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-rw-r--r--src/querymanager.hh23
1 files changed, 8 insertions, 15 deletions
diff --git a/src/querymanager.hh b/src/querymanager.hh
index 9b358ce..f0245d4 100644
--- a/src/querymanager.hh
+++ b/src/querymanager.hh
@@ -78,17 +78,15 @@ typedef size_t usize;
// Time
extern int g_MonotonicTimeMS;
-// Database CONFIG
+// Config
extern char g_DatabaseFile[1024];
extern int g_MaxCachedStatements;
-
-// Connection CONFIG
-extern char g_Password[30];
-extern int g_Port;
+extern int g_UpdateRate;
+extern int g_QueryManagerPort;
+extern char g_QueryManagerPassword[30];
extern int g_MaxConnections;
extern int g_MaxConnectionIdleTime;
extern int g_MaxConnectionPacketSize;
-extern int g_UpdateRate;
void LogAdd(const char *Prefix, const char *Format, ...) ATTR_PRINTF(2, 3);
void LogAddVerbose(const char *Prefix, const char *Function,
@@ -530,14 +528,8 @@ public:
//==============================================================================
enum : int {
APPLICATION_TYPE_GAME = 1,
-
- // TODO(fusion): There is definitely more application types that we don't
- // know about. From looking at the config loader on the server application,
- // we could perhaps infer a few, although we're gonna be limited to our own
- // usage cases (GAME and WEB).
- //APPLICATION_TYPE_WEB
- //APPLICATION_TYPE_FORUM
- //APPLICATION_TYPE_ADMIN
+ APPLICATION_TYPE_LOGIN = 2,
+ APPLICATION_TYPE_WEB = 3,
};
enum : int {
@@ -695,7 +687,7 @@ void ProcessConnectionQuery(TConnection *Connection);
struct TWorldConfig{
int Type;
int RebootTime;
- int Address;
+ int IPAddress;
int Port;
int MaxPlayers;
int PremiumPlayerBuffer;
@@ -834,6 +826,7 @@ int GetWorldID(const char *WorldName);
bool GetWorldConfig(int WorldID, TWorldConfig *WorldConfig);
bool GetAccountData(int AccountID, TAccountData *Account);
int GetAccountOnlineCharacters(int AccountID);
+bool IsCharacterOnline(int CharacterID);
bool ActivatePendingPremiumDays(int AccountID);
bool GetCharacterList(int AccountID, DynamicArray<TCharacterLoginData> *Characters);
int GetCharacterID(int WorldID, const char *CharacterName);