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C++ SqlStatement::PExecute方法代码示例

本文整理汇总了C++中SqlStatement::PExecute方法的典型用法代码示例。如果您正苦于以下问题:C++ SqlStatement::PExecute方法的具体用法?C++ SqlStatement::PExecute怎么用?C++ SqlStatement::PExecute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SqlStatement的用法示例。


在下文中一共展示了SqlStatement::PExecute方法的15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: SaveGORespawnTime

void MapPersistentState::SaveGORespawnTime(uint32 loguid, time_t t)
{
    SetGORespawnTime(loguid, t);

    // BGs/Arenas always reset at server restart/unload, so no reason store in DB
    if (GetMapEntry()->IsBattleGroundOrArena())
        return;

    CharacterDatabase.BeginTransaction();

    static SqlStatementID delSpawnTime ;
    static SqlStatementID insSpawnTime ;

    SqlStatement stmt = CharacterDatabase.CreateStatement(delSpawnTime, "DELETE FROM gameobject_respawn WHERE guid = ? AND instance = ?");
    stmt.PExecute(loguid, m_instanceid);

    if (t > sWorld.GetGameTime())
    {
        stmt = CharacterDatabase.CreateStatement(insSpawnTime, "INSERT INTO gameobject_respawn VALUES ( ?, ?, ? )");
        stmt.PExecute(loguid, uint64(t), m_instanceid);
    }

    CharacterDatabase.CommitTransaction();
}
开发者ID:AsherBond,项目名称:mangos,代码行数:24,代码来源:MapPersistentStateMgr.cpp

示例2: SaveSoulboundTradeableToDB

void Item::SaveSoulboundTradeableToDB()
{
    std::ostringstream ss;
    if (!m_allowedLooterGuids.empty())
    {
        AllowedLooterSet::const_iterator itr = m_allowedLooterGuids.begin();
        ss << *itr;
        for (++itr; itr != m_allowedLooterGuids.end(); ++itr)
            ss << ' ' << *itr;
    }

    static SqlStatementID saveData;
    SqlStatement stmt = CharacterDatabase.CreateStatement(saveData, "REPLACE INTO item_soulbound_trade_data (itemGuid, allowedPlayers) VALUES (?, ?)");
    stmt.PExecute(GetGUIDLow(), ss.str().c_str());
}
开发者ID:120239197a,项目名称:SingleCore,代码行数:15,代码来源:Item.cpp

示例3: HandleChangePlayerNameOpcodeCallBack

void WorldSession::HandleChangePlayerNameOpcodeCallBack(QueryResultAutoPtr result, uint32 accountId, std::string newname)
{
    WorldSession * session = sWorld.FindSession(accountId);
    if (!session)
        return;

    if (!result)
    {
        WorldPacket data(SMSG_CHAR_RENAME, 1);
        data << uint8(CHAR_CREATE_ERROR);
        session->SendPacket(&data);
        return;
    }

    uint32 guidLow = result->Fetch()[0].GetUInt32();
    uint64 guid = MAKE_NEW_GUID(guidLow, 0, HIGHGUID_PLAYER);
    std::string oldname = result->Fetch()[1].GetCppString();

    static SqlStatementID changeCharName;
    static SqlStatementID deleteDeclinedName;

    RealmDataDatabase.BeginTransaction();

    SqlStatement stmt = RealmDataDatabase.CreateStatement(changeCharName, "UPDATE characters set name = ?, at_login = at_login & ~ ? WHERE guid = ?");
    stmt.addString(newname);
    stmt.addUInt32(uint32(AT_LOGIN_RENAME));
    stmt.addUInt32(guidLow);
    stmt.Execute();

    stmt = RealmDataDatabase.CreateStatement(deleteDeclinedName, "DELETE FROM character_declinedname WHERE guid = ?");
    stmt.PExecute(guidLow);

    RealmDataDatabase.CommitTransaction();

    sLog.outLog(LOG_CHAR, "Account: %d (IP: %s) Character:[%s] (guid:%u) Changed name to: %s", session->GetAccountId(), session->GetRemoteAddress().c_str(), oldname.c_str(), guidLow, newname.c_str());

    WorldPacket data(SMSG_CHAR_RENAME, 1+8+(newname.size()+1));
    data << uint8(RESPONSE_SUCCESS);
    data << uint64(guid);
    data << newname;
    session->SendPacket(&data);
}
开发者ID:Dolmero,项目名称:L4G_Core,代码行数:42,代码来源:CharacterHandler.cpp

示例4: HandleOpenItemOpcode

void WorldSession::HandleOpenItemOpcode(WorldPacket& recvPacket)
{
    DETAIL_LOG("WORLD: CMSG_OPEN_ITEM packet, data length = " SIZEFMTD, recvPacket.size());

    uint8 bagIndex, slot;

    recvPacket >> bagIndex >> slot;

    DETAIL_LOG("bagIndex: %u, slot: %u", bagIndex, slot);

    Player* pUser = _player;

    // ignore for remote control state
    if (!pUser->IsSelfMover())
        return;

    Item* pItem = pUser->GetItemByPos(bagIndex, slot);
    if (!pItem)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, nullptr, nullptr);
        return;
    }

    ItemPrototype const* proto = pItem->GetProto();
    if (!proto)
    {
        pUser->SendEquipError(EQUIP_ERR_ITEM_NOT_FOUND, pItem, nullptr);
        return;
    }

    // locked item
    uint32 lockId = proto->LockID;
    if (lockId && !pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_UNLOCKED))
    {
        LockEntry const* lockInfo = sLockStore.LookupEntry(lockId);

        if (!lockInfo)
        {
            pUser->SendEquipError(EQUIP_ERR_ITEM_LOCKED, pItem, nullptr);
            sLog.outError("WORLD::OpenItem: item [guid = %u] has an unknown lockId: %u!", pItem->GetGUIDLow() , lockId);
            return;
        }

        // required picklocking
        if (lockInfo->Skill[1] || lockInfo->Skill[0])
        {
            pUser->SendEquipError(EQUIP_ERR_ITEM_LOCKED, pItem, nullptr);
            return;
        }
    }

    if (pItem->HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))// wrapped?
    {
        QueryResult* result = CharacterDatabase.PQuery("SELECT entry, flags FROM character_gifts WHERE item_guid = '%u'", pItem->GetGUIDLow());
        if (result)
        {
            Field* fields = result->Fetch();
            uint32 entry = fields[0].GetUInt32();
            uint32 flags = fields[1].GetUInt32();

            pItem->SetGuidValue(ITEM_FIELD_GIFTCREATOR, ObjectGuid());
            pItem->SetEntry(entry);
            pItem->SetUInt32Value(ITEM_FIELD_FLAGS, flags);
            pItem->SetState(ITEM_CHANGED, pUser);
            delete result;
        }
        else
        {
            sLog.outError("Wrapped item %u don't have record in character_gifts table and will deleted", pItem->GetGUIDLow());
            pUser->DestroyItem(pItem->GetBagSlot(), pItem->GetSlot(), true);
            return;
        }

        static SqlStatementID delGifts ;

        SqlStatement stmt = CharacterDatabase.CreateStatement(delGifts, "DELETE FROM character_gifts WHERE item_guid = ?");
        stmt.PExecute(pItem->GetGUIDLow());
    }
    else
    {
        Loot*& loot = pItem->loot;
        if (!loot)
            loot = new Loot(pUser, pItem, LOOT_PICKPOCKETING);

        loot->ShowContentTo(pUser);
    }
}
开发者ID:51kfa,项目名称:mangos-classic,代码行数:87,代码来源:SpellHandler.cpp

示例5: LogoutPlayer


//.........这里部分代码省略.........
        if(BattleGround *bg = _player->GetBattleGround())
            bg->EventPlayerLoggedOut(_player);

        ///- Teleport to home if the player is in an invalid instance
        if(!_player->m_InstanceValid && !_player->isGameMaster())
        {
            _player->TeleportToHomebind();
            //this is a bad place to call for far teleport because we need player to be in world for successful logout
            //maybe we should implement delayed far teleport logout?
        }

        // FG: finish pending transfers after starting the logout
        // this should fix players beeing able to logout and login back with full hp at death position
        while(_player->IsBeingTeleportedFar())
            HandleMoveWorldportAckOpcode();

        for (int i=0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        {
            if(BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i))
            {
                _player->RemoveBattleGroundQueueId(bgQueueTypeId);
                sBattleGroundMgr.m_BattleGroundQueues[ bgQueueTypeId ].RemovePlayer(_player->GetObjectGuid(), true);
            }
        }

        ///- Reset the online field in the account table
        // no point resetting online in character table here as Player::SaveToDB() will set it to 1 since player has not been removed from world at this stage
        // No SQL injection as AccountID is uint32
        if (!GetPlayer()->GetPlayerbotAI())
        {
            static SqlStatementID id;

            SqlStatement stmt = LoginDatabase.CreateStatement(id, "UPDATE account SET active_realm_id = ? WHERE id = ?");
            stmt.PExecute(uint32(0), GetAccountId());
        }

        ///- If the player is in a guild, update the guild roster and broadcast a logout message to other guild members
        if (Guild* guild = sGuildMgr.GetGuildById(_player->GetGuildId()))
        {
            if (MemberSlot* slot = guild->GetMemberSlot(_player->GetObjectGuid()))
            {
                slot->SetMemberStats(_player);
                slot->UpdateLogoutTime();
            }

            guild->BroadcastEvent(GE_SIGNED_OFF, _player->GetObjectGuid(), _player->GetName());
        }

        ///- Remove pet
        _player->RemovePet(PET_SAVE_AS_CURRENT);

        _player->InterruptNonMeleeSpells(true);

        ///- empty buyback items and save the player in the database
        // some save parts only correctly work in case player present in map/player_lists (pets, etc)
        if(Save)
            _player->SaveToDB();

        ///- Leave all channels before player delete...
        _player->CleanupChannels();

        // LFG cleanup
        sLFGMgr.Leave(_player);

        ///- If the player is in a group (or invited), remove him. If the group if then only 1 person, disband the group.
        _player->UninviteFromGroup();
开发者ID:Seehub,项目名称:mangos,代码行数:67,代码来源:WorldSession.cpp

示例6: HandlePlayerLogin


//.........这里部分代码省略.........
    //Show cinematic at the first time that player login
    if( !pCurrChar->getCinematic() )
    {
        pCurrChar->setCinematic(1);

        if(ChrClassesEntry const* cEntry = sChrClassesStore.LookupEntry(pCurrChar->getClass()))
        {
            if (cEntry->CinematicSequence)
                pCurrChar->SendCinematicStart(cEntry->CinematicSequence);
            else if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace()))
                pCurrChar->SendCinematicStart(rEntry->CinematicSequence);
        }
    }

    if (!pCurrChar->GetMap()->Add(pCurrChar))
    {
        // normal delayed teleport protection not applied (and this correct) for this case (Player object just created)
        AreaTrigger const* at = sObjectMgr.GetGoBackTrigger(pCurrChar->GetMapId());
        if(at)
            pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation());
        else
            pCurrChar->TeleportToHomebind();
    }

    sObjectAccessor.AddObject(pCurrChar);
    //DEBUG_LOG("Player %s added to Map.",pCurrChar->GetName());

    pCurrChar->SendInitialPacketsAfterAddToMap();

    static SqlStatementID updChars;
    static SqlStatementID updAccount;

    SqlStatement stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 1 WHERE guid = ?");
    stmt.PExecute(pCurrChar->GetGUIDLow());

    stmt = LoginDatabase.CreateStatement(updAccount, "UPDATE account SET active_realm_id = ? WHERE id = ?");
    stmt.PExecute(realmID, GetAccountId());

    pCurrChar->SetInGameTime( WorldTimer::getMSTime() );

    // announce group about member online (must be after add to player list to receive announce to self)
    if (Group *group = pCurrChar->GetGroup())
        group->SendUpdate();

    // friend status
    sSocialMgr.SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetObjectGuid(), true);

    // Place character in world (and load zone) before some object loading
    pCurrChar->LoadCorpse();

    // setting Ghost+speed if dead
    if (pCurrChar->m_deathState != ALIVE)
    {
        // not blizz like, we must correctly save and load player instead...
        if(pCurrChar->getRace() == RACE_NIGHTELF)
            pCurrChar->CastSpell(pCurrChar, 20584, true);   // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
        pCurrChar->CastSpell(pCurrChar, 8326, true);        // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)

        pCurrChar->SetMovement(MOVE_WATER_WALK);
    }

    pCurrChar->ContinueTaxiFlight();

    // reset for all pets before pet loading
    if(pCurrChar->HasAtLoginFlag(AT_LOGIN_RESET_PET_TALENTS))
        Pet::resetTalentsForAllPetsOf(pCurrChar);
开发者ID:BuloZB,项目名称:mangos_warden,代码行数:67,代码来源:CharacterHandler.cpp

示例7: DeleteFromInventoryDB

void Item::DeleteFromInventoryDB(uint32 guidLow)
{
    static SqlStatementID delInv;
    SqlStatement stmt = CharacterDatabase.CreateStatement(delInv, "DELETE FROM character_inventory WHERE item = ?");
    stmt.PExecute(guidLow);
}
开发者ID:Splash,项目名称:mangos,代码行数:6,代码来源:Item.cpp

示例8: LoadFromDB

bool Item::LoadFromDB(uint32 guidLow, Field* fields, ObjectGuid ownerGuid)
{
    // create item before any checks for store correct guid
    // and allow use "FSetState(ITEM_REMOVED); SaveToDB();" for deleting item from DB
    Object::_Create(ObjectGuid(HIGHGUID_ITEM, guidLow));

    if (!LoadValues(fields[0].GetString()))
    {
        sLog.outError("Item::LoadFromDB: %s have broken data in `data` field. Can't be loaded.", GetGuidStr().c_str());
        return false;
    }

    SetText(fields[1].GetCppString());

    bool needSave = false;                                  // need explicit save data at load fixes

    // overwrite possible wrong/corrupted guid
    ObjectGuid new_item_guid = ObjectGuid(HIGHGUID_ITEM, guidLow);
    if (GetGuidValue(OBJECT_FIELD_GUID) != new_item_guid)
    {
        SetGuidValue(OBJECT_FIELD_GUID, new_item_guid);
        needSave = true;
    }

    ItemPrototype const* proto = GetProto();
    if (!proto)
        return false;

    // update max durability (and durability) if need
    if (proto->MaxDurability != GetUInt32Value(ITEM_FIELD_MAXDURABILITY))
    {
        SetUInt32Value(ITEM_FIELD_MAXDURABILITY, proto->MaxDurability);
        if (GetUInt32Value(ITEM_FIELD_DURABILITY) > proto->MaxDurability)
            SetUInt32Value(ITEM_FIELD_DURABILITY, proto->MaxDurability);

        needSave = true;
    }

    // recalculate suffix factor
    if (GetItemRandomPropertyId() < 0)
    {
        if (UpdateItemSuffixFactor())
            needSave = true;
    }

    // Remove bind flag for items vs NO_BIND set
    if (IsSoulBound() && proto->Bonding == NO_BIND)
    {
        ApplyModFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_BINDED, false);
        needSave = true;
    }

    // update duration if need, and remove if not need
    if ((proto->Duration == 0) != (GetUInt32Value(ITEM_FIELD_DURATION) == 0))
    {
        SetUInt32Value(ITEM_FIELD_DURATION, proto->Duration);
        needSave = true;
    }

    // set correct owner
    if (ownerGuid && GetOwnerGuid() != ownerGuid)
    {
        SetOwnerGuid(ownerGuid);
        needSave = true;
    }

    // set correct wrapped state
    if (HasFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED))
    {
        // wrapped item must be wrapper (used version that not stackable)
        if (!(proto->Flags & ITEM_FLAG_WRAPPER) || GetMaxStackCount() > 1)
        {
            RemoveFlag(ITEM_FIELD_FLAGS, ITEM_DYNFLAG_WRAPPED);
            needSave = true;

            // also cleanup for sure gift table
            DeleteGiftsFromDB();
        }
    }

    if (needSave)                                          // normal item changed state set not work at loading
    {
        std::ostringstream ss;
        for (uint16 i = 0; i < m_valuesCount; ++i)
            ss << GetUInt32Value(i) << " ";

        static SqlStatementID updItem;
        SqlStatement stmt = CharacterDatabase.CreateStatement(updItem, "UPDATE item_instance SET owner_guid = ?, data = ? WHERE guid = ?");
        stmt.PExecute(GetOwnerGuid().GetCounter(), ss.str().c_str(), guidLow);
    }

    return true;
}
开发者ID:Splash,项目名称:mangos,代码行数:93,代码来源:Item.cpp

示例9: DeleteSoulboundTradeableFromDB

void Item::DeleteSoulboundTradeableFromDB()
{
    static SqlStatementID delData;
    SqlStatement stmt = CharacterDatabase.CreateStatement(delData, "DELETE FROM item_soulbound_trade_data WHERE itemGuid = ?");
    stmt.PExecute(GetGUIDLow());
}
开发者ID:Splash,项目名称:mangos,代码行数:6,代码来源:Item.cpp

示例10: LogoutPlayer

/// %Log the player out
void WorldSession::LogoutPlayer(bool Save)
{
    // finish pending transfers before starting the logout
    while (_player && _player->IsBeingTeleportedFar())
        HandleMoveWorldportAckOpcode();

    m_playerLogout = true;
    m_playerSave = Save;

    if (_player)
    {
#ifdef BUILD_PLAYERBOT
        // Log out all player bots owned by this toon
        if (_player->GetPlayerbotMgr())
            _player->GetPlayerbotMgr()->LogoutAllBots();
#endif

        sLog.outChar("Account: %d (IP: %s) Logout Character:[%s] (guid: %u)", GetAccountId(), GetRemoteAddress().c_str(), _player->GetName(), _player->GetGUIDLow());

        if (Loot* loot = sLootMgr.GetLoot(_player))
            loot->Release(_player);

        if (_player->GetDeathTimer())
        {
            _player->getHostileRefManager().deleteReferences();
            _player->BuildPlayerRepop();
            _player->RepopAtGraveyard();
        }
        else if (_player->HasAuraType(SPELL_AURA_SPIRIT_OF_REDEMPTION))
        {
            // this will kill character by SPELL_AURA_SPIRIT_OF_REDEMPTION
            _player->RemoveSpellsCausingAura(SPELL_AURA_MOD_SHAPESHIFT);
            //_player->SetDeathPvP(*); set at SPELL_AURA_SPIRIT_OF_REDEMPTION apply time
            _player->KillPlayer();
            _player->BuildPlayerRepop();
            _player->RepopAtGraveyard();
        }
        else if (_player->isInCombat())
            _player->CombatStop(true, true);

        // drop a flag if player is carrying it
        if (BattleGround* bg = _player->GetBattleGround())
            bg->EventPlayerLoggedOut(_player);

        ///- Teleport to home if the player is in an invalid instance
        if (!_player->m_InstanceValid && !_player->isGameMaster())
        {
            _player->TeleportToHomebind();
            // this is a bad place to call for far teleport because we need player to be in world for successful logout
            // maybe we should implement delayed far teleport logout?
        }

        // FG: finish pending transfers after starting the logout
        // this should fix players beeing able to logout and login back with full hp at death position
        while (_player->IsBeingTeleportedFar())
            HandleMoveWorldportAckOpcode();

        for (int i = 0; i < PLAYER_MAX_BATTLEGROUND_QUEUES; ++i)
        {
            if (BattleGroundQueueTypeId bgQueueTypeId = _player->GetBattleGroundQueueTypeId(i))
            {
                _player->RemoveBattleGroundQueueId(bgQueueTypeId);
                sBattleGroundMgr.m_BattleGroundQueues[ bgQueueTypeId ].RemovePlayer(_player->GetObjectGuid(), true);
            }
        }

        ///- Reset the online field in the account table
        // no point resetting online in character table here as Player::SaveToDB() will set it to 1 since player has not been removed from world at this stage
        // No SQL injection as AccountID is uint32
        static SqlStatementID id;

#ifdef BUILD_PLAYERBOT
        if (!_player->GetPlayerbotAI())
        {
            // Unmodded core code below
            SqlStatement stmt = LoginDatabase.CreateStatement(id, "UPDATE account SET active_realm_id = ? WHERE id = ?");
            stmt.PExecute(uint32(0), GetAccountId());
        }
#else
        SqlStatement stmt = LoginDatabase.CreateStatement(id, "UPDATE account SET active_realm_id = ? WHERE id = ?");
        stmt.PExecute(uint32(0), GetAccountId());
#endif

        ///- If the player is in a guild, update the guild roster and broadcast a logout message to other guild members
        if (Guild* guild = sGuildMgr.GetGuildById(_player->GetGuildId()))
        {
            if (MemberSlot* slot = guild->GetMemberSlot(_player->GetObjectGuid()))
            {
                slot->SetMemberStats(_player);
                slot->UpdateLogoutTime();
            }

            guild->BroadcastEvent(GE_SIGNED_OFF, _player->GetObjectGuid(), _player->GetName());
        }

        ///- Remove pet
        _player->RemovePet(PET_SAVE_AS_CURRENT);

        ///- empty buyback items and save the player in the database
//.........这里部分代码省略.........
开发者ID:MantisLord,项目名称:mangos-tbc,代码行数:101,代码来源:WorldSession.cpp

示例11: HandleAuthSession


//.........这里部分代码省略.........
    delete result;

    bool isBanned = fields[11].GetBool();
    if (isBanned || sAccountMgr.IsIPBanned(GetRemoteAddress()))
    {
        packet.Initialize(SMSG_AUTH_RESPONSE, 1);
        packet << uint8(AUTH_BANNED);
        SendPacket(packet);

        sLog.outError("WorldSocket::HandleAuthSession: Sent Auth Response (Account banned).");
        return -1;
    }

    // Check locked state for server
    AccountTypes allowedAccountType = sWorld.GetPlayerSecurityLimit();

    if (allowedAccountType > SEC_PLAYER && AccountTypes(security) < allowedAccountType)
    {
        WorldPacket Packet(SMSG_AUTH_RESPONSE, 1);
        Packet << uint8(AUTH_UNAVAILABLE);

        SendPacket(packet);

        BASIC_LOG("WorldSocket::HandleAuthSession: User tries to login but his security level is not enough");
        return -1;
    }

    // Check that Key and account name are the same on client and server
    Sha1Hash sha;

    uint32 t = 0;
    uint32 seed = m_Seed;

    sha.UpdateData(account);
    sha.UpdateData((uint8 *) & t, 4);
    sha.UpdateData((uint8 *) & clientSeed, 4);
    sha.UpdateData((uint8 *) & seed, 4);
    sha.UpdateBigNumbers(&K, NULL);
    sha.Finalize();

    if (memcmp(sha.GetDigest(), digest, 20))
    {
        packet.Initialize(SMSG_AUTH_RESPONSE, 1);
        packet << uint8(AUTH_FAILED);

        SendPacket(packet);

        sLog.outError("WorldSocket::HandleAuthSession: Sent Auth Response (authentification failed).");
        return -1;
    }

    std::string address = GetRemoteAddress();

    DEBUG_LOG("WorldSocket::HandleAuthSession: Client '%s' authenticated successfully from %s.",
              account.c_str(),
              address.c_str());

    // Update the last_ip in the database
    // No SQL injection, username escaped.
    static SqlStatementID updAccount;

    SqlStatement stmt = LoginDatabase.CreateStatement(updAccount, "UPDATE account SET last_ip = ? WHERE username = ?");
    stmt.PExecute(address.c_str(), account.c_str());

    // NOTE ATM the socket is single-threaded, have this in mind ...
    ACE_NEW_RETURN(m_Session, WorldSession(id, this, AccountTypes(security), mutetime, locale), -1);

    m_Crypt.SetKey(K.AsByteArray());
    m_Crypt.Init();

    m_Session->SetUsername(account);
    m_Session->SetGameBuild(BuiltNumberClient);
    m_Session->SetAccountFlags(accFlags);

    ClientOSType clientOs;
    if (os == "niW")
        clientOs = CLIENT_OS_WIN;
    else if (os == "XSO")
        clientOs = CLIENT_OS_MAC;
    else
    {
        sLog.outError("WorldSocket::HandleAuthSession: Unrecognized OS '%s' for account '%s' from %s", os.c_str(), account.c_str(), address.c_str());
        return -1;
    }

    m_Session->SetOS(clientOs);
    m_Session->LoadTutorialsData();
    m_Session->InitWarden(&K);

    // In case needed sometime the second arg is in microseconds 1 000 000 = 1 sec
    ACE_OS::sleep(ACE_Time_Value(0, 10000));

    sWorld.AddSession(m_Session);

    // Create and send the Addon packet
    if (sAddOnHandler.BuildAddonPacket(&recvPacket, &SendAddonPacked))
        SendPacket(SendAddonPacked);

    return 0;
}
开发者ID:Maduse,项目名称:server,代码行数:101,代码来源:WorldSocket.cpp

示例12: SaveToDB

void Item::SaveToDB()
{
    uint32 guid = GetGUIDLow();
    switch (uState)
    {
        case ITEM_NEW:
        {
            static SqlStatementID deleteItem;
            static SqlStatementID saveItem;

            SqlStatement stmt = RealmDataDatabase.CreateStatement(deleteItem, "DELETE FROM item_instance WHERE guid = ?");
            stmt.PExecute(guid);

            stmt = RealmDataDatabase.CreateStatement(saveItem, "INSERT INTO item_instance (guid, owner_guid, data) VALUES (?, ?, ?)");

            std::ostringstream ss;
            for (uint16 i = 0; i < m_valuesCount; i++)
                ss << GetUInt32Value(i) << " ";

            stmt.PExecute(guid, GUID_LOPART(GetOwnerGUID()), ss.str().c_str());
        }
        break;
        case ITEM_CHANGED:
        {
            static SqlStatementID updateItem;
            static SqlStatementID updateGift;

            SqlStatement stmt = RealmDataDatabase.CreateStatement(updateItem, "UPDATE item_instance SET data = ?,  owner_guid = ? WHERE guid = ?");

            std::ostringstream ss;
            for (uint16 i = 0; i < m_valuesCount; i++)
                ss << GetUInt32Value(i) << " ";

            stmt.PExecute(ss.str().c_str(), GUID_LOPART(GetOwnerGUID()), guid);

            if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
            {
                stmt = RealmDataDatabase.CreateStatement(updateGift, "UPDATE character_gifts SET guid = ? WHERE item_guid = ?");
                stmt.PExecute(GUID_LOPART(GetOwnerGUID()), GetGUIDLow());
            }
        }
        break;
        case ITEM_REMOVED:
        {
            static SqlStatementID deleteItem;
            static SqlStatementID deleteItemText;
            static SqlStatementID deleteGift;

            SqlStatement stmt = RealmDataDatabase.CreateStatement(deleteItem, "DELETE FROM item_instance WHERE guid = ?");
            stmt.PExecute(guid);

            if (GetUInt32Value(ITEM_FIELD_ITEM_TEXT_ID) > 0)
            {
                stmt = RealmDataDatabase.CreateStatement(deleteItemText, "DELETE FROM item_text WHERE id = ?");
                stmt.PExecute(GetUInt32Value(ITEM_FIELD_ITEM_TEXT_ID));
            }

            if (HasFlag(ITEM_FIELD_FLAGS, ITEM_FLAGS_WRAPPED))
            {
                stmt = RealmDataDatabase.CreateStatement(deleteGift, "DELETE FROM character_gifts WHERE item_guid = ?");
                stmt.PExecute(GetGUIDLow());
            }

            delete this;
            return;
        }
        case ITEM_UNCHANGED:
            break;
    }
    SetState(ITEM_UNCHANGED);
}
开发者ID:Dolmero,项目名称:L4G_Core,代码行数:71,代码来源:Item.cpp

示例13: HandleDeclinedPlayerNameOpcode

void WorldSession::HandleDeclinedPlayerNameOpcode(WorldPacket& recv_data)
{
    uint64 guid;

    CHECK_PACKET_SIZE(recv_data, 8);
    recv_data >> guid;

    // not accept declined names for unsupported languages
    std::string name;
    if (!sObjectMgr.GetPlayerNameByGUID(guid, name))
    {
        WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4+8);
        data << uint32(1);
        data << uint64(guid);
        SendPacket(&data);
        return;
    }

    std::wstring wname;
    if (!Utf8toWStr(name, wname))
    {
        WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4+8);
        data << uint32(1);
        data << uint64(guid);
        SendPacket(&data);
        return;
    }

    if (!isCyrillicCharacter(wname[0]))                      // name already stored as only single alphabet using
    {
        WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4+8);
        data << uint32(1);
        data << uint64(guid);
        SendPacket(&data);
        return;
    }

    std::string name2;
    DeclinedName declinedname;

    CHECK_PACKET_SIZE(recv_data, recv_data.rpos() + 1);
    recv_data >> name2;

    if (name2 != name)                                       // character have different name
    {
        WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4+8);
        data << uint32(1);
        data << uint64(guid);
        SendPacket(&data);
        return;
    }

    for (int i = 0; i < MAX_DECLINED_NAME_CASES; ++i)
    {
        CHECK_PACKET_SIZE(recv_data, recv_data.rpos() + 1);
        recv_data >> declinedname.name[i];
        if (!normalizePlayerName(declinedname.name[i]))
        {
            WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4+8);
            data << uint32(1);
            data << uint64(guid);
            SendPacket(&data);
            return;
        }
    }

    if (!ObjectMgr::CheckDeclinedNames(GetMainPartOfName(wname, 0), declinedname))
    {
        WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4+8);
        data << uint32(1);
        data << uint64(guid);
        SendPacket(&data);
        return;
    }

    static SqlStatementID deleteDeclinedName;
    static SqlStatementID insertDeclinedName;

    RealmDataDatabase.BeginTransaction();

    SqlStatement stmt = RealmDataDatabase.CreateStatement(deleteDeclinedName, "DELETE FROM character_declinedname WHERE guid = ?");
    stmt.PExecute(GUID_LOPART(guid));

    stmt = RealmDataDatabase.CreateStatement(insertDeclinedName, "INSERT INTO character_declinedname (guid, genitive, dative, accusative, instrumental, prepositional) VALUES (?, ?, ?, ?, ?, ?)");
    stmt.addUInt32(GUID_LOPART(guid));
    stmt.addString(declinedname.name[0]);
    stmt.addString(declinedname.name[1]);
    stmt.addString(declinedname.name[2]);
    stmt.addString(declinedname.name[3]);
    stmt.addString(declinedname.name[4]);
    stmt.Execute();

    RealmDataDatabase.CommitTransaction();

    WorldPacket data(SMSG_SET_PLAYER_DECLINED_NAMES_RESULT, 4+8);
    data << uint32(0);                                      // OK
    data << uint64(guid);
    SendPacket(&data);
}
开发者ID:Dolmero,项目名称:L4G_Core,代码行数:99,代码来源:CharacterHandler.cpp

示例14: HandlePlayerLogin


//.........这里部分代码省略.........

    uint32 miscRequirement = 0;
    AreaLockStatus lockStatus = AREA_LOCKSTATUS_OK;
    if (AreaTrigger const* at = sObjectMgr.GetMapEntranceTrigger(pCurrChar->GetMapId()))
        lockStatus = pCurrChar->GetAreaTriggerLockStatus(at, miscRequirement);
    else
    {
        // Some basic checks in case of a map without areatrigger
        MapEntry const* mapEntry = sMapStore.LookupEntry(pCurrChar->GetMapId());
        if (!mapEntry)
            lockStatus = AREA_LOCKSTATUS_UNKNOWN_ERROR;
    }
    if (lockStatus != AREA_LOCKSTATUS_OK || !pCurrChar->GetMap()->Add(pCurrChar))
    {
        // normal delayed teleport protection not applied (and this correct) for this case (Player object just created)
        AreaTrigger const* at = sObjectMgr.GetGoBackTrigger(pCurrChar->GetMapId());
        if (at)
            lockStatus = pCurrChar->GetAreaTriggerLockStatus(at, miscRequirement);
        if (!at || lockStatus != AREA_LOCKSTATUS_OK || !pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation()))
            pCurrChar->TeleportToHomebind();
    }

    sObjectAccessor.AddObject(pCurrChar);
    // DEBUG_LOG("Player %s added to Map.",pCurrChar->GetName());
    pCurrChar->GetSocial()->SendFriendList();
    pCurrChar->GetSocial()->SendIgnoreList();

    pCurrChar->SendInitialPacketsAfterAddToMap();

    static SqlStatementID updChars;
    static SqlStatementID updAccount;

    SqlStatement stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 1 WHERE guid = ?");
    stmt.PExecute(pCurrChar->GetGUIDLow());

    stmt = LoginDatabase.CreateStatement(updAccount, "UPDATE account SET active_realm_id = ? WHERE id = ?");
    stmt.PExecute(realmID, GetAccountId());

    pCurrChar->SetInGameTime(WorldTimer::getMSTime());

    // announce group about member online (must be after add to player list to receive announce to self)
    if (Group* group = pCurrChar->GetGroup())
        group->UpdatePlayerOnlineStatus(pCurrChar);

    // friend status
    sSocialMgr.SendFriendStatus(pCurrChar, FRIEND_ONLINE, pCurrChar->GetObjectGuid(), true);

    // Place character in world (and load zone) before some object loading
    pCurrChar->LoadCorpse();

    // setting Ghost+speed if dead
    if (pCurrChar->m_deathState != ALIVE)
    {
        // not blizz like, we must correctly save and load player instead...
        if (pCurrChar->getRace() == RACE_NIGHTELF)
            pCurrChar->CastSpell(pCurrChar, 20584, TRIGGERED_OLD_TRIGGERED);   // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
        pCurrChar->CastSpell(pCurrChar, 8326, TRIGGERED_OLD_TRIGGERED);        // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)

        pCurrChar->SetWaterWalk(true);
    }

    pCurrChar->TaxiFlightResume();

    // Load pet if any (if player not alive and in taxi flight or another then pet will remember as temporary unsummoned)
    pCurrChar->LoadPet();
开发者ID:cmangos,项目名称:mangos-classic,代码行数:66,代码来源:CharacterHandler.cpp

示例15: HandlePlayerLogin


//.........这里部分代码省略.........
        pCurrChar->setCinematic(1);

        if (ChrRacesEntry const* rEntry = sChrRacesStore.LookupEntry(pCurrChar->getRace()))
            pCurrChar->SendCinematicStart(rEntry->CinematicSequence);
    }

    if (!alreadyOnline && !pCurrChar->GetMap()->Add(pCurrChar))
    {
        // normal delayed teleport protection not applied (and this correct) for this case (Player object just created)
        AreaTrigger const* at = sObjectMgr.GetGoBackTrigger(pCurrChar->GetMapId());
        if (at)
            pCurrChar->TeleportTo(at->target_mapId, at->target_X, at->target_Y, at->target_Z, pCurrChar->GetOrientation());
        else
            pCurrChar->TeleportToHomebind();
    }

    if (alreadyOnline)
        pCurrChar->GetMap()->ExistingPlayerLogin(pCurrChar); // SendInitSelf ...
    else
        sObjectAccessor.AddObject(pCurrChar);

    //DEBUG_LOG("Player %s added to Map.",pCurrChar->GetName());
    pCurrChar->GetSocial()->SendFriendList();
    pCurrChar->GetSocial()->SendIgnoreList();

    pCurrChar->SendInitialPacketsAfterAddToMap();
    if (alreadyOnline)
        pCurrChar->SendInitWorldStates(pCurrChar->GetCachedZoneId());

    static SqlStatementID updChars;
    static SqlStatementID updAccount;

    SqlStatement stmt = CharacterDatabase.CreateStatement(updChars, "UPDATE characters SET online = 1 WHERE guid = ?");
    stmt.PExecute(pCurrChar->GetGUIDLow());

    stmt = LoginDatabase.CreateStatement(updAccount, "UPDATE account SET current_realm = ?, online = 1 WHERE id = ?");
    stmt.PExecute(realmID, GetAccountId());

    pCurrChar->SetInGameTime(WorldTimer::getMSTime());

    // announce group about member online (must be after add to player list to receive announce to self)
    if (Group *group = pCurrChar->GetGroup())
        group->UpdatePlayerOnlineStatus(pCurrChar);

    // friend status
    // TODO: Call it when node finished loading also
    if (GetMasterPlayer())
        sSocialMgr.SendFriendStatus(GetMasterPlayer(), FRIEND_ONLINE, GetMasterPlayer()->GetObjectGuid(), true);

    if (!alreadyOnline)
    {
        // Place character in world (and load zone) before some object loading
        pCurrChar->LoadCorpse();

        // setting Ghost+speed if dead
        if (pCurrChar->m_deathState != ALIVE)
        {
            // not blizz like, we must correctly save and load player instead...
            if (pCurrChar->getRace() == RACE_NIGHTELF)
                pCurrChar->CastSpell(pCurrChar, 20584, true);   // auras SPELL_AURA_INCREASE_SPEED(+speed in wisp form), SPELL_AURA_INCREASE_SWIM_SPEED(+swim speed in wisp form), SPELL_AURA_TRANSFORM (to wisp form)
            pCurrChar->CastSpell(pCurrChar, 8326, true);        // auras SPELL_AURA_GHOST, SPELL_AURA_INCREASE_SPEED(why?), SPELL_AURA_INCREASE_SWIM_SPEED(why?)

            pCurrChar->SetMovement(MOVE_WATER_WALK);
        }
    }
开发者ID:Maduse,项目名称:server,代码行数:66,代码来源:CharacterHandler.cpp


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