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Added serverDatabase library
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// ======================================================================
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//
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// UniverseLocator.cpp
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// copyright (c) 2001 Sony Online Entertainment
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//
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// ======================================================================
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#include "serverDatabase/FirstServerDatabase.h"
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#include "serverDatabase/UniverseLocator.h"
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#include <vector>
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#include "serverDatabase/GameServerConnection.h"
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#include "serverDatabase/GetUniverseQuery.h"
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#include "serverDatabase/DatabaseProcess.h"
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#include "serverNetworkMessages/SetUniverseAuthoritativeMessage.h"
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#include "sharedDatabaseInterface/DbSession.h"
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#include "sharedNetworkMessages/GenericValueTypeMessage.h"
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// ======================================================================
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bool UniverseLocator::locateObjects(DB::Session *session, const std::string &schema, int &objectsLocated)
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{
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NOT_NULL(session);
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DEBUG_REPORT_LOG(true,("Loading Universe Objects.\n"));
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DBQuery::GetUniverseQuery qry(schema);
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bool rval = session->exec(&qry);
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qry.done();
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objectsLocated = 1; //TODO: Counts
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return rval;
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}
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// ----------------------------------------------------------------------
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void UniverseLocator::sendPostBaselinesCustomData(GameServerConnection &conn) const
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{
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DEBUG_REPORT_LOG(true,("Sending UniverseComplete.\n"));
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GenericValueTypeMessage<unsigned long> const universeCompleteMessage("UniverseCompleteMessage", DatabaseProcess::getInstance().getProcessId());
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conn.send(universeCompleteMessage, true);
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SetUniverseAuthoritativeMessage const setUniverseAuthoritativeMessage(conn.getProcessId());
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conn.send(setUniverseAuthoritativeMessage, true);
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}
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// ======================================================================
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