veloren/server/src/persistence/character.rs

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extern crate diesel;
use super::{
error::Error,
establish_connection,
models::{Body, Character, NewCharacter, Stats, StatsJoinData},
schema,
};
use crate::comp;
use common::character::{Character as CharacterData, CharacterItem, MAX_CHARACTERS_PER_PLAYER};
use diesel::prelude::*;
type CharacterListResult = Result<Vec<CharacterItem>, Error>;
/// Load stored data for a character.
///
/// After first logging in, and after a character is selected, we fetch this
/// data for the purpose of inserting their persisted data for the entity.
pub fn load_character_data(character_id: i32, db_dir: &str) -> Result<comp::Stats, Error> {
let (character_data, body_data, stats_data) = schema::character::dsl::character
.filter(schema::character::id.eq(character_id))
.inner_join(schema::body::table)
.inner_join(schema::stats::table)
.first::<(Character, Body, Stats)>(&establish_connection(db_dir))?;
Ok(comp::Stats::from(StatsJoinData {
alias: &character_data.alias,
body: &comp::Body::from(&body_data),
stats: &stats_data,
}))
}
/// Loads a list of characters belonging to the player. This data is a small
/// subset of the character's data, and is used to render the character and
/// their level in the character list.
///
/// In the event that a join fails, for a character (i.e. they lack an entry for
/// stats, body, etc...) the character is skipped, and no entry will be
/// returned.
pub fn load_character_list(player_uuid: &str, db_dir: &str) -> CharacterListResult {
let data: Vec<(Character, Body, Stats)> = schema::character::dsl::character
.filter(schema::character::player_uuid.eq(player_uuid))
.order(schema::character::id.desc())
.inner_join(schema::body::table)
.inner_join(schema::stats::table)
.load::<(Character, Body, Stats)>(&establish_connection(db_dir))?;
Ok(data
.iter()
.map(|(character_data, body_data, stats_data)| {
let character = CharacterData::from(character_data);
let body = comp::Body::from(body_data);
let level = stats_data.level as usize;
CharacterItem {
character,
body,
level,
}
})
.collect())
}
/// Create a new character with provided comp::Character and comp::Body data.
///
/// Note that sqlite does not support returning the inserted data after a
/// successful insert. To workaround, we wrap this in a transaction which
/// inserts, queries for the newly created chaacter id, then uses the character
/// id for insertion of the `body` table entry
pub fn create_character(
uuid: &str,
character_alias: String,
character_tool: Option<String>,
body: &comp::Body,
db_dir: &str,
) -> CharacterListResult {
check_character_limit(uuid, db_dir)?;
let connection = establish_connection(db_dir);
connection.transaction::<_, diesel::result::Error, _>(|| {
use schema::{body, character, character::dsl::*, stats};
match body {
comp::Body::Humanoid(body_data) => {
let new_character = NewCharacter {
player_uuid: uuid,
alias: &character_alias,
tool: character_tool.as_deref(),
};
diesel::insert_into(character::table)
.values(&new_character)
.execute(&connection)?;
let inserted_character = character
.filter(player_uuid.eq(uuid))
.order(id.desc())
.first::<Character>(&connection)?;
let new_body = Body {
character_id: inserted_character.id as i32,
race: body_data.race as i16,
body_type: body_data.body_type as i16,
hair_style: body_data.hair_style as i16,
beard: body_data.beard as i16,
eyebrows: body_data.eyebrows as i16,
accessory: body_data.accessory as i16,
hair_color: body_data.hair_color as i16,
skin: body_data.skin as i16,
eye_color: body_data.eye_color as i16,
};
diesel::insert_into(body::table)
.values(&new_body)
.execute(&connection)?;
let default_stats = comp::Stats::new(String::from(new_character.alias), *body);
// Insert some default stats
let new_stats = Stats {
character_id: inserted_character.id as i32,
level: default_stats.level.level() as i32,
exp: default_stats.exp.current() as i32,
endurance: default_stats.endurance as i32,
fitness: default_stats.fitness as i32,
willpower: default_stats.willpower as i32,
};
diesel::insert_into(stats::table)
.values(&new_stats)
.execute(&connection)?;
},
_ => log::warn!("Creating non-humanoid characters is not supported."),
};
Ok(())
})?;
load_character_list(uuid, db_dir)
}
/// Delete a character. Returns the updated character list.
pub fn delete_character(uuid: &str, character_id: i32, db_dir: &str) -> CharacterListResult {
use schema::character::dsl::*;
diesel::delete(character.filter(id.eq(character_id))).execute(&establish_connection(db_dir))?;
load_character_list(uuid, db_dir)
}
fn check_character_limit(uuid: &str, db_dir: &str) -> Result<(), Error> {
use diesel::dsl::count_star;
use schema::character::dsl::*;
let character_count = character
.select(count_star())
.filter(player_uuid.eq(uuid))
.load::<i64>(&establish_connection(db_dir))?;
match character_count.first() {
Some(count) => {
if count < &(MAX_CHARACTERS_PER_PLAYER as i64) {
Ok(())
} else {
Err(Error::CharacterLimitReached)
}
},
_ => Ok(()),
}
}