本文整理汇总了C++中PreparedStatement::setUInt16方法的典型用法代码示例。如果您正苦于以下问题:C++ PreparedStatement::setUInt16方法的具体用法?C++ PreparedStatement::setUInt16怎么用?C++ PreparedStatement::setUInt16使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类PreparedStatement
的用法示例。
在下文中一共展示了PreparedStatement::setUInt16方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: SendMailTo
void MailDraft::SendMailTo(SQLTransaction& trans, MailReceiver const& receiver, MailSender const& sender, MailCheckMask checked, uint32 deliver_delay)
{
Player* pReceiver = receiver.GetPlayer(); // can be NULL
Player* pSender = sObjectMgr->GetPlayerByLowGUID(sender.GetSenderId());
if (pReceiver)
prepareItems(pReceiver, trans); // generate mail template items
uint32 mailId = sObjectMgr->GenerateMailID();
time_t deliver_time = time(NULL) + deliver_delay;
//expire time if COD 3 days, if no COD 30 days, if auction sale pending 1 hour
uint32 expire_delay;
// auction mail without any items and money
if (sender.GetMailMessageType() == MAIL_AUCTION && _items.empty() && !_money)
expire_delay = sWorld->getIntConfig(CONFIG_MAIL_DELIVERY_DELAY);
// mail from battlemaster (rewardmarks) should last only one day
else if (sender.GetMailMessageType() == MAIL_CREATURE && sBattlegroundMgr->GetBattleMasterBG(sender.GetSenderId()) != BATTLEGROUND_TYPE_NONE)
expire_delay = DAY;
// default case: expire time if COD 3 days, if no COD 30 days (or 90 days if sender is a game master)
else if (m_COD)
expire_delay = 3 * DAY;
else
expire_delay = pSender && pSender->isGameMaster() ? 90 * DAY : 30 * DAY;
time_t expire_time = deliver_time + expire_delay;
// Add to DB
uint8 index = 0;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_ADD_MAIL);
stmt->setUInt32( index, mailId);
stmt->setUInt8 (++index, uint8(sender.GetMailMessageType()));
stmt->setInt8 (++index, int8(sender.GetStationery()));
stmt->setUInt16(++index, GetMailTemplateId());
stmt->setUInt32(++index, sender.GetSenderId());
stmt->setUInt32(++index, receiver.GetPlayerGUIDLow());
stmt->setString(++index, GetSubject());
stmt->setString(++index, GetBody());
stmt->setBool (++index, !_items.empty());
stmt->setUInt64(++index, uint64(expire_time));
stmt->setUInt64(++index, uint64(deliver_time));
stmt->setUInt32(++index, _money);
stmt->setUInt32(++index, m_COD);
stmt->setUInt8 (++index, uint8(checked));
trans->Append(stmt);
for (MailItemMap::const_iterator mailItemIter = _items.begin(); mailItemIter != _items.end(); ++mailItemIter)
{
Item* pItem = mailItemIter->second;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_ADD_MAIL_ITEM);
stmt->setUInt32(0, mailId);
stmt->setUInt32(1, pItem->GetGUIDLow());
stmt->setUInt32(2, receiver.GetPlayerGUIDLow());
trans->Append(stmt);
}
// For online receiver update in game mail status and data
if (pReceiver)
{
pReceiver->AddNewMailDeliverTime(deliver_time);
if (pReceiver->IsMailsLoaded())
{
Mail* m = new Mail;
m->messageID = mailId;
m->mailTemplateId = GetMailTemplateId();
m->subject = GetSubject();
m->body = GetBody();
m->money = GetMoney();
m->COD = GetCOD();
for (MailItemMap::const_iterator mailItemIter = _items.begin(); mailItemIter != _items.end(); ++mailItemIter)
{
Item* item = mailItemIter->second;
m->AddItem(item->GetGUIDLow(), item->GetEntry());
}
m->messageType = sender.GetMailMessageType();
m->stationery = sender.GetStationery();
m->sender = sender.GetSenderId();
m->receiver = receiver.GetPlayerGUIDLow();
m->expire_time = expire_time;
m->deliver_time = deliver_time;
m->checked = checked;
m->state = MAIL_STATE_UNCHANGED;
pReceiver->AddMail(m); // to insert new mail to beginning of maillist
if (!_items.empty())
{
for (MailItemMap::iterator mailItemIter = _items.begin(); mailItemIter != _items.end(); ++mailItemIter)
pReceiver->AddMItem(mailItemIter->second);
}
}
else if (!_items.empty())
{
SQLTransaction temp = SQLTransaction(NULL);
deleteIncludedItems(temp);
//.........这里部分代码省略.........
示例2: HandleAddDisables
//.........这里部分代码省略.........
{
handler->PSendSysMessage(LANG_COMMAND_QUEST_NOTFOUND, entry);
handler->SetSentErrorMessage(true);
return false;
}
disableTypeStr = "quest";
break;
}
case DISABLE_TYPE_MAP:
{
if (!sMapStore.LookupEntry(entry))
{
handler->PSendSysMessage(LANG_COMMAND_NOMAPFOUND);
handler->SetSentErrorMessage(true);
return false;
}
disableTypeStr = "map";
break;
}
case DISABLE_TYPE_BATTLEGROUND:
{
if (!sBattlemasterListStore.LookupEntry(entry))
{
handler->PSendSysMessage(LANG_COMMAND_NO_BATTLEGROUND_FOUND);
handler->SetSentErrorMessage(true);
return false;
}
disableTypeStr = "battleground";
break;
}
case DISABLE_TYPE_ACHIEVEMENT_CRITERIA:
{
if (!sAchievementMgr->GetAchievementCriteria(entry))
{
handler->PSendSysMessage(LANG_COMMAND_NO_ACHIEVEMENT_CRITERIA_FOUND);
handler->SetSentErrorMessage(true);
return false;
}
disableTypeStr = "achievement criteria";
break;
}
case DISABLE_TYPE_OUTDOORPVP:
{
if (entry > MAX_OUTDOORPVP_TYPES)
{
handler->PSendSysMessage(LANG_COMMAND_NO_OUTDOOR_PVP_FORUND);
handler->SetSentErrorMessage(true);
return false;
}
disableTypeStr = "outdoorpvp";
break;
}
case DISABLE_TYPE_VMAP:
{
if (!sMapStore.LookupEntry(entry))
{
handler->PSendSysMessage(LANG_COMMAND_NOMAPFOUND);
handler->SetSentErrorMessage(true);
return false;
}
disableTypeStr = "vmap";
break;
}
case DISABLE_TYPE_MMAP:
{
if (!sMapStore.LookupEntry(entry))
{
handler->PSendSysMessage(LANG_COMMAND_NOMAPFOUND);
handler->SetSentErrorMessage(true);
return false;
}
disableTypeStr = "mmap";
break;
}
default:
break;
}
PreparedStatement* stmt = NULL;
stmt = WorldDatabase.GetPreparedStatement(WORLD_SEL_DISABLES);
stmt->setUInt32(0, entry);
stmt->setUInt8(1, disableType);
PreparedQueryResult result = WorldDatabase.Query(stmt);
if (result)
{
handler->PSendSysMessage("This %s (Id: %u) is already disabled.", disableTypeStr.c_str(), entry);
handler->SetSentErrorMessage(true);
return false;
}
stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_DISABLES);
stmt->setUInt32(0, entry);
stmt->setUInt8(1, disableType);
stmt->setUInt16(2, flags);
stmt->setString(3, disableComment);
WorldDatabase.Execute(stmt);
handler->PSendSysMessage("Add Disabled %s (Id: %u) for reason %s", disableTypeStr.c_str(), entry, disableComment.c_str());
return true;
}
示例3: SaveToDB
void ArenaTeam::SaveToDB()
{
// Save team and member stats to db
// Called after a match has ended or when calculating arena_points
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ARENA_TEAM_STATS);
stmt->setUInt16(0, Stats.Rating);
stmt->setUInt16(1, Stats.WeekGames);
stmt->setUInt16(2, Stats.WeekWins);
stmt->setUInt16(3, Stats.SeasonGames);
stmt->setUInt16(4, Stats.SeasonWins);
stmt->setUInt32(5, Stats.Rank);
stmt->setUInt32(6, GetId());
trans->Append(stmt);
for (MemberList::const_iterator itr = Members.begin(); itr != Members.end(); ++itr)
{
// Save the effort and go
if (itr->WeekGames == 0)
continue;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ARENA_TEAM_MEMBER);
stmt->setUInt16(0, itr->PersonalRating);
stmt->setUInt16(1, itr->WeekGames);
stmt->setUInt16(2, itr->WeekWins);
stmt->setUInt16(3, itr->SeasonGames);
stmt->setUInt16(4, itr->SeasonWins);
stmt->setUInt32(5, GetId());
stmt->setUInt32(6, itr->Guid.GetCounter());
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_REP_CHARACTER_ARENA_STATS);
stmt->setUInt32(0, itr->Guid.GetCounter());
stmt->setUInt8(1, GetSlot());
stmt->setUInt16(2, itr->MatchMakerRating);
trans->Append(stmt);
}
CharacterDatabase.CommitTransaction(trans);
}
示例4: HandleCharacterRenameCommand
//.........这里部分代码省略.........
return false;
sObjectMgr->GetPlayerNameByGUID(targetGuid, playerOldName);
}
if (!normalizePlayerName(newName))
{
handler->SendSysMessage(LANG_BAD_VALUE);
handler->SetSentErrorMessage(true);
return false;
}
if (ObjectMgr::CheckPlayerName(newName, true) != CHAR_NAME_SUCCESS)
{
handler->SendSysMessage(LANG_BAD_VALUE);
handler->SetSentErrorMessage(true);
return false;
}
if (WorldSession* session = handler->GetSession())
{
if (!session->HasPermission(rbac::RBAC_PERM_SKIP_CHECK_CHARACTER_CREATION_RESERVEDNAME) && sObjectMgr->IsReservedName(newName))
{
handler->SendSysMessage(LANG_RESERVED_NAME);
handler->SetSentErrorMessage(true);
return false;
}
}
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_SEL_CHECK_NAME);
stmt->setString(0, newName);
PreparedQueryResult result = CharacterDatabase.Query(stmt);
if (result)
{
handler->PSendSysMessage(LANG_RENAME_PLAYER_ALREADY_EXISTS, newName.c_str());
handler->SetSentErrorMessage(true);
return false;
}
// Remove declined name from db
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_DECLINED_NAME);
stmt->setUInt32(0, targetGuid.GetCounter());
CharacterDatabase.Execute(stmt);
if (target)
{
target->SetName(newName);
if (WorldSession* session = target->GetSession())
session->KickPlayer();
}
else
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_NAME_BY_GUID);
stmt->setString(0, newName);
stmt->setUInt32(1, targetGuid.GetCounter());
CharacterDatabase.Execute(stmt);
}
sWorld->UpdateCharacterNameData(targetGuid, newName);
handler->PSendSysMessage(LANG_RENAME_PLAYER_WITH_NEW_NAME, playerOldName.c_str(), newName.c_str());
if (WorldSession* session = handler->GetSession())
{
if (Player* player = session->GetPlayer())
sLog->outCommand(session->GetAccountId(), "GM %s (Account: %u) forced rename %s to player %s (Account: %u)", player->GetName().c_str(), session->GetAccountId(), newName.c_str(), playerOldName.c_str(), sObjectMgr->GetPlayerAccountIdByGUID(targetGuid));
}
else
sLog->outCommand(0, "CONSOLE forced rename '%s' to '%s' (%s)", playerOldName.c_str(), newName.c_str(), targetGuid.ToString().c_str());
}
else
{
if (target)
{
// check online security
if (handler->HasLowerSecurity(target, ObjectGuid::Empty))
return false;
handler->PSendSysMessage(LANG_RENAME_PLAYER, handler->GetNameLink(target).c_str());
target->SetAtLoginFlag(AT_LOGIN_RENAME);
}
else
{
// check offline security
if (handler->HasLowerSecurity(NULL, targetGuid))
return false;
std::string oldNameLink = handler->playerLink(targetName);
handler->PSendSysMessage(LANG_RENAME_PLAYER_GUID, oldNameLink.c_str(), targetGuid.GetCounter());
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_ADD_AT_LOGIN_FLAG);
stmt->setUInt16(0, uint16(AT_LOGIN_RENAME));
stmt->setUInt32(1, targetGuid.GetCounter());
CharacterDatabase.Execute(stmt);
}
}
return true;
}
示例5: _ResetOrWarnAll
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime)
{
// global reset for all instances of the given map
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry->Instanceable())
return;
time_t now = time(NULL);
if (!warn)
{
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty);
if (!mapDiff || !mapDiff->resetTime)
{
sLog->outError("InstanceSaveManager::ResetOrWarnAll: not valid difficulty or no reset delay for map %d", mapid);
return;
}
// calculate the next reset time
uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
uint32 period = mapDiff->resetTime;
if (period < DAY)
period = DAY;
uint32 next_reset = uint32(((resetTime + MINUTE) / DAY * DAY) + period + diff);
SetResetTimeFor(mapid, difficulty, next_reset);
SetExtendedResetTimeFor(mapid, difficulty, next_reset + period);
ScheduleReset(time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty));
// update it in the DB
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt32(0, next_reset);
stmt->setUInt16(1, uint16(mapid));
stmt->setUInt8(2, uint8(difficulty));
CharacterDatabase.Execute(stmt);
// remove all binds to instances of the given map and delete from db (delete per instance id, no mass deletion!)
// do this after new reset time is calculated
for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(), itr2; itr != m_instanceSaveById.end(); )
{
itr2 = itr++;
if (itr2->second->GetMapId() == mapid && itr2->second->GetDifficulty() == difficulty)
_ResetSave(itr2);
}
}
// now loop all existing maps to warn / reset
Map const* map = sMapMgr->CreateBaseMap(mapid);
MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
MapInstanced::InstancedMaps::iterator mitr;
uint32 timeLeft;
for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
{
Map* map2 = mitr->second;
if (!map2->IsDungeon() || map2->GetDifficulty() != difficulty)
continue;
if (warn)
{
if (now >= resetTime)
timeLeft = 0;
else
timeLeft = uint32(resetTime - now);
map2->ToInstanceMap()->SendResetWarnings(timeLeft);
}
else
{
InstanceSave* save = GetInstanceSave(map2->GetInstanceId());
map2->ToInstanceMap()->Reset(INSTANCE_RESET_GLOBAL, (save ? &(save->m_playerList) : NULL));
}
}
}
示例6: _ResetOrWarnAll
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime)
{
// global reset for all instances of the given map
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry->Instanceable())
return;
time_t now = time(NULL);
if (!warn)
{
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty);
if (!mapDiff || !mapDiff->resetTime)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::ResetOrWarnAll: not valid difficulty or no reset delay for map %d", mapid);
return;
}
// remove all binds to instances of the given map
for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();)
{
if (itr->second->GetMapId() == mapid && itr->second->GetDifficulty() == difficulty)
_ResetSave(itr);
else
++itr;
}
// delete them from the DB, even if not loaded
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_CHAR_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
// calculate the next reset time
uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
uint32 period = uint32(((mapDiff->resetTime * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY);
if (period < DAY)
period = DAY;
uint32 next_reset = uint32(((resetTime + MINUTE) / DAY * DAY) + period + diff);
SetResetTimeFor(mapid, difficulty, next_reset);
ScheduleReset(true, time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty, 0));
// Update it in the DB
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt32(0, next_reset);
stmt->setUInt16(1, uint16(mapid));
stmt->setUInt8(2, uint8(difficulty));
CharacterDatabase.Execute(stmt);
}
// note: this isn't fast but it's meant to be executed very rarely
Map const* map = sMapMgr->CreateBaseMap(mapid); // _not_ include difficulty
MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
MapInstanced::InstancedMaps::iterator mitr;
uint32 timeLeft;
for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
{
Map* map2 = mitr->second;
if (!map2->IsDungeon())
continue;
if (warn)
{
if (now >= resetTime)
timeLeft = 0;
else
timeLeft = uint32(resetTime - now);
((InstanceMap*)map2)->SendResetWarnings(timeLeft);
}
else
((InstanceMap*)map2)->Reset(INSTANCE_RESET_GLOBAL);
}
/// @todo delete creature/gameobject respawn times even if the maps are not loaded
}
示例7: SaveToDB
void Item::SaveToDB(SQLTransaction& trans)
{
bool isInTransaction = !(trans.null());
if (!isInTransaction)
trans = CharacterDatabase.BeginTransaction();
uint32 guid = GetGUIDLow();
switch (uState)
{
case ITEM_NEW:
case ITEM_CHANGED:
{
uint8 index = 0;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(uState == ITEM_NEW ? CHAR_REP_ITEM_INSTANCE : CHAR_UPD_ITEM_INSTANCE);
stmt->setUInt32( index, GetEntry());
stmt->setUInt32(++index, GUID_LOPART(GetOwnerGUID()));
stmt->setUInt32(++index, GUID_LOPART(GetUInt64Value(ITEM_FIELD_CREATOR)));
stmt->setUInt32(++index, GUID_LOPART(GetUInt64Value(ITEM_FIELD_GIFTCREATOR)));
stmt->setUInt32(++index, GetCount());
stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_DURATION));
std::ostringstream ssSpells;
for (uint8 i = 0; i < MAX_ITEM_PROTO_SPELLS; ++i)
ssSpells << GetSpellCharges(i) << ' ';
stmt->setString(++index, ssSpells.str());
stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_FLAGS));
std::ostringstream ssEnchants;
for (uint8 i = 0; i < MAX_ENCHANTMENT_SLOT; ++i)
{
ssEnchants << GetEnchantmentId(EnchantmentSlot(i)) << ' ';
ssEnchants << GetEnchantmentDuration(EnchantmentSlot(i)) << ' ';
ssEnchants << GetEnchantmentCharges(EnchantmentSlot(i)) << ' ';
}
stmt->setString(++index, ssEnchants.str());
stmt->setInt16 (++index, GetItemRandomPropertyId());
stmt->setUInt16(++index, GetUInt32Value(ITEM_FIELD_DURABILITY));
stmt->setUInt32(++index, GetUInt32Value(ITEM_FIELD_CREATE_PLAYED_TIME));
stmt->setString(++index, m_text);
stmt->setUInt32(++index, guid);
trans->Append(stmt);
if ((uState == ITEM_CHANGED) && HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GIFT_OWNER);
stmt->setUInt32(0, GUID_LOPART(GetOwnerGUID()));
stmt->setUInt32(1, guid);
trans->Append(stmt);
}
break;
}
case ITEM_REMOVED:
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_ITEM_INSTANCE);
stmt->setUInt32(0, guid);
trans->Append(stmt);
if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAG_WRAPPED))
{
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GIFT);
stmt->setUInt32(0, guid);
trans->Append(stmt);
}
if (!isInTransaction)
CharacterDatabase.CommitTransaction(trans);
delete this;
return;
}
case ITEM_UNCHANGED:
break;
}
SetState(ITEM_UNCHANGED);
if (!isInTransaction)
CharacterDatabase.CommitTransaction(trans);
}
示例8: LoadFromDB
void AchievementMgr::LoadFromDB(PreparedQueryResult achievementResult, PreparedQueryResult criteriaResult)
{
if (achievementResult)
{
do
{
Field* fields = achievementResult->Fetch();
uint32 achievementid = fields[0].GetUInt16();
// must not happen: cleanup at server startup in sAchievementMgr->LoadCompletedAchievements()
AchievementEntry const* achievement = sAchievementStore.LookupEntry(achievementid);
if (!achievement)
continue;
if (achievement->flags & ACHIEVEMENT_FLAG_GUILD_ACHIEVEMENT)
continue;
CompletedAchievementData& ca = m_completedAchievements[achievementid];
ca.date = time_t(fields[1].GetUInt32());
ca.changed = false;
m_achievementPoints += achievement->points;
// title achievement rewards are retroactive
if (AchievementReward const* reward = sAchievementMgr->GetAchievementReward(achievement))
if (uint32 titleId = reward->titleId[GetPlayer()->GetTeam() == ALLIANCE ? 0 : 1])
if (CharTitlesEntry const* titleEntry = sCharTitlesStore.LookupEntry(titleId))
if (!GetPlayer()->HasTitle(titleEntry))
GetPlayer()->SetTitle(titleEntry);
} while (achievementResult->NextRow());
}
if (criteriaResult)
{
do
{
Field* fields = criteriaResult->Fetch();
uint32 id = fields[0].GetUInt16();
uint32 counter = fields[1].GetUInt32();
time_t date = time_t(fields[2].GetUInt32());
AchievementCriteriaEntry const* criteria = sAchievementCriteriaStore.LookupEntry(id);
if (!criteria)
{
// we will remove not existed criteria for all characters
sLog->outError("Non-existing achievement criteria %u data removed from table `character_achievement_progress`.", id);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_INVALID_ACHIEV_PROGRESS_CRITERIA);
stmt->setUInt16(0, uint16(id));
CharacterDatabase.Execute(stmt);
continue;
}
if (criteria->timeLimit && time_t(date + criteria->timeLimit) < time(NULL))
continue;
CriteriaProgress& progress = m_criteriaProgress[id];
progress.counter = counter;
progress.date = date;
progress.changed = false;
} while (criteriaResult->NextRow());
}
}
示例9: _ResetOrWarnAll
void InstanceSaveManager::_ResetOrWarnAll(uint32 mapid, Difficulty difficulty, bool warn, time_t resetTime)
{
// global reset for all instances of the given map
MapEntry const* mapEntry = sMapStore.LookupEntry(mapid);
if (!mapEntry->Instanceable())
return;
TC_LOG_DEBUG("misc", "InstanceSaveManager::ResetOrWarnAll: Processing map %s (%u) on difficulty %u (warn? %u)", mapEntry->MapName->Str[sWorld->GetDefaultDbcLocale()], mapid, uint8(difficulty), warn);
time_t now = time(NULL);
if (!warn)
{
// calculate the next reset time
time_t next_reset = GetSubsequentResetTime(mapid, difficulty, resetTime);
if (!next_reset)
return;
// delete/promote instance binds from the DB, even if not loaded
SQLTransaction trans = CharacterDatabase.BeginTransaction();
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_CHAR_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GROUP_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_EXPIRED_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
trans->Append(stmt);
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_EXPIRE_CHAR_INSTANCE_BY_MAP_DIFF);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
trans->Append(stmt);
CharacterDatabase.CommitTransaction(trans);
// promote loaded binds to instances of the given map
for (InstanceSaveHashMap::iterator itr = m_instanceSaveById.begin(); itr != m_instanceSaveById.end();)
{
if (itr->second->GetMapId() == mapid && itr->second->GetDifficultyID() == difficulty)
_ResetSave(itr);
else
++itr;
}
SetResetTimeFor(mapid, difficulty, next_reset);
ScheduleReset(true, time_t(next_reset-3600), InstResetEvent(1, mapid, difficulty, 0));
// Update it in the DB
stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt32(0, next_reset);
stmt->setUInt16(1, uint16(mapid));
stmt->setUInt8(2, uint8(difficulty));
CharacterDatabase.Execute(stmt);
}
// note: this isn't fast but it's meant to be executed very rarely
Map const* map = sMapMgr->CreateBaseMap(mapid); // _not_ include difficulty
MapInstanced::InstancedMaps &instMaps = ((MapInstanced*)map)->GetInstancedMaps();
MapInstanced::InstancedMaps::iterator mitr;
uint32 timeLeft;
for (mitr = instMaps.begin(); mitr != instMaps.end(); ++mitr)
{
Map* map2 = mitr->second;
if (!map2->IsDungeon())
continue;
if (warn)
{
if (now >= resetTime)
timeLeft = 0;
else
timeLeft = uint32(resetTime - now);
((InstanceMap*)map2)->SendResetWarnings(timeLeft);
}
else
((InstanceMap*)map2)->Reset(INSTANCE_RESET_GLOBAL);
}
/// @todo delete creature/gameobject respawn times even if the maps are not loaded
}
示例10: LoadResetTimes
void InstanceSaveManager::LoadResetTimes()
{
time_t now = GameTime::GetGameTime();
time_t today = (now / DAY) * DAY;
// NOTE: Use DirectPExecute for tables that will be queried later
// get the current reset times for normal instances (these may need to be updated)
// these are only kept in memory for InstanceSaves that are loaded later
// resettime = 0 in the DB for raid/heroic instances so those are skipped
typedef std::pair<uint32 /*PAIR32(map, difficulty)*/, time_t> ResetTimeMapDiffType;
typedef std::map<uint32, ResetTimeMapDiffType> InstResetTimeMapDiffType;
InstResetTimeMapDiffType instResetTime;
// index instance ids by map/difficulty pairs for fast reset warning send
typedef std::multimap<uint32 /*PAIR32(map, difficulty)*/, uint32 /*instanceid*/ > ResetTimeMapDiffInstances;
typedef std::pair<ResetTimeMapDiffInstances::const_iterator, ResetTimeMapDiffInstances::const_iterator> ResetTimeMapDiffInstancesBounds;
ResetTimeMapDiffInstances mapDiffResetInstances;
if (QueryResult result = CharacterDatabase.Query("SELECT id, map, difficulty, resettime FROM instance ORDER BY id ASC"))
{
do
{
Field* fields = result->Fetch();
uint32 instanceId = fields[0].GetUInt32();
// Mark instance id as being used
sMapMgr->RegisterInstanceId(instanceId);
if (time_t resettime = time_t(fields[3].GetUInt64()))
{
uint32 mapid = fields[1].GetUInt16();
uint32 difficulty = fields[2].GetUInt8();
instResetTime[instanceId] = ResetTimeMapDiffType(MAKE_PAIR32(mapid, difficulty), resettime);
mapDiffResetInstances.insert(ResetTimeMapDiffInstances::value_type(MAKE_PAIR32(mapid, difficulty), instanceId));
}
}
while (result->NextRow());
// schedule the reset times
for (InstResetTimeMapDiffType::iterator itr = instResetTime.begin(); itr != instResetTime.end(); ++itr)
if (itr->second.second > now)
ScheduleReset(true, itr->second.second, InstResetEvent(0, PAIR32_LOPART(itr->second.first), Difficulty(PAIR32_HIPART(itr->second.first)), itr->first));
}
// load the global respawn times for raid/heroic instances
uint32 diff = sWorld->getIntConfig(CONFIG_INSTANCE_RESET_TIME_HOUR) * HOUR;
if (QueryResult result = CharacterDatabase.Query("SELECT mapid, difficulty, resettime FROM instance_reset"))
{
do
{
Field* fields = result->Fetch();
uint32 mapid = fields[0].GetUInt16();
Difficulty difficulty = Difficulty(fields[1].GetUInt8());
uint64 oldresettime = fields[2].GetUInt64();
MapDifficulty const* mapDiff = GetMapDifficultyData(mapid, difficulty);
if (!mapDiff)
{
TC_LOG_ERROR("misc", "InstanceSaveManager::LoadResetTimes: invalid mapid(%u)/difficulty(%u) pair in instance_reset!", mapid, difficulty);
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_DEL_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt16(0, uint16(mapid));
stmt->setUInt8(1, uint8(difficulty));
CharacterDatabase.DirectExecute(stmt);
continue;
}
// update the reset time if the hour in the configs changes
uint64 newresettime = (oldresettime / DAY) * DAY + diff;
if (oldresettime != newresettime)
{
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_GLOBAL_INSTANCE_RESETTIME);
stmt->setUInt64(0, uint64(newresettime));
stmt->setUInt16(1, uint16(mapid));
stmt->setUInt8(2, uint8(difficulty));
CharacterDatabase.DirectExecute(stmt);
}
InitializeResetTimeFor(mapid, difficulty, newresettime);
} while (result->NextRow());
}
// calculate new global reset times for expired instances and those that have never been reset yet
// add the global reset times to the priority queue
for (MapDifficultyMap::const_iterator itr = sMapDifficultyMap.begin(); itr != sMapDifficultyMap.end(); ++itr)
{
uint32 map_diff_pair = itr->first;
uint32 mapid = PAIR32_LOPART(map_diff_pair);
Difficulty difficulty = Difficulty(PAIR32_HIPART(map_diff_pair));
MapDifficulty const* mapDiff = &itr->second;
if (!mapDiff->resetTime)
continue;
// the reset_delay must be at least one day
uint32 period = uint32(((mapDiff->resetTime * sWorld->getRate(RATE_INSTANCE_RESET_TIME))/DAY) * DAY);
if (period < DAY)
period = DAY;
//.........这里部分代码省略.........