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/*
* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
*
* 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 <http://www.gnu.org/licenses/>.
*/
#include "ComponentManager.h"
#include "DatabaseEnv.h"
Battlenet::ComponentMgr::~ComponentMgr()
{
for (Component* component : _components)
delete component;
}
void Battlenet::ComponentMgr::Load()
{
QueryResult result = LoginDatabase.Query("SELECT Program, Platform, Build FROM battlenet_components");
if (result)
{
do
{
Field* fields = result->Fetch();
Component* component = new 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);
} while (result->NextRow());
}
}
bool Battlenet::ComponentMgr::HasComponent(Battlenet::Component const* component) const
{
for (Component const* c : _components)
if (component->Program == c->Program && component->Platform == c->Platform && component->Build == c->Build)
return true;
return false;
}
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