Implement hunting AP and progress, event tasks, exchanges, games, stories and actions; connect battle and reward handling. Add CashShop plugin and installation, server purchases and entitlements, recharge rules and plugin version metadata. Distribute binary calendars independently; cache GameData in memory and fix single-connection query deadlocks. Improve automatic login and recovery diagnostics; document configuration and release flows.
53 lines
1.3 KiB
Go
53 lines
1.3 KiB
Go
package gamedata
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import (
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"database/sql"
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"fmt"
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)
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// LoadEquipmentSlots reads EquipmentTable.SlotType for every installed item.
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// SlotType is a proto3 enum, so an absent field is the valid first slot (0).
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func LoadEquipmentSlots(root, version string) (map[uint64]uint64, error) {
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db, release, err := OpenDatabase(root, version, "common")
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if err != nil {
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return nil, err
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}
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defer release()
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return loadEquipmentSlots(db)
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}
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func loadEquipmentSlots(db *sql.DB) (map[uint64]uint64, error) {
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rows, err := db.Query("SELECT id,ProtoBuf FROM EquipmentTable")
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if err != nil {
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return nil, err
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}
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defer rows.Close()
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slots := make(map[uint64]uint64)
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for rows.Next() {
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var id uint64
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var proto []byte
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if err := rows.Scan(&id, &proto); err != nil {
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return nil, err
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}
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values, err := packedInts(proto, 20)
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if err != nil || len(values) > 1 {
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return nil, fmt.Errorf("gamedata: equipment %d malformed slot: %v", id, err)
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}
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var slot uint64
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if len(values) == 1 {
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slot = values[0]
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}
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if slot > 4 {
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return nil, fmt.Errorf("gamedata: equipment %d invalid slot %d", id, slot)
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}
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slots[id] = slot
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}
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if err := rows.Err(); err != nil {
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return nil, err
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}
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if len(slots) == 0 {
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return nil, fmt.Errorf("gamedata: EquipmentTable is empty")
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}
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return slots, nil
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}
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