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src-1.2/engine/server/library/serverDatabase/src/shared/UniverseLocator.cpp
T

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1.6 KiB
C++
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// ======================================================================
//
// UniverseLocator.cpp
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#include "serverDatabase/FirstServerDatabase.h"
#include "serverDatabase/UniverseLocator.h"
#include <vector>
#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<unsigned long> const universeCompleteMessage("UniverseCompleteMessage", DatabaseProcess::getInstance().getProcessId());
conn.send(universeCompleteMessage, true);
SetUniverseAuthoritativeMessage const setUniverseAuthoritativeMessage(conn.getProcessId());
conn.send(setUniverseAuthoritativeMessage, true);
}
// ======================================================================