Files
Leviathan/Server/GameServer/Game/Resource/AuctionCategoryLoader.cpp
T
2026-06-01 12:46:52 +02:00

82 lines
2.6 KiB
C++

#include <oledb.h>
#include <toolkit/XEnv.h>
#include <dump/XException.h>
#include <toolkit/XConsole.h>
#include <logging/FileLog.h>
#include "ContentLoader.h"
#include "GameDBUtil.h"
#include "AuctionManager.h"
struct dbAuctionCategory : public CADORecordBinding
{
BEGIN_ADO_BINDING(dbAuctionCategory)
ADO_VARIABLE_LENGTH_ENTRY4(1, adInteger, category_id, 4, FALSE)
ADO_VARIABLE_LENGTH_ENTRY4(2, adInteger, sub_category_id, 4, FALSE)
ADO_VARIABLE_LENGTH_ENTRY4(3, adInteger, name_id, 4, FALSE)
ADO_VARIABLE_LENGTH_ENTRY4(4, adInteger, local_flag, 4, FALSE)
ADO_VARIABLE_LENGTH_ENTRY4(5, adInteger, item_group, 4, FALSE)
ADO_VARIABLE_LENGTH_ENTRY4(6, adInteger, item_class, 4, FALSE)
END_ADO_BINDING()
int category_id;
int sub_category_id;
int name_id;
int local_flag;
int item_group;
int item_class;
};
static void onAuctionCategoryInfo( dbAuctionCategory * emprs )
{
// 국가 코드 체크
extern volatile int g_nCurrentLocalFlag;
if( emprs->local_flag & g_nCurrentLocalFlag )
{
return;
}
// 값 규칙 체크
// sub_category_id가 SUB_CATEGORY_ALL 이 아니려면 category_id도 CATEGORY_SPECIAL이 아니어야 함
if( emprs->sub_category_id != SUB_CATEGORY_ALL && emprs->category_id == CATEGORY_SPECIAL )
{
assert( 0 );
return;
}
// 중복 카테고리인지 체크는 별도로 하지 않고 RegisterAuctionCategory에서 false 리턴
if( !AuctionManager::Instance().RegisterAuctionCategory( emprs->category_id, emprs->sub_category_id, emprs->item_group, emprs->item_class ) )
{
assert( 0 );
return;
}
}
bool AuctionCategoryLoader::onProcess( int nThreadNum )
{
#ifdef FRAUN_PERFORMANCE_LOG
DWORD dwTime = GetSafeTickCount();
#endif
_ConnectionPtr ConnPtr = NULL;
InitContentDbConnection( ConnPtr );
size_t nTotalCnt = LoadDbResource< dbAuctionCategory >( "SELECT * FROM AuctionCategoryResource ORDER BY category_id, sub_category_id", ConnPtr, onAuctionCategoryInfo, adCmdText );
AuctionManager::Instance().FinalizeAuctionCategory(); // 로딩이 끝났으면 그에 맞게 카테고리 벡터를 생성해야 함
size_t nCategoryCnt = AuctionManager::Instance().GetAuctionItemCategoryCount();
#ifdef FRAUN_PERFORMANCE_LOG
DWORD loadingTime = GetSafeTickCount() - dwTime;
_cprint("Total %d AuctionCategoryResource loaded; time taken: %d\n", nCategoryCnt, loadingTime);
FILELOG("Total %d AuctionCategoryResource loaded; time taken: %d", nCategoryCnt, loadingTime);
#else
_cprint( "Total %d/%d AuctionCategoryResource loaded.\n", nCategoryCnt, nTotalCnt );
FILELOG( "Total %d/%d AuctionCategoryResource loaded.", nCategoryCnt, nTotalCnt );
#endif
return true;
}