mirror of
https://github.com/ornfelt/azerothcore_lua_scripts
synced 2026-08-22 06:26:03 -04:00
115 lines
4.8 KiB
Lua
115 lines
4.8 KiB
Lua
--[[
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Copyright (C) 2014- Rochet2 <https://github.com/Rochet2>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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]]
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--[[
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This file is a server file. It is loaded on server side and handles all server side code.
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This file should be placed somewhere in the lua_scripts folder so Eluna can load it.
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You can of course design your own addons and codes in some other way.
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Few tips:
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On server side the code size does not matter, however safety does!
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On client side safety is not needed, but server safety will avoid nasty behavior and errors.
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The client may send ANY data. Be cautious and make sure the data you receive is indeed the type you
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expect it to be.
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Message compression and obfuscation should be turned on in AIO.lua files on server
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and client. If you want to debug your code and need to see the correct line numbers
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on error messages, disable obfuscation.
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After getting some base understanding of how things work, it is suggested to read all the AIO files.
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They contain a lot of new functions and information and everything has comments about what it does.
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]]
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-- Note that getting AIO is done like this since AIO is defined on client
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-- side by default when running addons and on server side it may need to be
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-- required depending on the load order. On server only files the require
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-- would be enough, but lets just keep it like this for the sake of consistency
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local AIO = AIO or require("AIO")
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-- AIO.AddHandlers adds a new table of functions as handlers for a name and returns the table.
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-- This is used to add functions for a specific "channel name" that trigger on specific messages.
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-- At this point the table is empty, but MyHandlers table will be filled soon.
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local MyHandlers = AIO.AddHandlers("AIOExample", {})
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-- You can also call this after filling the table. like so:
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-- local MyHandlers = {}; ..fill MyHandlers table.. AIO.AddHandlers("AIOExample", MyHandlers)
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-- An example handler.
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-- This prints all the values the client sends with the command
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-- AIO.Handle("AIOExample", "print")
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function MyHandlers.Update(player)
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MyHandlers.setStr(player)
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end
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function MyHandlers.AddToDB(player, clickedbtn, typed, slider)
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guid =player:GetGUID()
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sendtype =typed
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-- player:SendBroadcastMessage("Button pressed")
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-- Sends what ever the player types in into the database MAX 100 characters
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local query = "UPDATE custom_dwrath_character_stats SET typed = '"..tostring(sendtype).."' WHERE GUID = "..tostring(guid)-- Strings in an SQL query need '' surrounding them
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CharDBExecute(query)
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end
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function MyHandlers.GrabFromDB(msg)
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local query = "SELECT `typed`, `GUID` FROM `custom_dwrath_character_stats` WHERE LENGTH(typed) > 1 ORDER BY RAND() LIMIT 5"
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qresults = CharDBQuery(query)
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if (qresults == nil) then return end
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rowcount = qresults:GetRowCount()
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sendstring = ""
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for i = 0, rowcount
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do
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if (i >= rowcount)then
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break
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end
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guid = qresults:GetUInt32(1)
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plnmres = CharDBQuery("SELECT `name` FROM `characters` WHERE GUID ="..guid)
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playernm = plnmres:GetString(0)
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pltyped = qresults:GetString(0)
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sendstring = tostring("|cffFFC125"..playernm.. "|r says '|cffFFC125"..pltyped .."|r'\n"..sendstring)
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qresults:NextRow()
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end
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-- print(sendstring)
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-- Message calls SetString function in the client, passes this sendstring var from here to the client
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return msg:Add("AIOExample", "SetString", sendstring)
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end
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AIO.AddOnInit(MyHandlers.GrabFromDB)
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-- When this is called, updates sendstring by calling GrabFromDB and sending it as a message to the client
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function MyHandlers.setStr(player)
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MyHandlers.GrabFromDB(AIO.Msg()):Send(player)
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end
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-- When a player uses command .test, show the UI to player
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-- The showing is done by sending a message to the client that then does whatever
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-- we have coded to be done when receiving the message
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local function OnCommand(event, player, command)
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if(command == "notme") then
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-- Note that AIO.Handle has two different definitions:
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-- On client side you don't pass the player argument
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AIO.Handle(player, "AIOExample", "ShowFrame")
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-- Calls setStr in here. Calls if opened or closed. Need a cleaner solution probably.
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MyHandlers.setStr(player)
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-- player:SendBroadcastMessage("Testframe toggled.")
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return false
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end
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end
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RegisterPlayerEvent(42, OnCommand)
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