mirror of
https://github.com/DarkflameUniverse/DarkflameServer
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511672c5cb
* Fix crashes fix crash with chat filter fix ldf_config being empty in database on windows debug * WorldServer: Fix further crashes on windows address multi threaded signal handling on worldservers Remove iterator invalidation code in zone manager
117 lines
3.4 KiB
C++
117 lines
3.4 KiB
C++
#include "User.h"
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#include "Database.h"
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#include "Character.h"
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#include "dServer.h"
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#include "Logger.h"
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#include "Game.h"
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#include "dZoneManager.h"
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#include "eServerDisconnectIdentifiers.h"
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#include "eGameMasterLevel.h"
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User::User(const SystemAddress& sysAddr, const std::string& username, const std::string& sessionKey) {
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m_AccountID = 0;
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m_Username = "";
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m_SessionKey = "";
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m_MaxGMLevel = eGameMasterLevel::CIVILIAN; //The max GM level this account can assign to it's characters
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m_LastCharID = 0;
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m_SessionKey = sessionKey;
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m_SystemAddress = sysAddr;
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m_Username = username;
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m_LoggedInCharID = 0;
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m_IsBestFriendMap = std::unordered_map<std::string, bool>();
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auto userInfo = Database::Get()->GetAccountInfo(username);
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if (userInfo) {
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m_AccountID = userInfo->id;
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m_MaxGMLevel = userInfo->maxGmLevel;
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m_MuteExpire = 0; //res->getUInt64(3);
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}
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//If we're loading a zone, we'll load the last used (aka current) character:
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if (Game::server->GetZoneID() != 0) {
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auto characterList = Database::Get()->GetAccountCharacterIds(m_AccountID);
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if (!characterList.empty()) {
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const uint32_t lastUsedCharacterId = characterList.front();
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Character* character = new Character(lastUsedCharacterId, this);
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character->UpdateFromDatabase();
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m_Characters.push_back(character);
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LOG("Loaded %i as it is the last used char", lastUsedCharacterId);
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}
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}
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}
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User::User(const User& other) {
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this->m_AccountID = other.m_AccountID;
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this->m_LastCharID = other.m_LastCharID;
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this->m_MaxGMLevel = other.m_MaxGMLevel;
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this->m_SessionKey = other.m_SessionKey;
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this->m_SystemAddress = other.m_SystemAddress;
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this->m_Username = other.m_Username;
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this->m_LoggedInCharID = other.m_LoggedInCharID;
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}
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User::~User() {
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for (Character* c : m_Characters) {
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if (c) {
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delete c;
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c = nullptr;
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}
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}
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}
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User& User::operator= (const User& other) {
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this->m_AccountID = other.m_AccountID;
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this->m_LastCharID = other.m_LastCharID;
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this->m_MaxGMLevel = other.m_MaxGMLevel;
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this->m_SessionKey = other.m_SessionKey;
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this->m_SystemAddress = other.m_SystemAddress;
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this->m_Username = other.m_Username;
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this->m_LoggedInCharID = other.m_LoggedInCharID;
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return *this;
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}
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bool User::operator== (const User& other) const {
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return m_Username == other.m_Username || m_SessionKey == other.m_SessionKey || m_SystemAddress == other.m_SystemAddress;
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}
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Character* User::GetLastUsedChar() {
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if (m_Characters.size() == 0) return nullptr;
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else if (m_Characters.size() == 1) return m_Characters[0];
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else {
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Character* toReturn = m_Characters[0];
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for (size_t i = 0; i < m_Characters.size(); ++i) {
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if (m_Characters[i]->GetLastLogin() > toReturn->GetLastLogin()) toReturn = m_Characters[i];
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}
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return toReturn;
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}
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}
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bool User::GetIsMuted() const {
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return m_MuteExpire == 1 || m_MuteExpire > time(NULL);
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}
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time_t User::GetMuteExpire() const {
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return m_MuteExpire;
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}
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void User::SetMuteExpire(time_t value) {
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m_MuteExpire = value;
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}
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void User::UserOutOfSync() {
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m_AmountOfTimesOutOfSync++;
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if (m_AmountOfTimesOutOfSync > m_MaxDesyncAllowed) {
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//YEET
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LOG("User %s was out of sync %i times out of %i, disconnecting for suspected speedhacking.", m_Username.c_str(), m_AmountOfTimesOutOfSync, m_MaxDesyncAllowed);
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Game::server->Disconnect(this->m_SystemAddress, eServerDisconnectIdentifiers::PLAY_SCHEDULE_TIME_DONE);
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}
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}
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void User::UpdateBestFriendValue(const std::string_view playerName, const bool newValue) {
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m_IsBestFriendMap[playerName.data()] = newValue;
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}
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