Ported .Net Core commits:
hondacrx: - Initial commit: Switch to .Net Core 2.0 - Fix build and removed not needed files Fabi: - Updated solution platforms. - Changed folder structure. - Change library target framework to netstandard2.0. - Updated solution platforms again... - Removed windows specific kernel32 function usage (Ctrl-C handler).
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/*
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* Copyright (C) 2012-2017 CypherCore <http://github.com/CypherCore>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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using Framework.Constants;
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using Framework.Database;
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using System.Collections.Generic;
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namespace Game.DataStorage
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{
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public class CharacterTemplateDataStorage : Singleton<CharacterTemplateDataStorage>
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{
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CharacterTemplateDataStorage() { }
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public void LoadCharacterTemplates()
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{
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uint oldMSTime = Time.GetMSTime();
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_characterTemplateStore.Clear();
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MultiMap<uint, CharacterTemplateClass> characterTemplateClasses = new MultiMap<uint, CharacterTemplateClass>();
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SQLResult classesResult = DB.World.Query("SELECT TemplateId, FactionGroup, Class FROM character_template_class");
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if (!classesResult.IsEmpty())
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{
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do
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{
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uint templateId = classesResult.Read<uint>(0);
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FactionMasks factionGroup = (FactionMasks)classesResult.Read<byte>(1);
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byte classID = classesResult.Read<byte>(2);
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if (!((factionGroup & (FactionMasks.Player | FactionMasks.Alliance)) == (FactionMasks.Player | FactionMasks.Alliance)) &&
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!((factionGroup & (FactionMasks.Player | FactionMasks.Horde)) == (FactionMasks.Player | FactionMasks.Horde)))
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{
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Log.outError(LogFilter.Sql, "Faction group {0} defined for character template {1} in `character_template_class` is invalid. Skipped.", factionGroup, templateId);
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continue;
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}
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if (!CliDB.ChrClassesStorage.ContainsKey(classID))
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{
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Log.outError(LogFilter.Sql, "Class {0} defined for character template {1} in `character_template_class` does not exists, skipped.", classID, templateId);
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continue;
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}
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characterTemplateClasses.Add(templateId, new CharacterTemplateClass(factionGroup, classID));
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}
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while (classesResult.NextRow());
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}
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else
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{
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Log.outInfo(LogFilter.ServerLoading, "Loaded 0 character template classes. DB table `character_template_class` is empty.");
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}
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SQLResult templates = DB.World.Query("SELECT Id, Name, Description, Level FROM character_template");
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if (templates.IsEmpty())
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{
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Log.outInfo(LogFilter.ServerLoading, "Loaded 0 character templates. DB table `character_template` is empty.");
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return;
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}
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do
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{
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CharacterTemplate templ = new CharacterTemplate();
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templ.TemplateSetId = templates.Read<uint>(0);
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templ.Name = templates.Read<string>(1);
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templ.Description = templates.Read<string>(2);
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templ.Level = templates.Read<byte>(3);
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templ.Classes = characterTemplateClasses[templ.TemplateSetId];
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if (templ.Classes.Empty())
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{
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Log.outError(LogFilter.Sql, "Character template {0} does not have any classes defined in `character_template_class`. Skipped.", templ.TemplateSetId);
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continue;
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}
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_characterTemplateStore[templ.TemplateSetId] = templ;
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}
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while (templates.NextRow());
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Log.outInfo(LogFilter.ServerLoading, "Loaded {0} character templates in {1} ms.", _characterTemplateStore.Count, Time.GetMSTimeDiffToNow(oldMSTime));
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}
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public Dictionary<uint, CharacterTemplate> GetCharacterTemplates()
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{
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return _characterTemplateStore;
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}
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public CharacterTemplate GetCharacterTemplate(uint templateId)
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{
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return _characterTemplateStore.LookupByKey(templateId);
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}
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Dictionary<uint, CharacterTemplate> _characterTemplateStore = new Dictionary<uint, CharacterTemplate>();
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}
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public struct CharacterTemplateClass
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{
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public CharacterTemplateClass(FactionMasks factionGroup, byte classID)
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{
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FactionGroup = factionGroup;
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ClassID = classID;
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}
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public FactionMasks FactionGroup;
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public byte ClassID;
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}
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public class CharacterTemplate
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{
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public uint TemplateSetId;
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public List<CharacterTemplateClass> Classes;
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public string Name;
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public string Description;
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public byte Level;
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}
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}
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