/* * Copyright (C) 2008-2014 TrinityCore * * This program 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 2 of the License, or (at your * option) any later version. * * This program 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 this program. If not, see . */ #include "BattlenetManager.h" #include "DatabaseEnv.h" void BattlenetMgr::Load() { LoadComponents(); LoadModules(); } void BattlenetMgr::LoadComponents() { QueryResult result = LoginDatabase.Query("SELECT Program, Platform, Build FROM battlenet_components"); if (result) { do { Field* fields = result->Fetch(); Battlenet::Component* component = new Battlenet::Component(); component->Program = fields[0].GetString(); component->Platform = fields[1].GetString(); component->Build = fields[2].GetUInt32(); _components.insert(component); _programs.insert(component->Program); _platforms.insert(component->Platform); _builds.insert(component->Build); } while (result->NextRow()); } } void BattlenetMgr::LoadModules() { } bool BattlenetMgr::HasComponent(Battlenet::Component const* component) const { for (Battlenet::Component const* c : _components) if (component->Program == c->Program && component->Platform == c->Platform && component->Build == c->Build) return true; return false; }