public void LoadCharacterTemplates() { uint oldMSTime = Time.GetMSTime(); _characterTemplateStore.Clear(); MultiMap <uint, CharacterTemplateClass> characterTemplateClasses = new(); SQLResult classesResult = DB.World.Query("SELECT TemplateId, FactionGroup, Class FROM character_template_class"); if (!classesResult.IsEmpty()) { do { uint templateId = classesResult.Read <uint>(0); FactionMasks factionGroup = (FactionMasks)classesResult.Read <byte>(1); byte classID = classesResult.Read <byte>(2); if (!((factionGroup & (FactionMasks.Player | FactionMasks.Alliance)) == (FactionMasks.Player | FactionMasks.Alliance)) && !((factionGroup & (FactionMasks.Player | FactionMasks.Horde)) == (FactionMasks.Player | FactionMasks.Horde))) { Log.outError(LogFilter.Sql, "Faction group {0} defined for character template {1} in `character_template_class` is invalid. Skipped.", factionGroup, templateId); continue; } if (!CliDB.ChrClassesStorage.ContainsKey(classID)) { Log.outError(LogFilter.Sql, "Class {0} defined for character template {1} in `character_template_class` does not exists, skipped.", classID, templateId); continue; } characterTemplateClasses.Add(templateId, new CharacterTemplateClass(factionGroup, classID)); }while (classesResult.NextRow()); } else { Log.outInfo(LogFilter.ServerLoading, "Loaded 0 character template classes. DB table `character_template_class` is empty."); } SQLResult templates = DB.World.Query("SELECT Id, Name, Description, Level FROM character_template"); if (templates.IsEmpty()) { Log.outInfo(LogFilter.ServerLoading, "Loaded 0 character templates. DB table `character_template` is empty."); return; } do { CharacterTemplate templ = new(); templ.TemplateSetId = templates.Read <uint>(0); templ.Name = templates.Read <string>(1); templ.Description = templates.Read <string>(2); templ.Level = templates.Read <byte>(3); templ.Classes = characterTemplateClasses[templ.TemplateSetId]; if (templ.Classes.Empty()) { Log.outError(LogFilter.Sql, "Character template {0} does not have any classes defined in `character_template_class`. Skipped.", templ.TemplateSetId); continue; } _characterTemplateStore[templ.TemplateSetId] = templ; }while (templates.NextRow()); Log.outInfo(LogFilter.ServerLoading, "Loaded {0} character templates in {1} ms.", _characterTemplateStore.Count, Time.GetMSTimeDiffToNow(oldMSTime)); }
public CharacterTemplateClass(FactionMasks factionGroup, byte classID) { FactionGroup = factionGroup; ClassID = classID; }