey = sessionKey; m_SystemAddress = sysAddr; m_Username = username; m_LoggedInCharID = 0; m_IsBestFriendMap = std::unordered_map(); //HACK HACK HACK //This needs to be re-enabled / updated whenever the mute stuff is moved to another table. //This was only done because otherwise the website's account page dies and the website is waiting on a migration to wordpress. //sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id, gmlevel, mute_expire FROM accounts WHERE name=? LIMIT 1;"); sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id, gm_level FROM accounts WHERE name=? LIMIT 1;"); stmt->setString(1, username.c_str()); sql::ResultSet* res = stmt->executeQuery(); while (res->next()) { m_AccountID = res->getUInt(1); m_MaxGMLevel = res->getInt(2); m_MuteExpire = 0; //res->getUInt64(3); } delete res; delete stmt; //If we're loading a zone, we'll load the last used (aka current) character: if (Game::server->GetZoneID() != 0) { sql::PreparedStatement* stmt = Database::CreatePreppedStmt("SELECT id FROM charinfo WHERE account_id=? ORDER BY last_login DESC LIMIT 1;"); stmt->setUInt(1, m_AccountID); sql::ResultSet* res = stmt->executeQuery(); if (res->rowsCount() > 0) { while (res->next()) { LWOOBJID objID = res->getUInt64(1); Character* character = new Character(uint32_t(objID), this); m_Characters.push_back(character); Game::logger->Log("User", "Loaded %llu as it is the last used char", objID); } } delete res; delete stmt; } } User::User ( const User& other ) { this->m_AccountID = other.m_AccountID; this->m_LastCharID = other.m_LastCharID; this->m_MaxGMLevel = other.m_MaxGMLevel; this->m_SessionKey = other.m_SessionKey; this->m_SystemAddress = other.m_SystemAddress; this->m_Username = other.m_Username; this->m_LoggedInCharID = other.m_LoggedInCharID; } User::~User() { for (Character* c : m_Characters) { if (c) { delete c; c = nullptr; } } } User& User::operator= ( const User& other ) { this->m_AccountID = other.m_AccountID; this->m_LastCharID = other.m_LastCharID; this->m_MaxGMLevel = other.m_MaxGMLevel; this->m_SessionKey = other.m_SessionKey; this->m_SystemAddress = other.m_SystemAddress; this->m_Username = other.m_Username; this->m_LoggedInCharID = other.m_LoggedInCharID; return *this; } bool User::operator== ( const User& other ) const { if (m_Username == other.m_Username || m_SessionKey == other.m_SessionKey || m_SystemAddress == other.m_SystemAddress) return true; return false; } Character * User::GetLastUsedChar() { if (m_Characters.size() == 0) return nullptr; else if (m_Characters.size() == 1) return m_Characters[0]; else { Character* toReturn = m_Characters[0]; for (size_t i = 0; i < m_Characters.size(); ++i) { if (m_Characters[i]->GetLastLogin() > toReturn->GetLastLogin()) toReturn = m_Characters[i]; } return toReturn; } } bool User::GetIsMuted() const { return m_MuteExpire == 1 || m_MuteExpire > time(NULL); } time_t User::GetMuteExpire() const { return m_MuteExpire; } void User::SetMuteExpire(time_t value) { m_MuteExpire = value; } void User::UserOutOfSync() { m_AmountOfTimesOutOfSync++; if (m_AmountOfTimesOutOfSync > m_MaxDesyncAllowed) { //YEET Game::logger->Log("User", "User %s was out of sync %i times out of %i, disconnecting for suspected speedhacking.", m_Username.c_str(), m_AmountOfTimesOutOfSync, m_MaxDesyncAllowed); Game::server->Disconnect(this->m_SystemAddress, SERVER_DISCON_KICK); } }