400 lines
18 KiB
C
400 lines
18 KiB
C
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#ifndef LOGIC_DB_REQUEST_HANDLER_H_
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#define LOGIC_DB_REQUEST_HANDLER_H_
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struct CUserItem;
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struct tagOneSkillDbData;
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/*
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逻辑DB请求处理类。
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*/
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// Forward Declaration
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class CSQLConenction;
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class ILogicDBRequestHost;
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class CLogicDBReqestHandler
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{
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public:
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CLogicDBReqestHandler();
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~CLogicDBReqestHandler();
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public:
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inline void SetSQLConnection(CSQLConenction *pSQLConn) { m_pSQLConnection = pSQLConn; }
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inline CSQLConenction* GetSqlConnection() {return m_pSQLConnection;}
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inline void SetRequestHost(ILogicDBRequestHost *pHost) { m_pHost = pHost; }
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//追踪内存使用情况
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void Trace ();
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///*
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//* Comments: 获取连接对端的ServerId
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//* @Return int:
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//* @Remark:
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//*/
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//int getClientServerIndex();
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//////////////////////////////////////////////////////////////////////////
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// 杂DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void ExecuInitDb(CDataPacketReader &inPacket);
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void OnResponseDbSessionData(CDataPacketReader &inPacket);
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void UpdateLogicGateUserInfo(CDataPacketReader &inPacket);
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void LogicSendStopDbServerCmd(CDataPacketReader &inPacket);
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void OnReloadCrossConfig(CDataPacketReader &inPacket);
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//////////////////////////////////////////////////////////////////////////
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// 角色基本数据相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void SaveActorCustomInfo(CDataPacketReader& inPacket);//保存自定义数据
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void QueryActorCustomInfo(CDataPacketReader& inPacket);//查询自定义数据
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void QueryActorCustomInfoUnForbid(CDataPacketReader& inPacket);
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void SaveActorCustomInfoUnForbid(CDataPacketReader& inPacket);//保存自定义数据
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void QueryActorCustomInfoCustomTitleId(CDataPacketReader& inPacket);
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void SaveActorCustomInfoCustomTitleId(CDataPacketReader& inPacket);//保存自定义数据
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unsigned int QueryActorFromDB(CDataPacketReader &inPacket);
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void QueryActoSubSystemData(CDataPacketReader &inPacket);
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void SaveOfflineActorProperty(CDataPacketReader& inPacket);
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void QueryOfflineUserInfo(CDataPacketReader &inPacket);
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void QueryOfflineUserHeroInfo(CDataPacketReader &inPacket);
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void SaveActorToDB(CDataPacketReader &inPacket, bool bResp = true);
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void UpdateChallengeData(CDataPacketReader &inPacket);
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void QueryActorExists(CDataPacketReader & inPacket);
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void UpdateCharStatus(CDataPacketReader & inPacket);
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void UpdateCharOnlineStatus(unsigned int nActorId, int nStatus);
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void ChangeActorTradingQuota(CDataPacketReader & inPacket);// 修改玩家交易额度
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//计数器
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void LoadCircleCount();
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void LoadActorStaticCounts(unsigned int nActorId, unsigned int nRawServerId, unsigned int nLoginServerId);
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void SaveActorStaticCounts(CDataPacketReader& packet);
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//强化
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void QueryStrengthenImpl(MYSQL_ROW pRow, CDataPacket& OutPacket);
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void LoadActorStrengthenInfo( unsigned int nActorID,unsigned int nRawServerId,unsigned int nLoginServerId);
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void SaveActorStrengthenInfo(CDataPacketReader& packet);
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//圣物dcSaveHallowsSystemInfo
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void SaveHallowsSystemInfo(CDataPacketReader& packet);
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void LoadHallowsSystemInfo(CDataPacketReader& packet);
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//复活特权
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void LoadReviveDurationSystemInfo(CDataPacketReader& packet);
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void SaveReviveDurationSystemInfo(CDataPacketReader& packet);
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//宠物
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void QueryLootPetData(unsigned int nActorId, unsigned int nRawServerId, unsigned int nLoginServerId);
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void SaveLootPetToDB(CDataPacketReader& packet, bool bResp = true);
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//返利活动
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void QueryRebateData(CDataPacketReader& packet);
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void QueryNextDayRebateData(CDataPacketReader& packet);
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void UpdateRebateData(CDataPacketReader& packet);
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void SaveRebateToDB(CDataPacketReader& packet);
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void ClearRebateData(CDataPacketReader& packet);
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//跨服
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void LoadCrossGuildId(CDataPacketReader& packet);
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//成就
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void LoadActorAchieveMentInfo(unsigned int nActorId, unsigned int nRawServerId, unsigned int nLoginServerId);
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void SaveActorAchieveMentInfo(CDataPacketReader& packet);
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void LoadOfflineAchieveMentInfo(CDataPacketReader& packet);
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void SaveOfflineAchieveMentInfo(CDataPacketReader& packet);
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void SaveActorGhost(CDataPacketReader& packet);
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void LoadActorGhost(CDataPacketReader& packet);
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//////////////////////////////////////////////////////////////////////////
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// 背包物品以及活动背包相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void QueryItemsImpl(MYSQL_ROW pRow, CUserItem& data);
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void QueryItems(unsigned int nActorID, unsigned int nItemStoreType, int nRawServerId, int nLoginServerId);
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void SaveItems(CDataPacketReader &inPacket, bool bResp = true);
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void LoadUserActiveItem(CDataPacketReader &inPacket);
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void GetUserActiveItem(CDataPacketReader &inPacket);
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void RemoveUserActiveItem(CDataPacketReader &inPacket);
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//衣橱系统保存
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void SaveAlmirahItem(CDataPacketReader & inPacket, bool bResp = true);
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void LoadAlmirahItem(unsigned int nActorId, int nRawServerId, int nLoginServerId);
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//////////////////////////////////////////////////////////////////////////
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// 游戏设置相关的db 请求处理
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//////////////////////////////////////////////////////////////////////////
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void QueryOtherGameSetsFromDB(unsigned int nActorID, int nRawServerId, int nLoginServerId);
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void SaveOtherGameSetsToDB(CDataPacketReader &inPacket, bool bResp = true);
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//////////////////////////////////////////////////////////////////////////
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// 技能相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void QuerySkillImpl(MYSQL_ROW pRow, tagOneSkillDbData& data);
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void QuerySkillFromDB(unsigned int nActorID, int nRawServerId, int nLoginServerId);
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void SaveSkillToDB(CDataPacketReader &inPacket, bool bResp = true);
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//////////////////////////////////////////////////////////////////////////
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// 任务相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void QueryQuestFromDB(CDataPacketReader &inPacket);
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void SaveQuestToDB(CDataPacketReader &inPacket, bool bResp = true);
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//////////////////////////////////////////////////////////////////////////
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// 脚本数据相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void QueryActorScriptData(CDataPacketReader &inPacket);
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void QueryActorScriptData(unsigned int nActorId, int nRawServerId, int nLoginServerId);
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void SaveScriptDataToDB(CDataPacketReader &inPacket, bool bResp = true);
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//////////////////////////////////////////////////////////////////////////
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// 公会相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void LoadGuildList(CDataPacketReader &inPacket);
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void LoadGuildDetail(CDataPacketReader &inPacket);
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void AddGuild(CDataPacketReader &inPacket);
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void LoadGuildSkillDb(CDataPacketReader &inPacket);
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void DeleteMember(CDataPacketReader &inPacket);
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void SaveActorGuild(CDataPacketReader &inPacket, bool bResp = true);
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void LoadActorGuild(unsigned int nActorid);
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void AddGuildMember(CDataPacketReader &inPacket);
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void InitGuildSkillInfo(CDataPacketReader &inPacket);
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void SaveGuildSkill(CDataPacketReader &inPacket);
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void SaveGuildEventDb(CDataPacketReader &inPacket);
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void LoadGuildEventDb(CDataPacketReader &inPacket);
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void SaveGuild(CDataPacketReader &inPacket);
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void DeleteGuild(CDataPacketReader &inPacket);
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void AddMemberOffLine(CDataPacketReader &inPacket);
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void SaveGuildDepotDb(CDataPacketReader &inPacket);
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void LoadGuildDepoyFromDb(CDataPacketReader &inPacket);
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void LoadGuildDepotRecordDb(CDataPacketReader &inPacket);
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void SaveGuildDepotRecordDb(CDataPacketReader &inPacket);
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void LoadActorBuildingDb(CDataPacketReader &inPacket);
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void LoadGuildApplyList(CDataPacketReader &inPacket);
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void DealGuildApply(CDataPacketReader &inPacket);
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void LoadActorApplyResult(CDataPacketReader &inPacket);
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void SaveActorApplyResult(CDataPacketReader &inPacket);
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//////////////////////////////////////////////////////////////////////////
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// 活动相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void LoadActivityList(CDataPacketReader &inPacket);
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void SaveActivityList(CDataPacketReader &inPacket);
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void LoadActorActivity(CDataPacketReader &inPacket, unsigned int nActorID, int nRawServerId, int nLoginServerId);
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void SaveActorActivity(CDataPacketReader &inPacket, unsigned int nActorID, int nRawServerId, int nLoginServerId);
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//////////////////////////////////////////////////////////////////////////
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// boss相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void LoadBossList(CDataPacketReader &inPacket);
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void SaveBossList(CDataPacketReader &inPacket);
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void LoadActorBossList(CDataPacketReader &inPacket, unsigned int nActorID, int nRawServerId, int nLoginServerId);
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void SaveActorBossList(CDataPacketReader &inPacket, unsigned int nActorID, int nRawServerId, int nLoginServerId);
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//////////////////////////////////////////////////////////////////////////
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// 消息相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void LoadMsgListFromId(unsigned int nActorId,INT64 nMsgId, int nRawServerId, int nLoginServerId);
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void LoadMsgList(CDataPacketReader &inPacket);
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void DeleteMsg(CDataPacketReader &inPacket);
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void AddMsg(CDataPacketReader &inPacket);
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void AddMsgByName(CDataPacketReader &inPacket);
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//////////////////////////////////////////////////////////////////////////
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// 好友相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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int SaveFriendsData(unsigned int nActorid,int nRsType,int nFriendId,LPCSTR szName,UINT nParam);
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void SaveFriends(CDataPacketReader &inPacket, bool bResp = true);
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void LoadFriends(CDataPacketReader &inPacket);
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int CleanFriends(unsigned int nActorid);
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//////////////////////////////////////////////////////////////////////////
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// 宠物相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void QueryPetData(unsigned int nActorID, int nRawServerId, int nLoginServerId);
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void QueryPetDetailData(CDataPacketReader &inPacket); //装载宠物的装备/技能等数据
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void QueryPetSkillData(unsigned int nActorID, int nRawServerId, int nLoginServerId);
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void SavePetSkillData(CDataPacketReader &inPacket, bool bResp = true); //保存宠物的技能数据
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void SavePetToDB(CDataPacketReader &inPacket, bool bResp = true);
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//////////////////////////////////////////////////////////////////////////
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// 头衔相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void LoadBaseRank(CDataPacketReader &inPacket);
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void SaveBaseRank(CDataPacketReader &inPacket);
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void SaveBaseRankCS(CDataPacketReader &inPacket);//跨服的排行榜保存数据
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//////////////////////////////////////////////////////////////////////////
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// 关系相关的DB请求处理
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//////////////////////////////////////////////////////////////////////////
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void QueryRelationData(unsigned int nActorId, int nRawServerId, int nLoginServerId);
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void SaveRelation(CDataPacketReader &inPacket);
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//////////////////////////////////////////////////////////////////////////
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// 战力排行榜
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//////////////////////////////////////////////////////////////////////////
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VOID LoadActorCombatRank(CDataPacketReader &inPacket);
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VOID LoadActorCombatGameInfo(CDataPacketReader &inPacket);
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VOID UpdateActorCombatAward(CDataPacketReader &inPacket);
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VOID SaveActorCombatGameInfo(CDataPacketReader &inPacket);
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VOID LoadCombatRecord(CDataPacketReader &inPacket);
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VOID SaveCombatRecordToDb(CDataPacketReader &inPacket);
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//////////////////////////////////////////////////////////////////////////
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// 职业宗师竞技
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//////////////////////////////////////////////////////////////////////////
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VOID LoadActorCombatBaseInfo(CDataPacketReader &inPacket);
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VOID SaveActorCombatBaseInfo(CDataPacketReader &inPacket);
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VOID LoadActorCombatLog(CDataPacketReader &inPacket);
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VOID SaveActorCombatLog(CDataPacketReader &inPacket);
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//////////////////////////////////////////////////////////////////////////
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// 好友等
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//////////////////////////////////////////////////////////////////////////
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VOID LoadActorFriendsData(CDataPacketReader &inPacket);
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VOID LoadActorFriendsData(unsigned int nActorID, int nRawServerId, int nLoginServerId);
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VOID SaveActorFriendsData(CDataPacketReader &inPacket);
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VOID LoadActorDeathData(unsigned int nActorID, int nRawServerId, int nLoginServerId);
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VOID LoadActorDeathData(CDataPacketReader &inPacket);
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VOID SaveActorDeathData(CDataPacketReader &inPacket);
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VOID LoadActorDeathDropData(CDataPacketReader &inPacket);
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VOID SaveActorDeathDropData(CDataPacketReader &inPacket);
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VOID DeleteActorFriendData(CDataPacketReader &inPacket);
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VOID AddFriendChatMsg(CDataPacketReader &inPacket);
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VOID LoadFriendChatMsgData(CDataPacketReader &inPacket);
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VOID LoadFiendOfflineData(CDataPacketReader &inPacket);
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//后台操作
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VOID AddFilterWordsDbMsg(CDataPacketReader &inPacket);
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VOID BackRemoveItem(CDataPacketReader &inPacket);
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VOID BackRemoveMoney(CDataPacketReader &inPacket);
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VOID LoadTopLevelActorData(CDataPacketReader &inPacket);
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VOID LoadTopLevelActorOneData(CDataPacketReader& inPacket);//世界等级查询
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VOID LoadActorConsumeRank(CDataPacketReader &inPacket);
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VOID LoadActorTopicBattle(CDataPacketReader &inPacket);
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VOID LoadActorSwingLevelData(CDataPacketReader &inPacket);
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VOID LoadActorHeroTopicRankData(CDataPacketReader &inPacket);
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VOID LoadAllActivityData(CDataPacketReader &inPacket);
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VOID LoadCombineLevelActorData(CDataPacketReader &inPacket);
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VOID LoadCombineBattleActorData(CDataPacketReader &inPacket);
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VOID LoadActorGameSetData(CDataPacketReader &inPacket);
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VOID SaveActorGameSetData(CDataPacketReader &inPacket);
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//////////////////////////////////////////////////////////////////////////
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// 邮件
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//////////////////////////////////////////////////////////////////////////
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void QueryActorMail(unsigned int nActorID, int nRawServerId, int nLoginServerId);
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void AddActorOfflineMail(CDataPacketReader & inPacket);
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void SaveActorMail(CDataPacketReader & inPacket, bool bResp = true);
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void LoadActorMail(CDataPacketReader & inPacket);
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void LoadNewServerMail(int nServerId, int nRawServerId, int nMaxServerMailId);
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void AddNewServerMail(CDataPacketReader & inPacket);
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void SaveNewServerMail(CDataPacketReader & inPacket);
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VOID LoadActorNewTitleData(CDataPacketReader &inPacket);
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VOID SaveActorNewTitleData(CDataPacketReader &inPacket);
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VOID LoadActorCustomTitleData(CDataPacketReader &inPacket);
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VOID SaveActorCustomTitleData(CDataPacketReader &inPacket);
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//寄卖
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void SaveActorConsignment(CDataPacketReader &inPacket);//保存玩家的
|
|||
|
|
void SaveConsignmentItem(CDataPacketReader &inPacket);//保存系统的,分包
|
|||
|
|
//void SaveConsignmentIncome(CDataPacketReader &inPacket);
|
|||
|
|
void LoadConsignmentItem(CDataPacketReader &inPacket);
|
|||
|
|
void LoadConsignmentIncome(CDataPacketReader &inPacket);
|
|||
|
|
|
|||
|
|
//充值
|
|||
|
|
void LoadFee(CDataPacketReader &inPacket, unsigned int nActorID, int nRawServerId, int nLoginServerId);
|
|||
|
|
void DelFee(CDataPacketReader &inPacket, unsigned int nActorID, int nRawServerId, int nLoginServerId);
|
|||
|
|
//称号
|
|||
|
|
void QueryActorNewTitle(unsigned int nActorId, int nRawServerId, int nServerId);
|
|||
|
|
void QueryActorCustomTitle(unsigned int nActorId, int nRawServerId, int nServerId);
|
|||
|
|
void QueryActorWarChariot(unsigned int nActorId, int nRawServerId, int nServerId);
|
|||
|
|
private:
|
|||
|
|
//////////////////////////////////////////////////////////////////////////
|
|||
|
|
// 申请和投递消息数据包
|
|||
|
|
//////////////////////////////////////////////////////////////////////////
|
|||
|
|
/*
|
|||
|
|
* Comments: 想宿主申请一个数据包,用于发送处理结果
|
|||
|
|
* Param const jxSrvDef::INTERSRVCMD nCmd:
|
|||
|
|
* @Return CDataPacket&:
|
|||
|
|
* @Remark:
|
|||
|
|
*/
|
|||
|
|
CDataPacket& allocProtoPacket(const jxSrvDef::INTERSRVCMD nCmd);
|
|||
|
|
|
|||
|
|
/*
|
|||
|
|
* Comments: 投递数据包到宿主发送队列
|
|||
|
|
* Param CDataPacket & packet:
|
|||
|
|
* @Return void:
|
|||
|
|
* @Remark:
|
|||
|
|
*/
|
|||
|
|
void flushProtoPacket(CDataPacket &packet);
|
|||
|
|
|
|||
|
|
//////////////////////////////////////////////////////////////////////////
|
|||
|
|
// 处理DB请求的内部实现函数
|
|||
|
|
//////////////////////////////////////////////////////////////////////////
|
|||
|
|
bool QueryOfflineUserBasicInfo(unsigned int nActorId, int nRawServerId, int nLoginServerId);
|
|||
|
|
void QueryOfflineHeroInfo(unsigned int nActorId, unsigned int nHeroId, int nRawServerId, int nLoginServerId);
|
|||
|
|
void QueryOfflineHeroEquips(unsigned int nActorID,unsigned int nHeroId, int nRawServerId, int nLoginServerId);
|
|||
|
|
void QueryEquipedGemData(unsigned int nActorID, int nRawServerId, int nLoginServerId);
|
|||
|
|
int SaveGoingQuest(unsigned int nActorid, int nTaskId, int id, int value);
|
|||
|
|
int CleanQuestData(unsigned int nActorId);
|
|||
|
|
int SaveRepeatQuest(unsigned int nActorid,int nTaskId, int qtime);
|
|||
|
|
void QueryQuestFromDB(unsigned int nActorId, int nRawServerId, int nLoginServerId);
|
|||
|
|
int GetGoingQuest(unsigned int nActorid, CDataPacket& out);
|
|||
|
|
|
|||
|
|
int GetRepeatQuest(unsigned int nActorid, CDataPacket& out);
|
|||
|
|
|
|||
|
|
void LoadFriends(unsigned int nActorId);
|
|||
|
|
/*
|
|||
|
|
* Comments:创建一个帮派成功后,调用本函数向逻辑服务器发送结果
|
|||
|
|
* Param int nErr:错误码
|
|||
|
|
* Param int index:消息在队列中的索引
|
|||
|
|
* Param Uint64 hHandle:创建这个帮派的角色的handle,以方便向他发送结果提示语
|
|||
|
|
* Param int nGid:创建成功的话,这个是帮派的id号
|
|||
|
|
* Param LPCSTR sGuildName:帮派名称
|
|||
|
|
* Param LPCSTR sFoundName:创始人名称
|
|||
|
|
* Param BYTE nZY:阵营编号
|
|||
|
|
* @Return VOID:
|
|||
|
|
*/
|
|||
|
|
void SendAddGuildResult(int nRawServerId,
|
|||
|
|
int nLoginServerId,
|
|||
|
|
int nErr,
|
|||
|
|
int index,
|
|||
|
|
Uint64 hHandle,
|
|||
|
|
unsigned int nGid,
|
|||
|
|
LPCSTR sGuildName,
|
|||
|
|
LPCSTR sFoundName,
|
|||
|
|
BYTE nZY,
|
|||
|
|
INT_PTR nIcon);
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
|
|||
|
|
private:
|
|||
|
|
CSQLConenction *m_pSQLConnection;
|
|||
|
|
ILogicDBRequestHost *m_pHost;
|
|||
|
|
CBufferAllocator m_Allocator; // 内存池
|
|||
|
|
PCHAR m_pHugeSQLBuffer; // 大型SQL查询语句缓冲,长度为dwHugeSQLBufferSize
|
|||
|
|
|
|||
|
|
static const SIZE_T dwHugeSQLBufferSize = 1024 * 1024 * 32;
|
|||
|
|
};
|
|||
|
|
|
|||
|
|
#endif
|