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 Game.Achievements;
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using Game.DataStorage;
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using Game.Maps;
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using Game.Network;
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using System;
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using System.Collections.Generic;
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namespace Game.Scenarios
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{
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public class InstanceScenario : Scenario
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{
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public InstanceScenario(Map map, ScenarioData scenarioData) : base(scenarioData)
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{
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_map = map;
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//ASSERT(_map);
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LoadInstanceData(_map.GetInstanceId());
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var players = map.GetPlayers();
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foreach (var player in players)
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SendScenarioState(player);
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}
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public void SaveToDB()
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{
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if (_criteriaProgress.Empty())
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return;
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DifficultyRecord difficultyEntry = CliDB.DifficultyStorage.LookupByKey(_map.GetDifficultyID());
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if (difficultyEntry == null || difficultyEntry.Flags.HasAnyFlag(DifficultyFlags.ChallengeMode)) // Map should have some sort of "CanSave" boolean that returns whether or not the map is savable. (Challenge modes cannot be saved for example)
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return;
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uint id = _map.GetInstanceId();
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if (id == 0)
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{
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Log.outDebug(LogFilter.Scenario, "Scenario.SaveToDB: Can not save scenario progress without an instance save. Map.GetInstanceId() did not return an instance save.");
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return;
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}
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SQLTransaction trans = new SQLTransaction();
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foreach (var iter in _criteriaProgress)
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{
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if (!iter.Value.Changed)
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continue;
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Criteria criteria = Global.CriteriaMgr.GetCriteria(iter.Key);
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switch (criteria.Entry.Type)
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{
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// Blizzard only appears to store creature kills
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case CriteriaTypes.KillCreature:
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break;
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default:
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continue;
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}
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if (iter.Value.Counter != 0)
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_SCENARIO_INSTANCE_CRITERIA);
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stmt.AddValue(0, id);
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stmt.AddValue(1, iter.Key);
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trans.Append(stmt);
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stmt = DB.Characters.GetPreparedStatement(CharStatements.INS_SCENARIO_INSTANCE_CRITERIA);
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stmt.AddValue(0, id);
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stmt.AddValue(1, iter.Key);
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stmt.AddValue(2, iter.Value.Counter);
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stmt.AddValue(3, (uint)iter.Value.Date);
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trans.Append(stmt);
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}
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iter.Value.Changed = false;
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}
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DB.Characters.CommitTransaction(trans);
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}
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void LoadInstanceData(uint instanceId)
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{
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PreparedStatement stmt = DB.Characters.GetPreparedStatement(CharStatements.SEL_SCENARIO_INSTANCE_CRITERIA_FOR_INSTANCE);
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stmt.AddValue(0, instanceId);
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SQLResult result = DB.Characters.Query(stmt);
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if (!result.IsEmpty())
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{
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SQLTransaction trans = new SQLTransaction();
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long now = Time.UnixTime;
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List<CriteriaTree> criteriaTrees = new List<CriteriaTree>();
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do
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{
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uint id = result.Read<uint>(0);
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ulong counter = result.Read<ulong>(1);
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long date = result.Read<uint>(2);
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Criteria criteria = Global.CriteriaMgr.GetCriteria(id);
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if (criteria == null)
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{
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// Removing non-existing criteria data for all instances
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Log.outError(LogFilter.Scenario, "Removing scenario criteria {0} data from the table `instance_scenario_progress`.", id);
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stmt = DB.Characters.GetPreparedStatement(CharStatements.DEL_SCENARIO_INSTANCE_CRITERIA);
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stmt.AddValue(0, instanceId);
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stmt.AddValue(1, id);
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trans.Append(stmt);
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continue;
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}
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if (criteria.Entry.StartTimer != 0 && (date + criteria.Entry.StartTimer) < now)
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continue;
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switch (criteria.Entry.Type)
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{
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// Blizzard appears to only stores creatures killed progress for unknown reasons. Either technical shortcoming or intentional
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case CriteriaTypes.KillCreature:
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break;
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default:
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continue;
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}
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SetCriteriaProgress(criteria, counter, null, ProgressType.Set);
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List<CriteriaTree> trees = Global.CriteriaMgr.GetCriteriaTreesByCriteria(criteria.ID);
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if (trees != null)
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{
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foreach (CriteriaTree tree in trees)
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criteriaTrees.Add(tree);
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}
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}
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while (result.NextRow());
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DB.Characters.CommitTransaction(trans);
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foreach (CriteriaTree tree in criteriaTrees)
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{
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ScenarioStepRecord step = tree.ScenarioStep;
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if (step == null)
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continue;
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if (IsCompletedCriteriaTree(tree))
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SetStepState(step, ScenarioStepState.Done);
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}
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}
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}
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public override string GetOwnerInfo()
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{
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return string.Format("Instance ID {0}", _map.GetInstanceId());
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}
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public override void SendPacket(ServerPacket data)
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{
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//Hack todo fix me
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if (_map == null)
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{
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return;
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}
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_map.SendToPlayers(data);
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}
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Map _map;
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Dictionary<byte, Dictionary<uint, CriteriaProgress>> _stepCriteriaProgress = new Dictionary<byte, Dictionary<uint, CriteriaProgress>>();
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}
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}
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