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.
40 lines
1.0 KiB
Go
40 lines
1.0 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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// LoadQuestDifficulties reads the pack-specific selectable difficulties;
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// normal (zero) is the base story chain and is absent from this table.
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func LoadQuestDifficulties(root, version string) (map[int]map[int]bool, 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 loadQuestDifficultiesDB(db)
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}
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func loadQuestDifficultiesDB(db *sql.DB) (map[int]map[int]bool, error) {
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rows, err := db.Query("SELECT groupId,id FROM QuestDifficultyTable ORDER BY groupId,id")
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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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result := map[int]map[int]bool{}
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for rows.Next() {
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var pack, level int
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if err := rows.Scan(&pack, &level); err != nil {
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return nil, err
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}
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if pack <= 0 || level < 1 || level > 4 {
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return nil, fmt.Errorf("gamedata: invalid difficulty pack%d level%d", pack, level)
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}
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if result[pack] == nil {
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result[pack] = map[int]bool{0: true}
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}
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result[pack][level] = true
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}
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return result, rows.Err()
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}
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