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https://github.com/RustySamovar/RustySamovar.git
synced 2024-11-24 11:23:33 +00:00
Implement inserting items (weapons, reliquaries, materials) into the database
This commit is contained in:
parent
2135b8baa8
commit
c1cedcb189
@ -1,6 +1,8 @@
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// Database Manager
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use std::collections::HashMap;
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use std::sync::Arc;
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#[macro_use]
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use packet_processor::*;
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@ -70,6 +72,9 @@ use super::reliquary_prop::Entity as ReliquaryPropEntity;
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pub use super::furniture_info::Model as FurnitureInfo;
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use super::furniture_info::Entity as FurnitureInfoEntity;
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/*
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This is used to convert async operations into sync ones
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*/
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trait Block {
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fn wait(self) -> <Self as futures::Future>::Output
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where Self: Sized, Self: futures::Future
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@ -82,15 +87,62 @@ impl<F,T> Block for F
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where F: futures::Future<Output = T>
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{}
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/*
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This is a hack around inserting a single item into database.
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Sea-orm's implementation doesn't work if the primary key is not "autoincrement", which is our case.
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*/
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trait Insertable<A, E>: ActiveModelTrait<Entity = E>
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where
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A: ActiveModelTrait<Entity = E>,
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E::Model: IntoActiveModel<A>,
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E: EntityTrait,
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{
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fn put(self, db: &DatabaseConnection, guid: i64) -> Result<E::Model, DbErr>
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{
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use std::str::FromStr;
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E::insert_many(vec![self]).exec(db).wait()?;
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let column = match E::Column::from_str("guid") {
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Ok(column) => column,
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Err(_) => panic!("GUID column not found!"),
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};
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let item = E::find().filter(
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Condition::all()
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.add(column.eq(guid))
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).one(db).wait()?;
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match item {
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Some(item) => Ok(item), //Ok(item.into_active_model()),
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None => Err(DbErr::Custom(format!("Failed to find inserted item: {}", guid)))
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}
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}
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}
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impl<A,E> Insertable<A,E> for A
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where
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A: ActiveModelTrait<Entity = E>,
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E::Model: IntoActiveModel<A>,
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E: EntityTrait,
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{}
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/*
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Database manager itself
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*/
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#[derive(Debug)]
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pub struct DatabaseManager {
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db: DbConn,
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jm: Arc<JsonManager>,
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}
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impl DatabaseManager {
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pub fn new(conn_string: &str) -> Self {
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pub fn new(conn_string: &str, jm: Arc<JsonManager>) -> Self {
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return DatabaseManager {
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db: Database::connect(conn_string).wait().unwrap(),
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jm: jm.clone(),
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};
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}
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@ -371,6 +423,17 @@ impl DatabaseManager {
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return Some(vec![item]);
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}*/
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pub fn get_items_by_item_id(&self, uid: u32, item_id: u32) -> Vec<ItemInfo> {
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match ItemInfoEntity::find().filter(
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Condition::all()
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.add(super::item_info::Column::Uid.eq(uid))
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.add(super::item_info::Column::ItemId.eq(item_id))
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).all(&self.db).wait() {
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Err(e) => { panic!("DB ERROR: {}!", e) },
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Ok(data) => data,
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}
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}
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pub fn get_inventory(&self, uid: u32) -> Option<Vec<proto::Item>> {
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/*
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Inventory item can be of three types: material, equip and furniture
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@ -382,7 +445,12 @@ impl DatabaseManager {
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4) Weapons (+their affices)
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*/
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let items = match ItemInfoEntity::find_by_id(uid).all(&self.db).wait() {
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let request = ItemInfoEntity::find().filter(
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Condition::all()
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.add(super::item_info::Column::Uid.eq(uid)
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)).all(&self.db).wait();
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let items = match request {
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Err(e) => { panic!("DB ERROR: {}!", e) },
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Ok(items) => items,
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};
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@ -415,11 +483,12 @@ impl DatabaseManager {
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});
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let equip = equip.into_iter().map(|(ii, ei)| {
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let reliquary = match ei.find_related(ReliquaryInfoEntity).one(&self.db).wait() {
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Err(e) => { panic!("DB ERROR: {}!", e) },
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Ok(data) => match data {
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None => None,
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Some(data) => {
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let detail = if self.jm.is_item_reliquary(ii.item_id) {
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let reliquary = match ei.find_related(ReliquaryInfoEntity).one(&self.db).wait() {
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Err(e) => { panic!("DB ERROR: {}!", e) },
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Ok(data) => {
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let data = data.unwrap();
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let props = match data.find_related(ReliquaryPropEntity).all(&self.db).wait() {
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Err(e) => { panic!("DB ERROR: {}!", e) },
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Ok(data) => data.into_iter().map(|rp| rp.prop_id).collect(),
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@ -432,26 +501,24 @@ impl DatabaseManager {
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main_prop_id: data.main_prop_id,
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append_prop_id_list: props,
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}))
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}
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},
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};
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},
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};
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let weapon = match ei.find_related(WeaponAffixInfoEntity).all(&self.db).wait() {
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Err(e) => { panic!("DB ERROR: {}!", e) },
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Ok(data) => Some(build!(Weapon {
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level: ei.level,
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promote_level: ei.promote_level,
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exp: ei.exp,
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affix_map: data.into_iter().map(|wai| (wai.affix_id, wai.affix_value)).collect(),
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}))
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};
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let detail = if reliquary != None {
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Some(proto::equip::Detail::Reliquary(reliquary.unwrap()))
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} else if weapon != None {
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} else if self.jm.is_item_weapon(ii.item_id) {
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let weapon = match ei.find_related(WeaponAffixInfoEntity).all(&self.db).wait() {
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Err(e) => { panic!("DB ERROR: {}!", e) },
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Ok(data) => Some(build!(Weapon {
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level: ei.level,
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promote_level: ei.promote_level,
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exp: ei.exp,
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affix_map: data.into_iter().map(|wai| (wai.affix_id, wai.affix_value)).collect(),
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})),
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};
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Some(proto::equip::Detail::Weapon(weapon.unwrap()))
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} else {
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panic!("Equip item {} is not recognized as weapon or relic!", ii.guid)
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panic!("Equip item {} is not recognized as a weapon or relic: {:?} {:?}!", ii.guid, ii, ei)
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};
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build!(Item {
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@ -469,6 +536,32 @@ impl DatabaseManager {
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);
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}
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pub fn get_item_count_by_item_id(&self, uid: u32, item_id: u32) -> u32 {
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let items = self.get_items_by_item_id(uid, item_id);
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let materials: Vec<(ItemInfo, MaterialInfo)> = self.find_related_to_items(&items, MaterialInfoEntity);
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let furniture: Vec<(ItemInfo, FurnitureInfo)> = self.find_related_to_items(&items, FurnitureInfoEntity);
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let equip: Vec<(ItemInfo, EquipInfo)> = self.find_related_to_items(&items, EquipInfoEntity);
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if materials.len() > 0 {
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assert!(materials.len() == 1);
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return materials[0].1.count;
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}
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if furniture.len() > 0 {
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assert!(furniture.len() == 1);
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return furniture[0].1.count;
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}
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if equip.len() > 0 {
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return equip.len() as u32;
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}
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return 0;
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}
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fn find_related_to_items<T: sea_orm::EntityTrait>(&self, items: &Vec<ItemInfo>, entity_type: T) -> Vec<(ItemInfo, T::Model)>
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where
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ItemInfoEntity: sea_orm::Related<T>
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@ -645,6 +738,263 @@ impl DatabaseManager {
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return tsi;
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}
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pub fn get_new_guid(&self, uid: u32) -> u64 {
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use rand::Rng;
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let id = rand::thread_rng().gen(); // TODO: use something more sophisticated!
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IdManager::get_guid_by_uid_and_id(uid, id)
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}
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pub fn add_equip(&self, uid: u32, item_id: u32) -> Option<proto::Item> {
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assert!(self.jm.is_item_weapon(item_id) || self.jm.is_item_reliquary(item_id));
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let new_guid = self.get_new_guid(uid);
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let eq_info = super::equip_info::ActiveModel {
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guid: ActiveValue::Set(new_guid as i64),
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is_locked: ActiveValue::Set(false),
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level: ActiveValue::Set(1),
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exp: ActiveValue::Set(0),
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promote_level: ActiveValue::Set(0), // TODO: 1?
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};
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let eq_info: EquipInfo = eq_info.put(&self.db, new_guid as i64).unwrap();
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let it_info = super::item_info::ActiveModel {
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uid: ActiveValue::Set(uid),
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guid: ActiveValue::Set(new_guid as i64),
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item_id: ActiveValue::Set(item_id),
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};
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let it_info: ItemInfo = it_info.put(&self.db, new_guid as i64).unwrap();
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let detail = if self.jm.is_item_weapon(item_id) {
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let affixes: Vec<_> = self.jm.weapons[&item_id].skill_affix.iter()
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.filter(|a| **a != 0)
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.map(|a| super::weapon_affix_info::ActiveModel {
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guid: ActiveValue::Set(new_guid as i64),
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affix_id: ActiveValue::Set(*a),
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affix_value: ActiveValue::Set(0),
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})
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.collect();
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if affixes.len() > 0 {
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WeaponAffixInfoEntity::insert_many(affixes.clone()).exec(&self.db).wait().unwrap();
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}
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let weapon = build!(Weapon {
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level: eq_info.level,
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promote_level: eq_info.promote_level,
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exp: eq_info.exp,
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affix_map: affixes.into_iter().map(|wai| (wai.affix_id.unwrap(), wai.affix_value.unwrap())).collect(),
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});
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Some(proto::equip::Detail::Weapon(weapon))
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} else if self.jm.is_item_reliquary(item_id) {
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// TODO: roll for main & append reliquary properties!
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let (main_stat, sub_stats) = self.jm.roll_reliquary_stats_by_item_id(item_id);
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let re_info = super::reliquary_info::ActiveModel {
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guid: ActiveValue::Set(new_guid as i64),
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main_prop_id: ActiveValue::Set(main_stat),
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};
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let re_info: ReliquaryInfo = re_info.put(&self.db, new_guid as i64).unwrap();
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let sub_stats_v: Vec<_> = sub_stats.clone().into_iter()
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.map(|s| super::reliquary_prop::ActiveModel {
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guid: ActiveValue::Set(new_guid as i64),
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prop_id: ActiveValue::Set(s),
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})
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.collect();
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if sub_stats_v.len() > 0 {
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ReliquaryPropEntity::insert_many(sub_stats_v).exec(&self.db).wait().unwrap();
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}
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let reliquary = build!(Reliquary {
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level: eq_info.level,
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promote_level: eq_info.promote_level,
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exp: eq_info.exp,
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main_prop_id: main_stat,
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append_prop_id_list: sub_stats,
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});
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Some(proto::equip::Detail::Reliquary(reliquary))
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} else {
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panic!("Equip item {} is not recognized as a weapon or relic!", item_id)
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};
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let item = build!(Item {
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guid: new_guid,
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item_id: item_id,
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detail: Some(proto::item::Detail::Equip(build!(Equip {
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is_locked: eq_info.is_locked,
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detail: detail,
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}))),
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});
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return Some(item);
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}
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pub fn add_stackable(&self, uid: u32, item_id: u32, count: i32) -> Option<proto::Item> {
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let items_list = self.get_items_by_item_id(uid, item_id);
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let (guid, detail) = if items_list.len() == 0 {
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assert!(count > 0);
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let count: u32 = count as u32;
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// Create new record
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let new_guid = self.get_new_guid(uid);
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let it_info = super::item_info::ActiveModel {
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uid: ActiveValue::Set(uid),
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guid: ActiveValue::Set(new_guid as i64),
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item_id: ActiveValue::Set(item_id),
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};
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let it_info: ItemInfo = it_info.put(&self.db, new_guid as i64).unwrap();
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let detail = if self.jm.is_item_material(item_id) {
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// Material
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let mt_info = super::material_info::ActiveModel {
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guid: ActiveValue::Set(new_guid as i64),
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count: ActiveValue::Set(count),
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has_delete_config: ActiveValue::Set(false),
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// TODO: MaterialDeleteConfig!
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};
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let mt_info: MaterialInfo = mt_info.put(&self.db, new_guid as i64).unwrap();
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proto::item::Detail::Material(build!(Material {
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count: mt_info.count,
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}))
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} else {
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// Furniture
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// TODO: no way to check against furniture list, so we're assuming everything that's not material is furniture
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// That is true as of now, but might change in future versions
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let fr_info = super::furniture_info::ActiveModel {
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guid: ActiveValue::Set(new_guid as i64),
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count: ActiveValue::Set(count),
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};
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let fr_info: FurnitureInfo = fr_info.put(&self.db, new_guid as i64).unwrap();
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proto::item::Detail::Furniture(build!(Furniture {
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count: fr_info.count,
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}))
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};
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(new_guid, detail)
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} else if items_list.len() == 1 {
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let item = &items_list[0];
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let detail = if self.jm.is_item_material(item_id) {
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let mt_info = item.find_related(MaterialInfoEntity).one(&self.db).wait().unwrap();
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let mut mt_info: super::material_info::ActiveModel = mt_info.unwrap().into();
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mt_info.count = ActiveValue::Set((mt_info.count.unwrap() as i32 + count) as u32);
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let mt_info: MaterialInfo = mt_info.update(&self.db).wait().unwrap();
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proto::item::Detail::Material(build!(Material {
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count: mt_info.count,
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}))
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} else {
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let fr_info = item.find_related(FurnitureInfoEntity).one(&self.db).wait().unwrap();
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let mut fr_info: super::furniture_info::ActiveModel = fr_info.unwrap().into();
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fr_info.count = ActiveValue::Set((fr_info.count.unwrap() as i32 + count) as u32);
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let fr_info: FurnitureInfo = fr_info.update(&self.db).wait().unwrap();
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proto::item::Detail::Furniture(build!(Furniture {
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count: fr_info.count,
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}))
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};
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(item.guid as u64, detail)
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} else {
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panic!("Database is in inconsistent shape: multiple items of {}", item_id);
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};
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let item = build!(Item {
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guid: guid,
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item_id: item_id,
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detail: Some(detail),
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});
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return Some(item);
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}
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pub fn remove_item_by_item_id(&self, uid: u32, item_id: u32) -> Option<proto::Item> {
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let items_list = self.get_items_by_item_id(uid, item_id);
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assert!(items_list.len() == 1);
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let item = &items_list[0];
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self.remove_item_by_guid(item.guid);
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let item = build!(Item {
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guid: item.guid as u64,
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item_id: item.item_id,
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detail: None, // TODO: we make a simplification here!
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});
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Some(item)
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}
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fn remove_item_by_guid(&self, guid: i64) {
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// First, we delete a record about the item
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let res = ItemInfoEntity::delete_many()
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.filter(super::item_info::Column::Guid.eq(guid))
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.exec(&self.db)
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.wait().unwrap();
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assert!(res.rows_affected == 1);
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// Next, clean up any remaining aux data
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// We could try to check the item type, but why bother if GUIDs are unique?
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let res = FurnitureInfoEntity::delete_many()
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.filter(super::furniture_info::Column::Guid.eq(guid))
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.exec(&self.db)
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.wait().unwrap();
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assert!(res.rows_affected <= 1);
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let res = MaterialInfoEntity::delete_many()
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.filter(super::material_info::Column::Guid.eq(guid))
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.exec(&self.db)
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.wait().unwrap();
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assert!(res.rows_affected <= 1);
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let res = ReliquaryInfoEntity::delete_many()
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.filter(super::reliquary_info::Column::Guid.eq(guid))
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.exec(&self.db)
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.wait().unwrap();
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assert!(res.rows_affected <= 1);
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let res = ReliquaryPropEntity::delete_many()
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.filter(super::reliquary_prop::Column::Guid.eq(guid))
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.exec(&self.db)
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.wait().unwrap();
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// No assert here
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|
||||
let res = WeaponAffixInfoEntity::delete_many()
|
||||
.filter(super::weapon_affix_info::Column::Guid.eq(guid))
|
||||
.exec(&self.db)
|
||||
.wait().unwrap();
|
||||
|
||||
// No assert here
|
||||
}
|
||||
|
||||
pub const SPOOFED_AVATAR_ID: u32 = 1;
|
||||
pub const SPOOFED_WEAPON_ID: u32 = 2;
|
||||
const SPOOFED_SCENE_ID: u32 = 3; // TODO: that's a different kind of ID!
|
||||
|
@ -5,8 +5,8 @@ use sea_orm::entity::prelude::*;
|
||||
#[derive(Clone, Debug, PartialEq, DeriveEntityModel)]
|
||||
#[sea_orm(table_name = "item_info")]
|
||||
pub struct Model {
|
||||
#[sea_orm(primary_key)]
|
||||
pub uid: u32,
|
||||
#[sea_orm(primary_key)]
|
||||
pub guid: i64,
|
||||
pub item_id: u32,
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user