- Authoritative 30 Hz server (ENet, SQLite): accounts, characters, wild AI, tall grass / water / wandering spawns, fishing, captures, follower chains, clock + weather, LAN beacon - Client: title / join / character creator / play screens, prediction + reconciliation, interpolated players and parties, HD-2D UI (dialogue with Professor Henry, HUD, collection) - Shared deterministic zone generator, movement, protocol, roster, appearance - Paper-doll character art pipeline (PixelLab base walk + per-item animation edits) - Brandling roster from the company list (logo colors, jev types), Blender safari props - Headless test bot
70 lines
2.1 KiB
C++
70 lines
2.1 KiB
C++
#pragma once
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// SQLite persistence (WAL): accounts/characters, owned creatures, dex and a
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// small key/value table for world state (clock, weather).
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#include "Appearance.h"
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#include "Protocol.h"
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#include <set>
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#include <string>
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#include <unordered_map>
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#include <vector>
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struct sqlite3;
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struct sqlite3_stmt;
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namespace bs {
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struct PlayerRow {
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int64_t id = 0;
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std::string token, name;
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Appearance look;
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float x = 0, z = 0, yaw = 0;
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int capsules = 0;
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bool introDone = false;
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int64_t createdAt = 0, lastSeen = 0;
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};
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class Database {
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public:
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Database() = default;
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Database(const Database&) = delete;
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Database& operator=(const Database&) = delete;
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~Database();
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bool open(const std::string& path, std::string* error);
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void close();
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bool loadPlayer(const std::string& token, PlayerRow& out);
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int64_t createPlayer(const PlayerRow& row); // returns the new id, 0 on failure
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void savePlayer(const PlayerRow& row); // everything but token / created_at
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void savePosition(int64_t id, float x, float z, float yaw);
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std::vector<OwnedCreature> loadCreatures(int64_t owner);
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uint32_t insertCreature(int64_t owner, uint16_t species, int64_t caughtAt, bool inParty); // uid, 0 on failure
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void setInParty(uint32_t uid, bool inParty);
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void loadDex(int64_t owner, std::set<uint16_t>& seen, std::set<uint16_t>& caught);
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void markSeen(int64_t owner, uint16_t species);
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void markCaught(int64_t owner, uint16_t species);
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bool getWorld(const std::string& key, std::string& value);
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void setWorld(const std::string& key, const std::string& value);
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// Groups many writes into one transaction (shutdown, periodic saves).
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void begin();
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void commit();
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private:
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sqlite3_stmt* prepare(const char* sql); // cached, reset before reuse
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bool exec(const char* sql);
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sqlite3* db_ = nullptr;
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std::unordered_map<const char*, sqlite3_stmt*> stmts_; // keyed by the SQL literal
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};
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std::string appearanceToJson(const Appearance& a);
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Appearance appearanceFromJson(const std::string& s);
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} // namespace bs
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