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.DataStorage;
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using Game.Spells;
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using System;
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using System.Collections.Generic;
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using System.Text;
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namespace Game
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{
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class CharacterDatabaseCleaner
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{
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public static void CleanDatabase()
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{
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// config to disable
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if (!WorldConfig.GetBoolValue(WorldCfg.CleanCharacterDb))
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return;
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Log.outInfo(LogFilter.Server, "Cleaning character database...");
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uint oldMSTime = Time.GetMSTime();
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// check flags which clean ups are necessary
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SQLResult result = DB.Characters.Query("SELECT value FROM worldstates WHERE entry = {0}", (uint)WorldStates.CleaningFlags);
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if (result.IsEmpty())
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return;
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CleaningFlags flags = (CleaningFlags)result.Read<uint>(0);
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// clean up
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if (flags.HasAnyFlag(CleaningFlags.AchievementProgress))
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CleanCharacterAchievementProgress();
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if (flags.HasAnyFlag(CleaningFlags.Skills))
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CleanCharacterSkills();
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if (flags.HasAnyFlag(CleaningFlags.Spells))
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CleanCharacterSpell();
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if (flags.HasAnyFlag(CleaningFlags.Talents))
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CleanCharacterTalent();
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if (flags.HasAnyFlag(CleaningFlags.Queststatus))
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CleanCharacterQuestStatus();
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// NOTE: In order to have persistentFlags be set in worldstates for the next cleanup,
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// you need to define them at least once in worldstates.
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flags &= (CleaningFlags) WorldConfig.GetIntValue(WorldCfg.PersistentCharacterCleanFlags);
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DB.Characters.Execute("UPDATE worldstates SET value = {0} WHERE entry = {1}", flags, (uint)WorldStates.CleaningFlags);
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Global.WorldMgr.SetCleaningFlags(flags);
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Log.outInfo(LogFilter.ServerLoading, "Cleaned character database in {0} ms", Time.GetMSTimeDiffToNow(oldMSTime));
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}
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delegate bool CheckFor(uint id);
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static void CheckUnique(string column, string table, CheckFor check)
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{
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SQLResult result = DB.Characters.Query("SELECT DISTINCT {0} FROM {1}", column, table);
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if (result.IsEmpty())
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{
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Log.outInfo(LogFilter.Sql, "Table {0} is empty.", table);
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return;
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}
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bool found = false;
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StringBuilder ss = new StringBuilder();
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do
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{
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uint id = result.Read<uint>(0);
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if (!check(id))
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{
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if (!found)
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{
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ss.AppendFormat("DELETE FROM {0} WHERE {1} IN(", table, column);
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found = true;
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}
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else
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ss.Append(',');
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ss.Append(id);
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}
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}
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while (result.NextRow());
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if (found)
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{
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ss.Append(')');
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DB.Characters.Execute(ss.ToString());
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}
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}
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static bool AchievementProgressCheck(uint criteria)
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{
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return Global.CriteriaMgr.GetCriteria(criteria) != null;
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}
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static void CleanCharacterAchievementProgress()
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{
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CheckUnique("criteria", "character_achievement_progress", AchievementProgressCheck);
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}
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static bool SkillCheck(uint skill)
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{
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return CliDB.SkillLineStorage.ContainsKey(skill);
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}
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static void CleanCharacterSkills()
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{
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CheckUnique("skill", "character_skills", SkillCheck);
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}
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static bool SpellCheck(uint spell_id)
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{
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SpellInfo spellInfo = Global.SpellMgr.GetSpellInfo(spell_id);
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return spellInfo != null && !spellInfo.HasAttribute(SpellCustomAttributes.IsTalent);
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}
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static void CleanCharacterSpell()
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{
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CheckUnique("spell", "character_spell", SpellCheck);
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}
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static bool TalentCheck(uint talent_id)
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{
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TalentRecord talentInfo = CliDB.TalentStorage.LookupByKey(talent_id);
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if (talentInfo == null)
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return false;
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return CliDB.ChrSpecializationStorage.ContainsKey(talentInfo.SpecID);
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}
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static void CleanCharacterTalent()
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{
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DB.Characters.Execute("DELETE FROM character_talent WHERE talentGroup > {0}", PlayerConst.MaxSpecializations);
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CheckUnique("talentId", "character_talent", TalentCheck);
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}
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static void CleanCharacterQuestStatus()
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{
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DB.Characters.Execute("DELETE FROM character_queststatus WHERE status = 0");
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}
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}
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[Flags]
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public enum CleaningFlags
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{
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AchievementProgress = 0x1,
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Skills = 0x2,
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Spells = 0x4,
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Talents = 0x8,
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Queststatus = 0x10
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}
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}
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