/// <summary> /// This method reads the current configuration data from the /// database. /// </summary> /// <param name="Database">Supplies the database connection.</param> public void ReadConfigurationFromDatabase(IALFADatabase Database) { Database.ACR_SQLQuery("SELECT `variable`, `value` FROM `config`"); while (Database.ACR_SQLFetch()) { string VarName = Database.ACR_SQLGetData(0); string VarValue = Database.ACR_SQLGetData(1); if (VarName == "PlayerPassword") PlayerPassword = VarValue; else if (VarName == "RestartWatchdogTimeout") RestartWatchdogTimeout = Convert.ToInt32(VarValue); else if (VarName == "AccountAssociationSecret") AccountAssociationSecret = VarValue; else if (VarName == "AccountAssociationUrl") AccountAssociationUrl = VarValue; else if (VarName == "GetHostnameUrl") GetHostnameUrl = VarValue; else if (VarName == "DefaultIrcGatewayId") DefaultIrcGatewayId = Convert.ToInt32(VarValue); else if (VarName == "DefaultIrcRecipient") DefaultIrcRecipient = VarValue; else if (VarName == "DisableSaveInQuarantine") DisableSaveInQuarantine = Convert.ToInt32(VarValue) != 0; } }
/// <summary> /// This routine returns the specified column of data from the current /// SQL rowset. /// </summary> /// <param name="ColumnIndex">Supplies the zero-based column index to /// retrieve.</param> /// <returns>The column data is returned.</returns> public string ACR_SQLGetData(int ColumnIndex) { IALFADatabase DefaultDatabase = ModuleLinkage.DefaultDatabase; if (DefaultDatabase != null) { return(DefaultDatabase.ACR_SQLGetData(ColumnIndex)); } return(Script.NWNXGetString("SQL", "GETDATA", "", ColumnIndex)); }
/// <summary> /// This routine returns the number of rows affected by a query. /// </summary> /// <returns>The row count is returned.</returns> public int ACR_SQLGetAffectedRows() { IALFADatabase DefaultDatabase = ModuleLinkage.DefaultDatabase; if (DefaultDatabase != null) { return(DefaultDatabase.ACR_SQLGetAffectedRows()); } return(Script.NWNXGetInt("SQL", "GET AFFECTED ROWS", "", 0)); }
/// <summary> /// This routine escapes characters for a SQL query. /// </summary> /// <param name="s">Supplies the string to escape.</param> /// <returns>The escaped string is returned.</returns> public string ACR_SQLEncodeSpecialChars(string s) { IALFADatabase DefaultDatabase = ModuleLinkage.DefaultDatabase; if (DefaultDatabase != null) { return(DefaultDatabase.ACR_SQLEncodeSpecialChars(s)); } return(Script.NWNXGetString("SQL", "GET ESCAPE STRING", s, 0)); }
/// <summary> /// Retrieve the properties of the player from the database. /// </summary> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> public void PopulateFromDatabase(IALFADatabase Database) { Database.ACR_SQLQuery(String.Format( "SELECT `Name`, `IsDM` FROM `players` WHERE `ID` = {0}", PlayerId)); if (!Database.ACR_SQLFetch()) { throw new ApplicationException("Failed to populate data for player " + PlayerId); } PlayerName = Database.ACR_SQLGetData(0); IsDM = GameWorldManager.ConvertToBoolean(Database.ACR_SQLGetData(1)); }
/// <summary> /// Retrieve the properties of the server from the database. /// </summary> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> public void PopulateFromDatabase(IALFADatabase Database) { Database.ACR_SQLQuery(String.Format( "SELECT `Name`, `IPAddress` FROM `servers` WHERE `ID` = {0}", ServerId)); if (!Database.ACR_SQLFetch()) { throw new ApplicationException("Failed to populate data for server " + ServerId); } ServerName = Database.ACR_SQLGetData(0); SetHostnameAndPort(Database.ACR_SQLGetData(1)); }
/// <summary> /// Retrieve the properties of the server from the database. /// </summary> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> public void PopulateFromDatabase(IALFADatabase Database) { Database.ACR_SQLQuery(String.Format( "SELECT `Name`, `IPAddress`, `IsPublic` FROM `servers` WHERE `ID` = {0}", ServerId)); if (!Database.ACR_SQLFetch()) { throw new ApplicationException("Failed to populate data for server " + ServerId); } ServerName = Database.ACR_SQLGetData(0); SetHostnameAndPort(Database.ACR_SQLGetData(1)); Public = GameWorldManager.ConvertToBoolean(Database.ACR_SQLGetData(2)); }
/// <summary> /// Retrieve the properties of the character from the database. /// </summary> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> public void PopulateFromDatabase(IALFADatabase Database) { Database.ACR_SQLQuery(String.Format( "SELECT `Name`, `PlayerID`, `IsOnline`, `Location` FROM `characters` WHERE `ID` = {0}", CharacterId)); if (!Database.ACR_SQLFetch()) { throw new ApplicationException("Failed to populate data for character " + CharacterId); } CharacterName = Database.ACR_SQLGetData(0); PlayerId = Convert.ToInt32(Database.ACR_SQLGetData(1)); IsOnline = GameWorldManager.ConvertToBoolean(Database.ACR_SQLGetData(2)); LocationString = Database.ACR_SQLGetData(3); }
/// <summary> /// Reference the data for a character by the character name. If the /// data was not yet available, it is retrieved from the database. /// </summary> /// <param name="CharacterName">Supplies the object name.</param> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> /// <returns>The object data is returned, else null if the object did /// not exist.</returns> public GameCharacter ReferenceCharacterByName(string CharacterName, IALFADatabase Database) { // // Check if the object is already known first. // GameCharacter Character = (from C in Characters where C.CharacterName.Equals(CharacterName, StringComparison.InvariantCultureIgnoreCase) orderby C.Online descending select C).FirstOrDefault(); if (Character != null) return Character; // // Need to pull the data from the database. // if (Database == null) return null; int ServerId; Database.ACR_SQLQuery(String.Format( "SELECT `ID`, `PlayerID`, `IsOnline`, `ServerID`, `Name`, `Location` FROM `characters` WHERE `Name` = '{0}' AND `IsDeleted` = 0 AND `IsPlayable` = 1 ORDER BY `ID` ASC ", Database.ACR_SQLEncodeSpecialChars(CharacterName))); if (!Database.ACR_SQLFetch()) return null; Character = new GameCharacter(this); Character.CharacterId = Convert.ToInt32(Database.ACR_SQLGetData(0)); Character.PlayerId = Convert.ToInt32(Database.ACR_SQLGetData(1)); Character.Online = ConvertToBoolean(Database.ACR_SQLGetData(2)); ServerId = Convert.ToInt32(Database.ACR_SQLGetData(3)); Character.CharacterName = Database.ACR_SQLGetData(4); Character.LocationString = Database.ACR_SQLGetData(5); InsertNewCharacter(Character, ServerId, Database, null); return Character; }
/// <summary> /// This routine fetches the next rowset from the database. /// </summary> /// <returns>Returns true if the query succeeded.</returns> public bool ACR_SQLFetch() { //const int SQL_ERROR = 0; const int SQL_SUCCESS = 1; IALFADatabase DefaultDatabase = ModuleLinkage.DefaultDatabase; if (DefaultDatabase != null) { return(DefaultDatabase.ACR_SQLFetch()); } if (Script.NWNXGetInt("SQL", "FETCH", " ", 0) != SQL_SUCCESS) { return(false); } else { return(true); } }
/// <summary> /// Re-compute the online status for the server. /// </summary> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> public void RefreshOnlineStatus(IALFADatabase Database) { Database.ACR_SQLQuery(String.Format( "SELECT " + "`servers`.`ID` AS server_id " + "FROM `servers` " + "INNER JOIN `pwdata` ON `pwdata`.`Name` = `servers`.`Name` " + "WHERE `servers`.`ID` = {0} " + "AND pwdata.`Key` = 'ACR_TIME_SERVERTIME' " + "AND pwdata.`Last` >= DATE_SUB(CURRENT_TIMESTAMP, INTERVAL 10 MINUTE) ", ServerId )); if (Database.ACR_SQLFetch()) { Online = true; DatabaseOnline = true; } else { Online = false; DatabaseOnline = false; } }
/// <summary> /// Reference the data for a character by the character id. If the /// data was not yet available, it is retrieved from the database. /// </summary> /// <param name="CharacterId">Supplies the object id.</param> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> /// <returns>The object data is returned, else null if the object did /// not exist.</returns> public GameCharacter ReferenceCharacterById(int CharacterId, IALFADatabase Database) { return ReferenceCharacterById(CharacterId, Database, null); }
/// <summary> /// Reference the data for a character by the character id. If the /// data was not yet available, it is retrieved from the database. /// </summary> /// <param name="CharacterId">Supplies the object id.</param> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> /// <param name="InitialDMState">Supplies the initial DM state of the /// backing player object to update, for a synchronization of an /// existing player with a new character.</param> /// <returns>The object data is returned, else null if the object did /// not exist.</returns> public GameCharacter ReferenceCharacterById(int CharacterId, IALFADatabase Database, bool? InitialDMState) { // // Check if the object is already known first. // GameCharacter Character = (from C in Characters where C.CharacterId == CharacterId select C).FirstOrDefault(); if (Character != null) return Character; // // Need to pull the data from the database. // if (Database == null) return null; int ServerId; Database.ACR_SQLQuery(String.Format( "SELECT `Name`, `PlayerID`, `IsOnline`, `ServerID`, `Location` FROM `characters` WHERE `ID` = {0}", CharacterId)); if (!Database.ACR_SQLFetch()) return null; Character = new GameCharacter(this); Character.CharacterName = Database.ACR_SQLGetData(0); Character.CharacterId = CharacterId; Character.PlayerId = Convert.ToInt32(Database.ACR_SQLGetData(1)); Character.Online = ConvertToBoolean(Database.ACR_SQLGetData(2)); ServerId = Convert.ToInt32(Database.ACR_SQLGetData(3)); Character.LocationString = Database.ACR_SQLGetData(4); InsertNewCharacter(Character, ServerId, Database, InitialDMState); return Character; }
/// <summary> /// Reference the data for a server by the server id. If the data /// was not yet available, it is retrieved from the database. /// </summary> /// <param name="ServerId">Supplies the object id.</param> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> /// <returns>The object data is returned, else null if the object did /// not exist.</returns> public GameServer ReferenceServerById(int ServerId, IALFADatabase Database) { // // Check if the object is already known first. // GameServer Server = (from S in Servers where S.ServerId == ServerId select S).FirstOrDefault(); if (Server != null) return Server; // // Need to pull the data from the database. // if (Database == null) return null; Database.ACR_SQLQuery(String.Format( "SELECT `Name`, `IPAddress` FROM `servers` WHERE `ID` = {0}", ServerId)); if (!Database.ACR_SQLFetch()) return null; Server = new GameServer(this); Server.ServerName = Database.ACR_SQLGetData(0); Server.ServerId = ServerId; Server.SetHostnameAndPort(Database.ACR_SQLGetData(1)); InsertNewServer(Server, Database); return Server; }
/// <summary> /// Reference the data for a player by the player name. If the data /// was not yet available, it is retrieved from the database. /// </summary> /// <param name="PlayerName">Supplies the object name.</param> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> /// <returns>The object data is returned, else null if the object did /// not exist.</returns> public GamePlayer ReferencePlayerByName(string PlayerName, IALFADatabase Database) { // // Check if the object is already known first. // GamePlayer Player = (from P in Players where P.PlayerName.Equals(PlayerName, StringComparison.InvariantCultureIgnoreCase) select P).FirstOrDefault(); if (Player != null) return Player; // // Need to pull the data from the database. // if (Database == null) return null; Database.ACR_SQLQuery(String.Format( "SELECT `ID`, `IsDM`, `Name` FROM `players` WHERE `Name` = '{0}'", Database.ACR_SQLEncodeSpecialChars(PlayerName))); if (!Database.ACR_SQLFetch()) return null; Player = new GamePlayer(this); Player.PlayerId = Convert.ToInt32(Database.ACR_SQLGetData(0)); Player.IsDM = ConvertToBoolean(Database.ACR_SQLGetData(1)); Player.PlayerName = Database.ACR_SQLGetData(2); InsertNewPlayer(Player, Database); return Player; }
/// <summary> /// Force synchronization of database configuration. /// </summary> /// <param name="Database">Supplies the database object to use for /// database connectivity.</param> public void SynchronizeInitialConfiguration(IALFADatabase Database) { lock (this) { ConfigurationStore.ReadConfigurationFromDatabase(Database); } }
/// <summary> /// This method reads the current configuration data from the /// database. /// </summary> /// <param name="Database">Supplies the database connection.</param> public void ReadConfigurationFromDatabase(IALFADatabase Database) { Database.ACR_SQLQuery("SELECT `variable`, `value` FROM `config`"); while (Database.ACR_SQLFetch()) { string VarName = Database.ACR_SQLGetData(0); string VarValue = Database.ACR_SQLGetData(1); if (VarName == "PlayerPassword") { PlayerPassword = VarValue; } else if (VarName == "RestartWatchdogTimeout") { RestartWatchdogTimeout = Convert.ToInt32(VarValue); } else if (VarName == "AccountAssociationSecret") { AccountAssociationSecret = VarValue; } else if (VarName == "AccountAssociationUrl") { AccountAssociationUrl = VarValue; } else if (VarName == "GetHostnameUrl") { GetHostnameUrl = VarValue; } else if (VarName == "DefaultIrcGatewayId") { DefaultIrcGatewayId = Convert.ToInt32(VarValue); } else if (VarName == "DefaultIrcRecipient") { DefaultIrcRecipient = VarValue; } else if (VarName == "ErrorNotifyIrcRecipient") { ErrorNotifyIrcRecipient = VarValue; } else if (VarName == "DisableSaveInQuarantine") { DisableSaveInQuarantine = Convert.ToInt32(VarValue) != 0; } else if (VarName == "ProtectionLevel") { ProtectionLevel = (MemberProtectionLevel)Convert.ToInt32(VarValue); } else if (VarName == "VaultConnectionString") { VaultConnectionString = VarValue; } else if (VarName == "UpdaterConnectionString") { UpdaterConnectionString = VarValue; } else if (VarName == "VerboseVaultLogging") { VerboseVaultLogging = Convert.ToInt32(VarValue) != 0; } } }
/// <summary> /// Reference the data for a server by the server name. If the data /// was not yet available, it is retrieved from the database. /// </summary> /// <param name="ServerName">Supplies the object name.</param> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> /// <returns>The object data is returned, else null if the object did /// not exist.</returns> public GameServer ReferenceServerByName(string ServerName, IALFADatabase Database) { // // Check if the object is already known first. // GameServer Server = (from S in Servers where S.ServerName.Equals(ServerName, StringComparison.InvariantCultureIgnoreCase) select S).FirstOrDefault(); if (Server != null) return Server; // // Need to pull the data from the database. // if (Database == null) return null; Database.ACR_SQLQuery(String.Format( "SELECT `ID`, `IPAddress`, `Name` FROM `servers` WHERE `Name` = '{0}'", Database.ACR_SQLEncodeSpecialChars(ServerName))); if (!Database.ACR_SQLFetch()) return null; Server = new GameServer(this); Server.ServerId = Convert.ToInt32(Database.ACR_SQLGetData(0)); Server.SetHostnameAndPort(Database.ACR_SQLGetData(1)); Server.ServerName = Database.ACR_SQLGetData(2); InsertNewServer(Server, Database); return Server; }
/// <summary> /// This function inserts a character into the various character lists /// and issues the character join event. /// </summary> /// <param name="Character">Supplies the character object to insert. /// </param> /// <param name="ServerId">Supplies the server id that the player is /// logged on to (only meaningful if the character is online).</param> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> /// <param name="InitialDMState">Supplies the initial DM state of the /// backing player object to update, for a synchronization of an /// existing player with a new character.</param> private void InsertNewCharacter(GameCharacter Character, int ServerId, IALFADatabase Database, bool? InitialDMState) { GameServer Server; Character.Player = ReferencePlayerById(Character.PlayerId, Database); if (Character.Player == null) throw new ApplicationException(String.Format("Character {0} references invalid player id {1}", Character.CharacterId, Character.PlayerId)); if (InitialDMState != null) Character.Player.IsDM = (InitialDMState != false); Character.Player.Characters.Add(Character); try { CharacterList.Add(Character); try { if (Character.Online) { Server = ReferenceServerById(ServerId, Database); if (Server == null) throw new ApplicationException(String.Format("Character {0} is online but references invalid server id {1}", Character.CharacterId, ServerId)); Character.Server = Server; // // If the character is coming online, but its associated server is // not actually online, then mark the character as offline. // if (Character.Online && !Character.Server.Online) { Character.Online = false; return; } // // Mark the character as visited so that if we come in // on the main thread during the middle of a character // synchronization cycle, we won't immediate offline // the character. // Character.Visited = true; Character.Server = Server; Character.Server.Characters.Add(Character); try { OnlineCharacterList.Add(Character); try { Character.Player.UpdateOnlineCharacter(); OnCharacterJoin(Character); } catch { OnlineCharacterList.Remove(Character); throw; } } catch { Character.Server.Characters.Remove(Character); throw; } } } catch { CharacterList.Remove(Character); throw; } } catch { Character.Player.Characters.Remove(Character); Character.Player.UpdateOnlineCharacter(); throw; } }
/// <summary> /// This function inserts a server into the various server lists and /// issues the server load event. /// </summary> /// <param name="Server">Supplies the server object to insert. /// </param> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> private void InsertNewServer(GameServer Server, IALFADatabase Database) { // // Mark the server as visited so that if we come in on the main // thread during the middle of a server synchronization cycle, we // won't immediate offline the server. // Server.Visited = true; Server.RefreshOnlineStatus(Database); ServerList.Add(Server); OnServerLoaded(Server); }
/// <summary> /// This function inserts a player into the various player lists and /// issues the player load event. /// </summary> /// <param name="Player">Supplies the player object to insert. /// </param> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> private void InsertNewPlayer(GamePlayer Player, IALFADatabase Database) { PlayerList.Add(Player); OnPlayerLoaded(Player); }
/// <summary> /// Reference the data for a player by the player id. If the data /// was not yet available, it is retrieved from the database. /// </summary> /// <param name="PlayerId">Supplies the object id.</param> /// <param name="Database">Supplies the database connection to use for /// queries, if required. The active rowset may be consumed.</param> /// <returns>The object data is returned, else null if the object did /// not exist.</returns> public GamePlayer ReferencePlayerById(int PlayerId, IALFADatabase Database) { // // Check if the object is already known first. // GamePlayer Player = (from P in Players where P.PlayerId == PlayerId select P).FirstOrDefault(); if (Player != null) return Player; // // Need to pull the data from the database. // if (Database == null) return null; Database.ACR_SQLQuery(String.Format( "SELECT `Name`, `IsDM` FROM `players` WHERE `ID` = {0}", PlayerId)); if (!Database.ACR_SQLFetch()) return null; Player = new GamePlayer(this); Player.PlayerName = Database.ACR_SQLGetData(0); Player.PlayerId = PlayerId; Player.IsDM = ConvertToBoolean(Database.ACR_SQLGetData(1)); InsertNewPlayer(Player, Database); return Player; }