// ====================================================================== // // StructureQueries.cpp // copyright (c) 2001 Sony Online Entertainment // // ====================================================================== #include "serverDatabase/FirstServerDatabase.h" #include "serverDatabase/StructureQueries.h" #include "serverDatabase/DatabaseProcess.h" using namespace DBQuery; // ====================================================================== void GetStructures::getSQL(std::string &sql) { sql="begin :result := "+DatabaseProcess::getInstance().getSchemaQualifier()+"custserv_procs.get_structures(:character_id); end;"; } // ---------------------------------------------------------------------- bool GetStructures::bindParameters() { if (!bindParameter(data.character_id)) return false; return true; } // ---------------------------------------------------------------------- bool GetStructures::bindColumns() { if (!bindCol(data.object_id)) return false; if (!bindCol(data.x)) return false; if (!bindCol(data.y)) return false; if (!bindCol(data.z)) return false; if (!bindCol(data.scene_id)) return false; if (!bindCol(data.object_template)) return false; if (!bindCol(data.deleted)) return false; return true; } // ---------------------------------------------------------------------- const GetStructures::GetStructuresRow &GetStructures::getData() const { return data; } // ---------------------------------------------------------------------- void GetStructures::setCharacterId(NetworkId & characterId) { data.character_id.setValue(characterId); // data.station_id.setValue(static_cast(station_id)); } // ---------------------------------------------------------------------- DB::Query::QueryMode GetStructures::getExecutionMode() const { return MODE_PLSQL_REFCURSOR; }