Files
LGram16 dd97ddec92 Restructure repository to include all source folders
Move git root from Client/ to src/ to track all source code:
- Client: Game client source (moved to Client/Client/)
- Server: Game server source
- GameTools: Development tools
- CryptoSource: Encryption utilities
- database: Database scripts
- Script: Game scripts
- rylCoder_16.02.2008_src: Legacy coder tools
- GMFont, Game: Additional resources

🤖 Generated with [Claude Code](https://claude.com/claude-code)

Co-Authored-By: Claude <noreply@anthropic.com>
2025-11-29 20:17:20 +09:00

722 lines
24 KiB
C++

#include "stdafx.h"
#include "Rebalance.h"
#include <Item/ItemMgr.h>
#include <Item/Container/ContainerConstant.h>
#include <Item/RebalanceConvert/RebalanceItem.h>
#include <Item/RebalanceConvert/ContainerChecker.h>
#include <Item/RebalanceConvert/OldItemMgr.h>
#include <Network/Packet/PacketStruct/ServerInfo.h>
#include <Log/ServerLog.h>
#include <Skill/SkillMgr.h>
#include <RylDBLibrary/RylDBCharCommand.h>
#include <RylDBLibrary/RylDBStoreCommand.h>
namespace RebalanceLib
{
CServerLog g_ItemLog("ItemUID");
CServerLog g_GoldLog("GivenGold");
CServerLog g_SkillBookLog("GivenSkillBook");
// 스킬 읽기
CDBReadSkill::CDBReadSkill(SkillDataMap& CIDSkillDataMap, bool bClearSkill)
: m_CIDSkillDataMap(CIDSkillDataMap), m_bClearSkill(bClearSkill)
{
}
ConvertResult CDBReadSkill::operator()(RylDBCommand::CSkillData& charSkillData_InOut)
{
SkillBookInfo skillData;
memset(&skillData, 0, sizeof(SkillBookInfo));
const SKILL& skill_In = charSkillData_InOut.GetSkill();
for(int nSkillCount = 0; nSkillCount < skill_In.wSlotNum; ++nSkillCount)
{
const SKILLSLOT& skillSlot = skill_In.SSlot[nSkillCount];
if (skillSlot.SKILLINFO.cLockCount < CSkillMgr::MAX_SKILL_LOCKCOUNT &&
skillSlot.SKILLINFO.cSkillLevel <= CSkillMgr::MAX_SKILL_LEVEL)
{
// 스킬의 종류에 관계 없이 지급
for(int nLockCount = 0; nLockCount < skillSlot.SKILLINFO.cLockCount; ++nLockCount)
{
skillData.m_dwBookNum[nLockCount] += CSkillMgr::MAX_SKILL_LEVEL;
}
skillData.m_dwBookNum[skillSlot.SKILLINFO.cLockCount] +=
skillSlot.SKILLINFO.cSkillLevel;
}
else
{
ERRLOG4(g_Log, "CID:%10u / Skill_ID:0x%04X / LockCount:%6d / Level:%6d / 알 수 없는 스킬입니다.",
charSkillData_InOut.GetCID(), skillSlot.SKILLINFO.wSkill,
skillSlot.SKILLINFO.cLockCount, skillSlot.SKILLINFO.cSkillLevel);
}
}
if(m_bClearSkill)
{
SKILL skill_Out;
memset(&skill_Out, 0, sizeof(SKILL));
charSkillData_InOut.SetSkill(skill_Out);
}
m_CIDSkillDataMap.insert(std::make_pair(charSkillData_InOut.GetCID(), skillData));
return m_bClearSkill ? CONVERT_SUCCEEDED : CONVERT_DO_NOT_WRITE;
}
// 스킬북 제거 및 카운팅 / 장비 컨버팅
CDBItemConvert::CDBItemConvert(CDBItemSerialMgr& dbItemSerialMgr,
Item::CItemMgr& newItemMgr, OldItem::CItemMgr& oldItemMgr,
SkillDataMap* lpUIDSkillDataMap, SkillDataMap* lpCIDSkillDataMap,
bool bConvertRebalanceItem, bool bRenumberingItemUID)
: m_DBItemSerialMgr(dbItemSerialMgr),
m_newItemMgr(newItemMgr), m_oldItemMgr(oldItemMgr),
m_lpUIDSkillDataMap(lpUIDSkillDataMap), m_lpCIDSkillDataMap(lpCIDSkillDataMap),
m_bConvertRebalanceItem(bConvertRebalanceItem),
m_bRenumberingItemUID(bRenumberingItemUID)
{
}
ConvertResult CDBItemConvert::operator()(RylDBCommand::CCharItem& charItem_InOut)
{
CItemArrayChecker<
ContainerConstant::INVENTORY_WIDTH,
ContainerConstant::INVENTORY_HEIGHT,
ContainerConstant::MAX_INVENTORY_TAB> invenChecker(TakeType::TS_INVEN);
unsigned long dwCID = charItem_InOut.GetCID();
const EQUIP& equip_In = charItem_InOut.GetEquip();
const INVEN& inven_In = charItem_InOut.GetInven();
const EXTRA& extra_In = charItem_InOut.GetExtra();
EQUIP equip_Out;
INVEN inven_Out;
EXTRA extra_Out;
memset(&equip_Out, 0, sizeof(EQUIP));
memset(&inven_Out, 0, sizeof(INVEN));
memset(&extra_Out, 0, sizeof(EXTRA));
equip_Out.dwSize = EQUIP::MAX_EQUIP_SIZE;
inven_Out.dwSize = INVEN::MAX_INVEN_SIZE;
extra_Out.dwSize = EXTRA::MAX_EXTRA_SIZE;
if(!ConvertData(0, dwCID, 0,
equip_In.Data, equip_In.dwSize, equip_Out.Data, equip_Out.dwSize))
{
ERRLOG1(g_Log, "CID:%10u / Equip convert failed", dwCID);
}
else if(!ConvertData(0, dwCID, 0,
extra_In.Data, extra_In.dwSize, extra_Out.Data, extra_Out.dwSize))
{
ERRLOG1(g_Log, "CID:%10u / Extra convert failed", dwCID);
}
else if(!ConvertData(0, dwCID, &invenChecker,
inven_In.Data, inven_In.dwSize, inven_Out.Data, inven_Out.dwSize))
{
ERRLOG1(g_Log, "CID:%10u / Inventory convert failed", dwCID);
}
else
{
if(0 != m_lpCIDSkillDataMap)
{
SkillDataMap::iterator pos = m_lpCIDSkillDataMap->find(dwCID);
SkillDataMap::iterator end = m_lpCIDSkillDataMap->end();
// 인벤, 창고, Temp창인 경우에, 3, 4단계 스킬북을 아이템으로 넣어 준다.
if(pos != end)
{
unsigned long dwDataSize = INVEN::MAX_INVEN_SIZE - inven_Out.dwSize;
GiveSkillBook(0, dwCID, m_DBItemSerialMgr, pos->second,
invenChecker, "[INVEN]", inven_Out.Data + inven_Out.dwSize, dwDataSize);
inven_Out.dwSize += dwDataSize;
}
}
charItem_InOut.SetEquip(equip_Out);
charItem_InOut.SetInven(inven_Out);
charItem_InOut.SetExtra(extra_Out);
return CONVERT_SUCCEEDED;
}
return CONVERT_FAILED;
}
ConvertResult CDBItemConvert::operator()(RylDBCommand::CCharItemEx& charItemEx_InOut)
{
CItemListChecker<Item::MAX_TEMP_INVEN_ITEM_NUM> tempInvenChecker(TakeType::TS_TEMPINVEN);
unsigned long dwCID = charItemEx_InOut.GetCID();
const EXCHANGE& exchange_In = charItemEx_InOut.GetExchange();
const TEMPINVEN& tempInven_In = charItemEx_InOut.GetTempInven();
EXCHANGE exchange_Out;
TEMPINVEN tempInven_Out;
memset(&exchange_Out, 0, sizeof(EXCHANGE));
memset(&tempInven_Out, 0, sizeof(TEMPINVEN));
exchange_Out.dwSize = EXCHANGE::MAX_EXCHANGE_SIZE;
tempInven_Out.dwSize = TEMPINVEN::MAX_TEMPINVEN_SIZE;
if(!ConvertData(0, dwCID, 0,
exchange_In.Data, exchange_In.dwSize, exchange_Out.Data, exchange_Out.dwSize))
{
ERRLOG1(g_Log, "CID:%10u / Exchange convert failed", dwCID);
}
else if(!ConvertData(0, dwCID, &tempInvenChecker,
tempInven_In.Data, tempInven_In.dwSize, tempInven_Out.Data, tempInven_Out.dwSize))
{
ERRLOG1(g_Log, "CID:%10u / TempInven convert failed", dwCID);
}
else
{
if(0 != m_lpCIDSkillDataMap)
{
SkillDataMap::iterator pos = m_lpCIDSkillDataMap->find(dwCID);
SkillDataMap::iterator end = m_lpCIDSkillDataMap->end();
// 인벤, 창고, Temp창인 경우에, 3, 4단계 스킬북을 아이템으로 넣어 준다.
if(pos != end)
{
unsigned long dwDataSize = TEMPINVEN::MAX_TEMPINVEN_SIZE - tempInven_Out.dwSize;
GiveSkillBook(0, dwCID, m_DBItemSerialMgr, pos->second,
tempInvenChecker, "[TEMPINVEN]",
tempInven_Out.Data + tempInven_Out.dwSize, dwDataSize);
tempInven_Out.dwSize += dwDataSize;
}
}
charItemEx_InOut.SetExchange(exchange_Out);
charItemEx_InOut.SetTempInven(tempInven_Out);
return CONVERT_SUCCEEDED;
}
return CONVERT_FAILED;
}
ConvertResult CDBItemConvert::operator()(RylDBCommand::CUnifiedStore1& unifiedStore1_InOut)
{
CItemArrayChecker<
ContainerConstant::DEPOSIT_WIDTH,
ContainerConstant::DEPOSIT_HEIGHT,
ContainerConstant::MAX_DEPOSIT_TAB> storeChecker(TakeType::TS_DEPOSIT);
storeChecker.FillTab(2);
storeChecker.FillTab(3);
unsigned long dwUID = unifiedStore1_InOut.GetUID();
const STORE& store_In = unifiedStore1_InOut.GetStore();
STORE store_Out;
memset(&store_Out, 0, sizeof(STORE));
store_Out.dwSize = STORE::MAX_STORE_SIZE;
if(!ConvertData(dwUID, 0, &storeChecker,
store_In.Data, store_In.dwSize, store_Out.Data, store_Out.dwSize))
{
ERRLOG2(g_Log, "UID:%10u / OldServerGroupID:%d / UnifiedStore convert failed",
dwUID, unifiedStore1_InOut.GetOldServerGroupID());
}
else
{
if(0 != m_lpUIDSkillDataMap)
{
SkillDataMap::iterator pos = m_lpUIDSkillDataMap->find(dwUID);
SkillDataMap::iterator end = m_lpUIDSkillDataMap->end();
// 인벤, 창고, Temp창인 경우에, 3, 4단계 스킬북을 아이템으로 넣어 준다.
if(pos != end)
{
unsigned long dwDataSize = STORE::MAX_STORE_SIZE - store_Out.dwSize;
GiveSkillBook(dwUID, 0, m_DBItemSerialMgr, pos->second,
storeChecker, "[UNIFIED_STORE1]", store_Out.Data + store_Out.dwSize, dwDataSize);
store_Out.dwSize += dwDataSize;
}
}
unifiedStore1_InOut.SetStore(store_Out);
return CONVERT_SUCCEEDED;
}
return CONVERT_FAILED;
}
ConvertResult CDBItemConvert::operator()(RylDBCommand::CUnifiedStore2& unifiedStore2_InOut)
{
CItemArrayChecker<
ContainerConstant::DEPOSIT_WIDTH,
ContainerConstant::DEPOSIT_HEIGHT,
ContainerConstant::MAX_DEPOSIT_TAB> storeChecker(TakeType::TS_DEPOSIT);
storeChecker.FillTab(0);
storeChecker.FillTab(1);
unsigned long dwUID = unifiedStore2_InOut.GetUID();
const STORE& store_In = unifiedStore2_InOut.GetStore();
STORE store_Out;
memset(&store_Out, 0, sizeof(STORE));
store_Out.dwSize = STORE::MAX_STORE_SIZE;
if(!ConvertData(dwUID, 0, &storeChecker,
store_In.Data, store_In.dwSize, store_Out.Data, store_Out.dwSize))
{
ERRLOG2(g_Log, "UID:%10u / OldServerGroupID:%d / Store convert failed",
dwUID, unifiedStore2_InOut.GetOldServerGroupID());
}
else
{
if(0 != m_lpUIDSkillDataMap)
{
SkillDataMap::iterator pos = m_lpUIDSkillDataMap->find(dwUID);
SkillDataMap::iterator end = m_lpUIDSkillDataMap->end();
// 인벤, 창고, Temp창인 경우에, 3, 4단계 스킬북을 아이템으로 넣어 준다.
if(pos != end)
{
unsigned long dwDataSize = STORE::MAX_STORE_SIZE - store_Out.dwSize;
GiveSkillBook(dwUID, 0, m_DBItemSerialMgr, pos->second,
storeChecker, "[UNIFIED_STORE2]", store_Out.Data + store_Out.dwSize, dwDataSize);
store_Out.dwSize += dwDataSize;
}
}
unifiedStore2_InOut.SetStore(store_Out);
return CONVERT_SUCCEEDED;
}
return CONVERT_FAILED;
}
bool CDBItemConvert::ConvertData(unsigned long dwUID, unsigned long dwCID, CItemChecker* lpItemChecker,
const char* szOriginalData, unsigned long dwOriginalSize,
char* szChangedData, unsigned long& dwChangedSize_InOut)
{
const char* szPos = szOriginalData;
const char* szEnd = szOriginalData + dwOriginalSize;
char* szResultPos = szChangedData;
char* szResultEnd = szChangedData + dwChangedSize_InOut;
Item::Grade::GradeInfo convertedGrade;
if(0 != dwUID || 0 != dwCID)
{
unsigned long dwKey = (0 != dwUID) ? dwUID : dwCID;
SkillDataMap* lpSkillDataMap = (0 != dwUID) ? m_lpUIDSkillDataMap : m_lpCIDSkillDataMap;
SkillDataMap::iterator pos;
SkillDataMap::iterator end;
if(0 != lpSkillDataMap)
{
pos = lpSkillDataMap->find(dwKey);
if(pos == lpSkillDataMap->end())
{
SkillBookInfo skillData;
memset(&skillData, 0, sizeof(SkillBookInfo));
pos = lpSkillDataMap->insert(std::make_pair(dwKey, skillData)).first;
}
}
for(; szPos < szEnd && szResultPos < szResultEnd; )
{
const Item::ItemData* lpItemData = reinterpret_cast<const Item::ItemData*>(szPos);
Item::ItemData* lpResultItemData = reinterpret_cast<Item::ItemData*>(szResultPos);
const Item::ItemInfo* lpNewItemInfo = m_newItemMgr.GetItemInfo(lpItemData->m_usProtoTypeID);
const OldItem::ItemInfo* lpOldItemInfo = m_oldItemMgr.GetItemInfo(lpItemData->m_usProtoTypeID);
if(0 == lpNewItemInfo || 0 == lpOldItemInfo)
{
ERRLOG4(g_Log, "UID:%10u / CID:%10u / Serial:0x%016I64X / ProtoType:%6d / Script has not this item",
dwUID, dwCID, lpItemData->m_dwUID, lpItemData->m_usProtoTypeID);
}
else if(m_bConvertRebalanceItem &&
0 != (lpNewItemInfo->m_DetailData.m_dwFlags & Item::DetailData::EQUIP) &&
sizeof(Item::ItemData) + sizeof(Item::EquipmentInfo) <= lpItemData->m_cItemSize)
{
// 장비인 경우 아이템 컨버팅을 한다.
unsigned long dwDataSize_InOut =
static_cast<unsigned long>(szResultEnd - szResultPos);
if(ConvertRebalanceItem(dwUID, dwCID, lpItemData, *lpNewItemInfo, *lpOldItemInfo,
szResultPos, dwDataSize_InOut, convertedGrade))
{
CItemGrade::GetInstance().AddGradeItemNum(convertedGrade.m_eItemGrade);
// 아이템 위치를 세팅한다.
if(0 != lpItemChecker)
{
lpItemChecker->Set(reinterpret_cast<Item::ItemData*>(szResultPos)->m_ItemPos,
lpNewItemInfo->m_DetailData.m_cXSize, lpNewItemInfo->m_DetailData.m_cYSize);
}
if(m_bRenumberingItemUID)
{
// 아이템 시리얼 수정
unsigned __int64 dwNewItemSerial = m_DBItemSerialMgr.GetNewItemSerial();
INFLOG4(g_ItemLog, "UID:%10u / CID:%10u / OldItemSerial:0x%016I64X / NewItemSerial:0x%016I64X / Changed item serial",
dwUID, dwCID, lpItemData->m_dwUID, dwNewItemSerial);
lpResultItemData->m_dwUID = dwNewItemSerial;
}
// 복사 위치 증가
szResultPos += dwDataSize_InOut;
}
else
{
ERRLOG4(g_Log, "UID:%10u / CID:%10u / Serial:0x%016I64X / ProtoType:%6d / Item recreation failed",
dwUID, dwCID, lpItemData->m_dwUID, lpItemData->m_usProtoTypeID);
}
}
else if(0 != lpSkillDataMap &&
Item::ItemType::SKILL_BOOK == lpNewItemInfo->m_DetailData.m_cItemType)
{
// 교환권 배열에 카운팅하고, 아이템을 복사하지 않는다.
pos->second.m_dwBookNum[lpNewItemInfo->m_UseItemInfo.m_usSkill_LockCount] +=
lpItemData->m_cNumOrDurability;
}
else
{
// 아이템 위치를 세팅한다.
if(0 != lpItemChecker)
{
lpItemChecker->Set(lpItemData->m_ItemPos,
lpNewItemInfo->m_DetailData.m_cXSize, lpNewItemInfo->m_DetailData.m_cYSize);
}
// 그냥 아이템을 복사한다.
memcpy(szResultPos, lpItemData, lpItemData->m_cItemSize);
szResultPos += lpItemData->m_cItemSize;
// 아이템 시리얼 수정
if(m_bRenumberingItemUID)
{
unsigned __int64 dwNewItemSerial = m_DBItemSerialMgr.GetNewItemSerial();
INFLOG4(g_ItemLog, "UID:%10u / CID:%10u / OldItemSerial:0x%016I64X / NewItemSerial:0x%016I64X / Changed item serial",
dwUID, dwCID, lpItemData->m_dwUID, dwNewItemSerial);
lpResultItemData->m_dwUID = dwNewItemSerial;
}
}
szPos += lpItemData->m_cItemSize;
}
}
dwChangedSize_InOut = static_cast<unsigned long>(szResultPos - szChangedData);
return true;
}
void CDBItemConvert::ChangeSkillBookToGold(SkillDataMap& skillDataMap, GoldDataMap& goldDataMap)
{
const unsigned long dw1stSkillBookGold = 1000;
const unsigned long dw2ndSkillBookGold = 10000;
SkillDataMap::iterator skill_pos = skillDataMap.begin();
SkillDataMap::iterator skill_end = skillDataMap.end();
GoldDataMap::iterator gold_pos;
GoldDataMap::iterator gold_end;
for(; skill_pos != skill_end; ++skill_pos)
{
unsigned long dwKey = skill_pos->first;
SkillBookInfo& skillData = skill_pos->second;
unsigned long dwGold =
skillData.m_dwBookNum[0] * dw1stSkillBookGold +
skillData.m_dwBookNum[1] * dw2ndSkillBookGold;
// 변환한 스킬북은 0으로 초기화.
skillData.m_dwBookNum[0] = 0;
skillData.m_dwBookNum[1] = 0;
if(0 < dwGold)
{
gold_pos = goldDataMap.lower_bound(dwKey);
gold_end = goldDataMap.end();
if(gold_pos != gold_end && gold_pos->first == dwKey)
{
// 이미 있다.
gold_pos->second += dwGold;
}
else
{
// 없으므로 새로 삽입.
goldDataMap.insert(gold_pos, std::make_pair(dwKey, dwGold));
}
}
}
}
void CDBItemConvert::GiveSkillBook(unsigned long dwUID, unsigned long dwCID,
CDBItemSerialMgr& DBItemSerialMgr, SkillBookInfo& skillData,
CItemChecker& itemChecker, const char* szPosition,
char* szData_InOut, unsigned long& dwDataSize_InOut)
{
// 이미 ItemChecker에 아이템이 전부 세팅되어 있는 상황이다.
Item::ItemPos itemPos;
char* szDataPos = szData_InOut;
const char* szDataEnd = szData_InOut + dwDataSize_InOut;
// 3단계 아이템 삽입
while (0 < skillData.m_dwBookNum[2] &&
szDataPos + sizeof(Item::ItemData) < szDataEnd &&
itemChecker.FindEmptyPos(itemPos, 1, 1))
{
Item::ItemData skillBook3rd;
memset(&skillBook3rd, 0, sizeof(Item::ItemData));
unsigned char cAmount = 0;
if (100 < skillData.m_dwBookNum[2])
{
cAmount = 100;
skillData.m_dwBookNum[2] -= 100;
}
else
{
cAmount = static_cast<unsigned char>(skillData.m_dwBookNum[2]);
skillData.m_dwBookNum[2] = 0;
}
skillBook3rd.m_dwUID = DBItemSerialMgr.GetNewItemSerial();
skillBook3rd.m_usProtoTypeID = 3401;
skillBook3rd.m_ItemPos = itemPos;
skillBook3rd.m_cNumOrDurability = static_cast<unsigned char>(cAmount);
skillBook3rd.m_cItemSize = sizeof(Item::ItemData);
memcpy(szDataPos, &skillBook3rd, sizeof(Item::ItemData));
szDataPos += sizeof(Item::ItemData);
itemChecker.Set(itemPos, 1, 1);
INFLOG8(g_SkillBookLog, "%s / UID:%10u / CID:%10u / ItemUID:0x%016I64X / PrototypeID:%6d / "
"ItemPos:(%d:0x%03X) / Num:%3d / 아이템 삽입 성공",
szPosition, dwUID, dwCID, skillBook3rd.m_dwUID, skillBook3rd.m_usProtoTypeID,
skillBook3rd.m_ItemPos.m_cPos, skillBook3rd.m_ItemPos.m_cIndex,
skillBook3rd.m_cNumOrDurability);
}
// 4단계 스킬북 삽입
while (0 < skillData.m_dwBookNum[3] &&
szDataPos + sizeof(Item::ItemData) < szDataEnd &&
itemChecker.FindEmptyPos(itemPos, 1, 1))
{
Item::ItemData skillBook4th;
memset(&skillBook4th, 0, sizeof(Item::ItemData));
unsigned char cAmount = 0;
if (100 < skillData.m_dwBookNum[3])
{
cAmount = 100;
skillData.m_dwBookNum[3] -= 100;
}
else
{
cAmount = static_cast<unsigned char>(skillData.m_dwBookNum[3]);
skillData.m_dwBookNum[3] = 0;
}
skillBook4th.m_dwUID = DBItemSerialMgr.GetNewItemSerial();
skillBook4th.m_usProtoTypeID = 3402;
skillBook4th.m_ItemPos = itemPos;
skillBook4th.m_cNumOrDurability = static_cast<unsigned char>(cAmount);
skillBook4th.m_cItemSize = sizeof(Item::ItemData);
memcpy(szDataPos, &skillBook4th, sizeof(Item::ItemData));
szDataPos += sizeof(Item::ItemData);
itemChecker.Set(itemPos, 1, 1);
INFLOG8(g_SkillBookLog, "%s / UID:%10u / CID:%10u / ItemUID:0x%016I64X / PrototypeID:%6d / "
"ItemPos:(%d:0x%03X) / Num:%3d / 아이템 삽입 성공",
szPosition, dwUID, dwCID, skillBook4th.m_dwUID, skillBook4th.m_usProtoTypeID,
skillBook4th.m_ItemPos.m_cPos, skillBook4th.m_ItemPos.m_cIndex,
skillBook4th.m_cNumOrDurability);
}
dwDataSize_InOut = static_cast<unsigned long>(szDataPos - szData_InOut);
}
// 캐릭터에 돈 넣어주기
CDBAddCharGold::CDBAddCharGold(GoldDataMap& CIDGoldDataMap)
: m_CIDGoldDataMap(CIDGoldDataMap)
{
}
ConvertResult CDBAddCharGold::operator()(RylDBCommand::CCharData& charData_InOut)
{
GoldDataMap::iterator pos = m_CIDGoldDataMap.find(charData_InOut.GetCID());
GoldDataMap::iterator end = m_CIDGoldDataMap.end();
if(pos != end)
{
unsigned long dwGold = pos->second;
unsigned long dwOldGold = charData_InOut.GetGold();
unsigned long dwNewGold = dwOldGold;
if(dwOldGold < ULONG_MAX - dwGold)
{
dwNewGold += dwGold;
}
else
{
INFLOG4(g_Log, "CID:%10u / Gold:%10u / AddGold:%10u / AddGold Overflow. Gold To %10u",
charData_InOut.GetCID(), dwOldGold, dwGold, ULONG_MAX);
dwNewGold = ULONG_MAX;
}
INFLOG4(g_GoldLog, "CID:%10u / OldGold:%10u / NewGold:%10u / AddGold:%10u / Added inventory gold",
charData_InOut.GetCID(), dwOldGold, dwNewGold, dwGold);
charData_InOut.SetGold(dwNewGold);
pos->second = 0;
return CONVERT_SUCCEEDED;
}
return CONVERT_DO_NOT_WRITE;
}
// 통합서버 창고에 돈 넣어주기
CDBAddUnifiedStoreGold::CDBAddUnifiedStoreGold(GoldDataMap& UIDGoldDataMap)
: m_UIDGoldDataMap(UIDGoldDataMap)
{
}
ConvertResult CDBAddUnifiedStoreGold::operator()(RylDBCommand::CUnifiedStore1& unifiedStore1_InOut)
{
GoldDataMap::iterator pos = m_UIDGoldDataMap.find(unifiedStore1_InOut.GetUID());
GoldDataMap::iterator end = m_UIDGoldDataMap.end();
if(pos != end)
{
unsigned long dwGold = pos->second;
unsigned long dwOldGold = unifiedStore1_InOut.GetGold();
unsigned long dwNewGold = dwOldGold;
if(dwOldGold < ULONG_MAX - dwGold)
{
dwNewGold += dwGold;
}
else
{
INFLOG5(g_Log, "UID:%10u / ServerGroupID:%d / Gold:%10u / AddGold:%10u / AddGold Overflow. Gold To %10u",
unifiedStore1_InOut.GetUID(), unifiedStore1_InOut.GetOldServerGroupID(),
dwOldGold, dwGold, ULONG_MAX);
dwNewGold = ULONG_MAX;
}
INFLOG5(g_GoldLog, "UID:%10u / ServerGroupID:%d / OldGold:%10u / NewGold:%10u / AddGold:%10u / Added store gold",
unifiedStore1_InOut.GetUID(), unifiedStore1_InOut.GetOldServerGroupID(),
dwOldGold, dwNewGold, dwGold);
unifiedStore1_InOut.SetGold(dwNewGold);
pos->second = 0;
return CONVERT_SUCCEEDED;
}
return CONVERT_DO_NOT_WRITE;
}
ConvertResult CDBAddUnifiedStoreGold::operator()(RylDBCommand::CUnifiedStore2& unifiedStore2_InOut)
{
return CONVERT_DO_NOT_WRITE;
}
// 남은 스킬북 로그로 남기기
void LogRemainSkillBook(SkillDataMap& SkillDataMap, const char* szHeader)
{
SkillDataMap::iterator pos = SkillDataMap.begin();
SkillDataMap::iterator end = SkillDataMap.end();
for(; pos != end; ++pos)
{
unsigned long dwKey = pos->first;
SkillBookInfo& data = pos->second;
if (0 != data.m_dwBookNum[0] || 0 != data.m_dwBookNum[1] ||
0 != data.m_dwBookNum[2] || 0 != data.m_dwBookNum[3])
{
INFLOG6(g_Log, "Remain skillBook(%s/%10u) : %3d / %3d / %3d / %3d",
szHeader, dwKey, data.m_dwBookNum[0], data.m_dwBookNum[1],
data.m_dwBookNum[2], data.m_dwBookNum[3]);
}
}
}
// 남은 스킬북 로그로 남기기
void LogRemainGold(GoldDataMap& GoldDataMap, const char* szHeader)
{
GoldDataMap::iterator pos = GoldDataMap.begin();
GoldDataMap::iterator end = GoldDataMap.end();
for(; pos != end; ++pos)
{
unsigned long dwKey = pos->first;
unsigned long dwGold = pos->second;
if (0 != dwGold)
{
INFLOG3(g_Log, "Remain Gold(%s/%10u) : %10u",
szHeader, dwKey, dwGold);
}
}
}
}