eq2go/old/WorldServer/Broker/BrokerManager.h

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/*
EQ2Emulator: Everquest II Server Emulator
Copyright (C) 2005 - 2026 EQ2EMulator Development Team (http://www.eq2emu.com formerly http://www.eq2emulator.net)
This file is part of EQ2Emulator.
EQ2Emulator is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
EQ2Emulator is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with EQ2Emulator. If not, see <http://www.gnu.org/licenses/>.
*/
#pragma once
#include <cstdint>
#include <functional>
#include <unordered_map>
#include <vector>
#include <mutex>
#include <string>
#include <optional>
#include <shared_mutex>
#include "../../common/types.h"
// Key = (character_id, unique_id)
using Key = std::pair<int32, int64>;
class Item;
class Client;
struct SaleItem {
int64 unique_id;
int32 character_id;
int32 house_id;
int64 item_id;
int64 cost_copper;
bool for_sale;
sint32 inv_slot_id;
int16 slot_id;
int16 count;
bool from_inventory;
string creator;
};
struct SellerInfo {
int32 character_id;
std::string seller_name;
int64 house_id;
bool sale_enabled;
bool sell_from_inventory;
int64 coin_session;
int64 coin_total;
};
struct SellerLog {
int64 log_id; // auto_increment PK
std::string timestamp; // e.g. "October 20, 2005, 05:29:33 AM"
std::string message; // the human-readable text
};
class BrokerManager {
public:
BrokerManager();
// Player management
void AddSeller(int32 cid,
const std::string& name,
int32 house_id,
bool sale_enabled,
bool sell_from_inventory);
void LoadSeller(int32 cid,
const std::string& name,
int32 house_id,
bool sale_enabled,
bool sell_from_inventory,
int64 coin_session,
int64 coin_total);
int64 ResetSellerSessionCoins(int32 cid);
void AddSellerSessionCoins(int32 cid, uint64 session);
void RemoveSeller(int32 character_id, bool peerCacheOnly = false);
// Item management
void AddItem(const SaleItem& item, bool peerCacheOnly = false);
void LoadItem(const SaleItem& item);
// Activate / deactivate sale flag
void SetSaleStatus(int32 cid, int64 uid, bool for_sale);
bool IsItemListed(int32 cid, int64 uid);
void SetSalePrice(int32 cid, int64 uid, int64 price);
int64 GetSalePrice(int32 cid, int64 uid);
// Remove quantity
void RemoveItem(int32 cid, int64 uid, int16 quantity = 1, bool shouldDelete = false);
// Attempt to buy (atomic DB + in-memory + broadcast)
bool BuyItem(Client* buyer, int32 seller_cid, int64 uid, int32 quantity);
bool IsItemForSale(int32 seller_cid, int64 uid) const;
// Called when a peer notifies that an item was sold/removed (in-memory only)
void OnPeerRemoveItem(int32 character_id, int64 unique_id);
// Queries
std::vector<SaleItem> GetActiveForSaleItems(int32 cid) const;
std::optional<SaleItem> GetActiveItem(int32 cid, int64 uid) const;
bool IsSellingItems(int32 cid, bool vaultOnly = false) const;
std::vector<SaleItem> GetInactiveItems(int32 cid) const;
// Global search API (only active_items_)
vector<Item*>* GetItems(
const std::string& name,
int64 itype,
int64 ltype,
int64 btype,
int64 minprice,
int64 maxprice,
int8 minskill,
int8 maxskill,
const std::string& seller,
const std::string& adornment,
int8 mintier,
int8 maxtier,
int16 minlevel,
int16 maxlevel,
int8 itemclass
) const;
// UI helper: get (unique_id, cost) for active items
std::vector<std::pair<int64,int32>> GetUniqueIDsAndCost(int32 cid) const;
std::optional<SellerInfo> GetSellerInfo(int32 character_id) const;
// Lookup seller name
std::string GetSellerName(int32 cid) const;
bool IsSaleEnabled(int32 cid) const;
bool CanSellFromInventory(int32 cid) const;
int32 GetHouseID(int32 cid) const;
bool IsItemFromInventory(int32 cid, int64 uid) const;
void LockActiveItemsForClient(Client* client) const;
std::string GetShopPurchaseMessage(const std::string& buyer_name, const std::string& item_desc, int16 quantity, int64 coin);
void LogSale(int32 character_id, const std::string& buyer_name,const std::string& item_desc, int16 quantity, int64 coin);
void LogSaleMessage(int32 character_id,const std::string& log_message);
std::vector<SellerLog> GetSellerLog(int32 character_id) const;
static std::string EscapeSQLString(const std::string& s) {
std::string out;
out.reserve(s.size() * 2);
for (char c : s) {
if (c == '\'') out += "''";
else out += c;
}
return out;
}
private:
mutable std::shared_mutex mtx_;
std::unordered_map<int32,SellerInfo> players_;
std::unordered_map<
int32,
std::unordered_map<int64_t, SaleItem>
> active_items_by_char_;
std::unordered_map<
int32,
std::unordered_map<int64_t, SaleItem>
> inactive_items_by_char_;
// DB sync (async writes)
void SavePlayerToDB(const SellerInfo& p);
void SaveItemToDB(const SaleItem& i);
void UpdateItemInDB(const SaleItem& i);
void DeleteItemFromDB(int32 character_id, int64 unique_id);
void DeleteCharacterItemFromDB(int32 cid, int64 uid);
void UpdateCharacterItemDB(int32 cid, int64 uid, int16 count);
void DeletePlayerFromDB(int32 cid);
};