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