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kawari/src/world/database.rs

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Rust
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use std::{io::Read, sync::Mutex};
use rusqlite::Connection;
use serde::Deserialize;
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use crate::{
AETHERYTE_UNLOCK_BITMASK_SIZE, UNLOCK_BITMASK_SIZE,
common::{
CustomizeData, GameData, Position,
workdefinitions::{CharaMake, ClientSelectData, RemakeMode},
},
inventory::{Inventory, Item, Storage},
ipc::{
lobby::{CharacterDetails, CharacterFlag},
zone::GameMasterRank,
},
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};
use super::PlayerData;
pub struct WorldDatabase {
connection: Mutex<Connection>,
}
pub struct CharacterData {
pub name: String,
pub chara_make: CharaMake, // probably not the ideal way to store this?
pub city_state: u8,
pub position: Position,
pub zone_id: u16,
}
impl Default for WorldDatabase {
fn default() -> Self {
Self::new()
}
}
impl WorldDatabase {
pub fn new() -> Self {
let connection = Connection::open("world.db").expect("Failed to open database!");
// Create characters table
{
let query = "CREATE TABLE IF NOT EXISTS characters (content_id INTEGER PRIMARY KEY, service_account_id INTEGER, actor_id INTEGER);";
connection.execute(query, ()).unwrap();
}
// Create characters data table
{
let query = "CREATE TABLE IF NOT EXISTS character_data (content_id INTEGER PRIMARY KEY, name STRING, chara_make STRING, city_state INTEGER, zone_id INTEGER, pos_x REAL, pos_y REAL, pos_z REAL, rotation REAL, inventory STRING, remake_mode INTEGER, gm_rank INTEGER, classjob_id INTEGER, classjob_levels STRING, unlocks STRING, aetherytes STRING);";
connection.execute(query, ()).unwrap();
}
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Self {
connection: Mutex::new(connection),
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}
}
pub fn import_character(&self, game_data: &mut GameData, service_account_id: u32, path: &str) {
tracing::info!("Importing character backup from {path}...");
let file = std::fs::File::open(path).unwrap();
let mut archive = zip::ZipArchive::new(file).unwrap();
#[derive(Deserialize)]
struct GenericValue {
value: i32,
}
#[derive(Deserialize)]
struct NamedayValue {
day: i32,
month: i32,
}
#[derive(Deserialize)]
struct ClassJobLevelValue {
level: i32,
exp: Option<u32>,
value: i32,
}
#[derive(Deserialize)]
struct InventoryItem {
slot: i32,
quantity: u32,
condition: u16,
id: u32,
glamour_id: u32,
}
#[derive(Deserialize)]
struct InventoryContainer {
items: Vec<InventoryItem>,
}
#[derive(Deserialize)]
struct CharacterJson {
name: String,
city_state: GenericValue,
nameday: NamedayValue,
guardian: GenericValue,
voice: i32,
classjob_levels: Vec<ClassJobLevelValue>,
inventory1: InventoryContainer,
inventory2: InventoryContainer,
inventory3: InventoryContainer,
inventory4: InventoryContainer,
equipped_items: InventoryContainer,
currency: InventoryContainer,
armory_off_hand: InventoryContainer,
armory_head: InventoryContainer,
armory_body: InventoryContainer,
armory_hands: InventoryContainer,
armory_legs: InventoryContainer,
armory_ear: InventoryContainer,
armory_neck: InventoryContainer,
armory_wrist: InventoryContainer,
armory_rings: InventoryContainer,
armory_soul_crystal: InventoryContainer,
armory_main_hand: InventoryContainer,
unlock_flags: Vec<u8>,
unlock_aetherytes: Vec<u8>,
}
let character: CharacterJson;
{
let mut character_file = archive.by_name("character.json").unwrap();
let mut json_string = String::new();
character_file.read_to_string(&mut json_string).unwrap();
character = serde_json::from_str(&json_string).unwrap();
}
if !self.check_is_name_free(&character.name) {
let name = character.name;
tracing::warn!("* Skipping since {name} already exists.");
return;
}
let charsave_file = archive.by_name("FFXIV_CHARA_01.dat").unwrap();
let charsave_bytes: Vec<u8> = charsave_file.bytes().map(|x| x.unwrap()).collect();
let charsave =
physis::savedata::chardat::CharacterData::from_existing(&charsave_bytes).unwrap();
let customize = CustomizeData::from(charsave.customize);
let chara_make = CharaMake {
customize,
voice_id: character.voice,
guardian: character.guardian.value,
birth_month: character.nameday.month,
birth_day: character.nameday.day,
classjob_id: 5,
unk2: 1,
};
let (_, actor_id) = self.create_player_data(
service_account_id,
&character.name,
&chara_make.to_json(),
character.city_state.value as u8,
132,
Inventory::default(),
);
let mut player_data = self.find_player_data(actor_id);
// import jobs
for classjob in &character.classjob_levels {
// find the array index of the job
let index = game_data
.get_exp_array_index(classjob.value as u16)
.unwrap();
player_data.classjob_levels[index as usize] = classjob.level;
if let Some(exp) = classjob.exp {
player_data.classjob_exp[index as usize] = exp;
}
}
let process_inventory_container =
|container: &InventoryContainer, target: &mut dyn Storage| {
for item in &container.items {
if item.slot as u32 > target.max_slots() {
continue;
}
*target.get_slot_mut(item.slot as u16) = Item {
quantity: item.quantity,
id: item.id,
condition: item.condition,
glamour_catalog_id: item.glamour_id,
};
}
};
// import inventory
process_inventory_container(&character.inventory1, &mut player_data.inventory.pages[0]);
process_inventory_container(&character.inventory2, &mut player_data.inventory.pages[1]);
process_inventory_container(&character.inventory3, &mut player_data.inventory.pages[2]);
process_inventory_container(&character.inventory4, &mut player_data.inventory.pages[3]);
process_inventory_container(
&character.equipped_items,
&mut player_data.inventory.equipped,
);
process_inventory_container(&character.currency, &mut player_data.inventory.currency);
process_inventory_container(
&character.armory_off_hand,
&mut player_data.inventory.armoury_off_hand,
);
process_inventory_container(
&character.armory_head,
&mut player_data.inventory.armoury_head,
);
process_inventory_container(
&character.armory_body,
&mut player_data.inventory.armoury_body,
);
process_inventory_container(
&character.armory_hands,
&mut player_data.inventory.armoury_hands,
);
process_inventory_container(
&character.armory_legs,
&mut player_data.inventory.armoury_legs,
);
process_inventory_container(
&character.armory_ear,
&mut player_data.inventory.armoury_earring,
);
process_inventory_container(
&character.armory_neck,
&mut player_data.inventory.armoury_necklace,
);
process_inventory_container(
&character.armory_wrist,
&mut player_data.inventory.armoury_bracelet,
);
process_inventory_container(
&character.armory_rings,
&mut player_data.inventory.armoury_rings,
);
process_inventory_container(
&character.armory_soul_crystal,
&mut player_data.inventory.armoury_soul_crystal,
);
process_inventory_container(
&character.armory_main_hand,
&mut player_data.inventory.armoury_main_hand,
);
// import unlock flags
player_data.unlocks = character.unlock_flags;
player_data.aetherytes = character.unlock_aetherytes;
self.commit_player_data(&player_data);
tracing::info!("{} added to the world!", character.name);
}
pub fn find_player_data(&self, actor_id: u32) -> PlayerData {
let connection = self.connection.lock().unwrap();
let mut stmt = connection
.prepare("SELECT content_id, service_account_id FROM characters WHERE actor_id = ?1")
.unwrap();
let (content_id, account_id) = stmt
.query_row((actor_id,), |row| Ok((row.get(0)?, row.get(1)?)))
.unwrap();
stmt = connection
.prepare("SELECT pos_x, pos_y, pos_z, rotation, zone_id, inventory, gm_rank, classjob_id, classjob_levels, unlocks, aetherytes FROM character_data WHERE content_id = ?1")
.unwrap();
let (
pos_x,
pos_y,
pos_z,
rotation,
zone_id,
inventory_json,
gm_rank,
classjob_id,
classjob_levels,
unlocks,
aetherytes,
): (
f32,
f32,
f32,
f32,
u16,
String,
u8,
i32,
String,
String,
String,
) = stmt
.query_row((content_id,), |row| {
Ok((
row.get(0)?,
row.get(1)?,
row.get(2)?,
row.get(3)?,
row.get(4)?,
row.get(5)?,
row.get(6)?,
row.get(7)?,
row.get(8)?,
row.get(9)?,
row.get(10)?,
))
})
.unwrap();
let inventory = serde_json::from_str(&inventory_json).unwrap();
PlayerData {
actor_id,
content_id,
account_id,
position: Position {
x: pos_x,
y: pos_y,
z: pos_z,
},
rotation,
zone_id,
inventory,
gm_rank: GameMasterRank::try_from(gm_rank).unwrap(),
classjob_id: classjob_id as u8,
classjob_levels: serde_json::from_str(&classjob_levels).unwrap(),
unlocks: serde_json::from_str(&unlocks).unwrap(),
aetherytes: serde_json::from_str(&aetherytes).unwrap(),
..Default::default()
}
}
/// Commit the dynamic player data back to the database
pub fn commit_player_data(&self, data: &PlayerData) {
let connection = self.connection.lock().unwrap();
let mut stmt = connection
.prepare("UPDATE character_data SET zone_id=?1, pos_x=?2, pos_y=?3, pos_z=?4, rotation=?5, inventory=?6, classjob_id=?7, classjob_levels=?8, unlocks=?9, aetherytes=?10 WHERE content_id = ?11")
.unwrap();
stmt.execute((
data.zone_id,
data.position.x,
data.position.y,
data.position.z,
data.rotation,
serde_json::to_string(&data.inventory).unwrap(),
data.classjob_id,
serde_json::to_string(&data.classjob_levels).unwrap(),
serde_json::to_string(&data.unlocks).unwrap(),
serde_json::to_string(&data.aetherytes).unwrap(),
data.content_id,
))
.unwrap();
}
// TODO: from/to sql int
pub fn find_actor_id(&self, content_id: u64) -> u32 {
let connection = self.connection.lock().unwrap();
let mut stmt = connection
.prepare("SELECT actor_id FROM characters WHERE content_id = ?1")
.unwrap();
stmt.query_row((content_id,), |row| row.get(0)).unwrap()
}
pub fn get_character_list(
&self,
service_account_id: u32,
world_id: u16,
world_name: &str,
game_data: &mut GameData,
) -> Vec<CharacterDetails> {
let connection = self.connection.lock().unwrap();
let content_actor_ids: Vec<(u32, u32)>;
// find the content ids associated with the service account
{
let mut stmt = connection
.prepare(
"SELECT content_id, actor_id FROM characters WHERE service_account_id = ?1",
)
.unwrap();
content_actor_ids = stmt
.query_map((service_account_id,), |row| Ok((row.get(0)?, row.get(1)?)))
.unwrap()
.map(|x| x.unwrap())
.collect();
}
let mut characters = Vec::new();
for (index, (content_id, actor_id)) in content_actor_ids.iter().enumerate() {
let mut stmt = connection
.prepare(
"SELECT name, chara_make, zone_id, inventory, remake_mode, classjob_id, classjob_levels FROM character_data WHERE content_id = ?1",
)
.unwrap();
let result: Result<(String, String, u16, String, i32, i32, String), rusqlite::Error> =
stmt.query_row((content_id,), |row| {
Ok((
row.get(0)?,
row.get(1)?,
row.get(2)?,
row.get(3)?,
row.get(4)?,
row.get(5)?,
row.get(6)?,
))
});
if let Ok((
name,
chara_make,
zone_id,
inventory_json,
remake_mode,
classjob_id,
classjob_levels,
)) = result
{
let chara_make = CharaMake::from_json(&chara_make);
let inventory: Inventory = serde_json::from_str(&inventory_json).unwrap();
let select_data = ClientSelectData {
character_name: name.clone(),
current_class: classjob_id,
class_levels: serde_json::from_str(&classjob_levels).unwrap(),
race: chara_make.customize.race as i32,
subrace: chara_make.customize.subrace as i32,
gender: chara_make.customize.gender as i32,
birth_month: chara_make.birth_month,
birth_day: chara_make.birth_day,
guardian: chara_make.guardian,
unk8: 0,
unk9: 0,
zone_id: zone_id as i32,
content_finder_condition: 0,
customize: chara_make.customize,
model_main_weapon: inventory.get_main_weapon_id(game_data),
model_sub_weapon: 0,
model_ids: inventory.get_model_ids(game_data),
equip_stain: [0; 10],
glasses: [0; 2],
remake_mode: RemakeMode::try_from(remake_mode).unwrap(),
remake_minutes_remaining: 0,
voice_id: chara_make.voice_id,
unk20: 0,
unk21: 0,
world_name: String::new(),
unk22: 0,
unk23: 0,
};
characters.push(CharacterDetails {
actor_id: *actor_id,
content_id: *content_id as u64,
index: index as u8,
flags: CharacterFlag::NONE,
unk1: [255; 6],
origin_server_id: world_id,
current_server_id: world_id,
character_name: name.clone(),
origin_server_name: world_name.to_string(),
current_server_name: world_name.to_string(),
character_detail_json: select_data.to_json(),
unk2: [255; 16],
unk3: [4; 5],
});
}
}
characters
}
fn generate_content_id() -> u32 {
fastrand::u32(..)
}
fn generate_actor_id() -> u32 {
fastrand::u32(..)
}
/// Gives (content_id, actor_id)
pub fn create_player_data(
&self,
service_account_id: u32,
name: &str,
chara_make_str: &str,
city_state: u8,
zone_id: u16,
inventory: Inventory,
) -> (u64, u32) {
let content_id = Self::generate_content_id();
let actor_id = Self::generate_actor_id();
let connection = self.connection.lock().unwrap();
// fill out the initial classjob
let chara_make = CharaMake::from_json(chara_make_str);
let mut classjob_levels = [0i32; 32];
classjob_levels[chara_make.classjob_id as usize] = 1; // inital level
// fill out initial unlocks
let unlocks = vec![0u8; UNLOCK_BITMASK_SIZE];
// fill out initial aetherytes
let aetherytes = vec![0u8; AETHERYTE_UNLOCK_BITMASK_SIZE];
// insert ids
connection
.execute(
"INSERT INTO characters VALUES (?1, ?2, ?3);",
(content_id, service_account_id, actor_id),
)
.unwrap();
// insert char data
connection
.execute(
"INSERT INTO character_data VALUES (?1, ?2, ?3, ?4, ?5, 0.0, 0.0, 0.0, 0.0, ?6, 0, 90, ?7, ?8, ?9, ?10);",
(
content_id,
name,
chara_make_str,
city_state,
zone_id,
serde_json::to_string(&inventory).unwrap(),
chara_make.classjob_id,
serde_json::to_string(&classjob_levels).unwrap(),
serde_json::to_string(&unlocks).unwrap(),
serde_json::to_string(&aetherytes).unwrap(),
),
)
.unwrap();
(content_id as u64, actor_id)
}
/// Checks if `name` is in the character data table
pub fn check_is_name_free(&self, name: &str) -> bool {
let connection = self.connection.lock().unwrap();
let mut stmt = connection
.prepare("SELECT content_id FROM character_data WHERE name = ?1")
.unwrap();
!stmt.exists((name,)).unwrap()
}
pub fn find_chara_make(&self, content_id: u64) -> CharacterData {
let connection = self.connection.lock().unwrap();
let mut stmt = connection
.prepare(
"SELECT name, chara_make, city_state, zone_id, pos_x, pos_y, pos_z FROM character_data WHERE content_id = ?1",
)
.unwrap();
let (name, chara_make_json, city_state, zone_id, pos_x, pos_y, pos_z): (
String,
String,
u8,
u16,
f32,
f32,
f32,
) = stmt
.query_row((content_id,), |row| {
Ok((
row.get(0)?,
row.get(1)?,
row.get(2)?,
row.get(3)?,
row.get(4)?,
row.get(5)?,
row.get(6)?,
))
})
.unwrap();
CharacterData {
name,
chara_make: CharaMake::from_json(&chara_make_json),
city_state,
zone_id,
position: Position {
x: pos_x,
y: pos_y,
z: pos_z,
},
}
}
/// Deletes a character and all associated data
pub fn delete_character(&self, content_id: u64) {
let connection = self.connection.lock().unwrap();
// delete data
{
let mut stmt = connection
.prepare("DELETE FROM character_data WHERE content_id = ?1")
.unwrap();
stmt.execute((content_id,)).unwrap();
}
// delete char
{
let mut stmt = connection
.prepare("DELETE FROM characters WHERE content_id = ?1")
.unwrap();
stmt.execute((content_id,)).unwrap();
}
}
/// Sets the remake mode for a character
pub fn set_remake_mode(&self, content_id: u64, mode: RemakeMode) {
let connection = self.connection.lock().unwrap();
let mut stmt = connection
.prepare("UPDATE character_data SET remake_mode=?1 WHERE content_id = ?2")
.unwrap();
stmt.execute((mode as i32, content_id)).unwrap();
}
/// Sets the chara make JSON for a character
pub fn set_chara_make(&self, content_id: u64, chara_make_json: &str) {
let connection = self.connection.lock().unwrap();
let mut stmt = connection
.prepare("UPDATE character_data SET chara_make=?1 WHERE content_id = ?2")
.unwrap();
stmt.execute((chara_make_json, content_id)).unwrap();
}
}