/* ==================================================================== * ÆÄ ÀÏ : sqlGame.h * ¸ñ Àû : * ÀÛ ¼º ÀÚ : °ûöÁß * ÀÛ ¼º ÀÏ : 07/01/12 * ÁÖÀÇ»çÇ× : * =================================================================== */ #ifndef __SQL_GAME_H__ #define __SQL_GAME_H__ //#ifndef WINVER //#define WINVER 0x0500 //#endif // //#ifndef _WIN32_WINNT //#define _WIN32_WINNT 0x0500 //#endif #pragma once #include "stdafx.h" #include "sqlpool.h" #include "sqlgamestmt.h" #include "iocontextpool.h" #include "DramaturgyManager.h" #include "Skillscript.h" #include "QuestManager.h" #include "TriggerManager.h" #include "TitleManager.h" #include "StatusScript.h" #include "DropScript.h" #ifndef __SQL_REQUEST_GAME_TYPE__ #define __SQL_REQUEST_GAME_TYPE__ enum SQL_REQUEST_GAME_TYPE { // DEFAULT_SQL_GAME SQL_REQUEST_GAME_TEST = 0x2000, // DEFAULT_SQL_GAME(0x2000) - defined gamesrv.h file SQL_REQUEST_GAME_INIT, // Init Game Database SQL_REQUEST_GAME_SHUTDOWN, // Shutdown Game Database SQL_GAME_PROCESS_THEME_CREATE, // Create Theme (Info & Room). SQL_GAME_PROCESS_THEME_ROOM_CHECK, // Check " SQL_GAME_PROCESS_THEME_USER_CHECK, // Check Theme User. SQL_GAME_PROCESS_THEME_USER_INSERT, // Insert Theme User. SQL_GAME_PROCESS_THEME_USER_SELECT, // Select Theme User. SQL_GAME_PROCESS_THEME_USER_UPDATE, // Update Theme User. SQL_GAME_PROCESS_THEME_USER_REMOVE, // Remove Theme User. SQL_GAME_PROCESS_THEME_USER_SAVE, // Save Theme User. SQL_GAME_PROCESS_THEME_PARTY_SELECT, // Select Theme Party. SQL_GAME_PROCESS_THEME_PARTYROOM_SELECT, // Select Theme Party. SQL_GAME_PROCESS_GM_THEME_USER_SELECT, // Select Theme User.(GM Cheat) // Item Table Data SQL_GAME_PROCESS_VERIFY_ITEM_DEFINE, // ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ç - Á¤ÀÇ SQL_GAME_PROCESS_VERIFY_ITEM_ABILITY, // " Å×ÀÌºí °Ë»ç - ¼Ó¼º SQL_GAME_PROCESS_VERIFY_ITEM_COOLTIME2, // " Å×ÀÌºí °Ë»ç - ÄðŸÀÓ SQL_GAME_PROCESS_VERIFY_ITEM_LIMIT, // " Å×ÀÌºí °Ë»ç - Á¦ÇÑ SQL_GAME_PROCESS_VERIFY_ITEM_CARD, // " Å×ÀÌºí °Ë»ç - Ä«µå SQL_GAME_PROCESS_VERIFY_ITEM_CARD_SLOT, // " Å×ÀÌºí °Ë»ç - Ä«µå½½·Ô SQL_GAME_PROCESS_VERIFY_ITEM_TAROT, // " Å×ÀÌºí °Ë»ç - Ÿ·Î SQL_GAME_PROCESS_VERIFY_ITEM_ENHANCED, // " Å×ÀÌºí °Ë»ç - °­È­ SQL_GAME_PROCESS_VERIFY_ITEM_ENHANCEDRATE, // " Å×ÀÌºí °Ë»ç - È®·ü(°­È­) SQL_GAME_PROCESS_VERIFY_ITEM_DISJOINT, // " Å×ÀÌºí °Ë»ç - ºÐÇØ SQL_GAME_PROCESS_VERIFY_ITEM_CHANGE, // " Å×ÀÌºí °Ë»ç - ±³È¯ SQL_GAME_PROCESS_ITEM_DEFINE, // ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ö - Á¤ÀÇ SQL_GAME_PROCESS_ITEM_ABILITY, // ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ö - ¼Ó¼º SQL_GAME_PROCESS_ITEM_COOLTIME2, // ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ö - ÄðŸÀÓ SQL_GAME_PROCESS_ITEM_LIMIT, // ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ö - Á¦ÇÑ SQL_GAME_PROCESS_ITEM_CARD, // ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ö - Ä«µå SQL_GAME_PROCESS_ITEM_CARD_SLOT, // ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ö - Ä«µå½½·Ô SQL_GAME_PROCESS_ITEM_TAROT, // ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ö - Ÿ·Î SQL_GAME_PROCESS_ITEM_ENHANCED, // ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ö - °­È­ SQL_GAME_PROCESS_ITEM_ENHANCEDRATE, // ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ö - È®·ü(°­È­) SQL_GAME_PROCESS_ITEM_DISJOINT, // ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ö - ºÐÇØ SQL_GAME_PROCESS_ITEM_CHANGE, // ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ö - ±³È¯ SQL_GAME_PROCESS_VERIFY_DEFAULT_ITEMS, // ±âº»Áö±Þ ¾ÆÀÌÅÛ Å×ÀÌºí °Ë»ç. // Character Table Data SQL_GAME_PROCESS_CHARACTER_LIST, // ij¸¯ÅÍ ¸ñ·Ï°Ë»ö SQL_GAME_PROCESS_CHARACTER_NAME, // ij¸¯ÅÍ À̸§ SQL_GAME_PROCESS_CHARACTER_INSERT, // ij¸¯ÅÍ Ãß°¡ SQL_GAME_PROCESS_CHARACTER_DELETE_WAIT, // ij¸¯ÅÍ »èÁ¦´ë±â SQL_GAME_PROCESS_CHARACTER_DELETE_CANCEL, // ij¸¯ÅÍ »èÁ¦Ãë¼Ò SQL_GAME_PROCESS_CHARACTER_DELETE, // ij¸¯ÅÍ »èÁ¦ SQL_GAME_PROCESS_CHARACTER_UPDATE, // ij¸¯ÅÍ °»½Å SQL_GAME_PROCESS_CHARACTER_SELECT, // ij¸¯ÅÍ ¼±Åà SQL_GAME_PROCESS_CHARACTER_MONEY, // ij¸¯ÅÍ ¼ÒÁö±Ý¾× SQL_GAME_PROCESS_CHARACTER_DEPOSIT, // ij¸¯ÅÍ ¿¹Ä¡±Ý¾× SQL_GAME_PROCESS_CHARACTER_TAROT_POINT, // ij¸¯ÅÍ Å¸·ÎÆ÷ÀÎÆ® SQL_GAME_PROCESS_CHARACTER_ACTIVE_WEPON, // ij¸¯ÅÍ È°¼º ¹«±âÁ¤º¸ SQL_GAME_PROCESS_CHARACTER_OPTION, // ij¸¯ÅÍ ¿É¼Ç SQL_GAME_PROCESS_CHARACTER_FORCETYPE, // ij¸¯ÅÍ ¼¼·Â ŸÀÔ SQL_GAME_PROCESS_CHARACTER_SKILLRESET, // ij¸¯ÅÍ ½ºÅ³ ÃʱâÈ­ SQL_GAME_PROCESS_CHARACTER_BLOCK_SELECT, // ij¸¯ÅÍ ºí·Ï(äÆÃ) °Ë»ö SQL_GAME_PROCESS_CHARACTER_BLOCK_INSERT, // ij¸¯ÅÍ ºí·Ï(äÆÃ) Ãß°¡ SQL_GAME_PROCESS_CHARACTER_BLOCK_SELECT_LOG,// ij¸¯ÅÍ ºí·Ï(äÆÃ)ÁßÀÎ À¯Àú °Ë»ö SQL_GAME_PROCESS_CHARACTER_GM_NAME, // ij¸¯ÅÍ GMÀ̸§ µî·Ï SQL_GAME_PROCESS_CHARACTER_INVEN_SIZE, // ij¸¯ÅÍ Àκ¥Å丮 Å©±â SQL_GAME_PROCESS_CHARACTER_TTL, // ij¸¯ÅÍ TTL SQL_GAME_PROCESS_CHARACTER_THEMERESET, // ij¸¯ÅÍ Å׸¶ ÃʱâÈ­ SQL_GAME_PROCESS_CHARACTER_CHANNEL, // ij¸¯ÅÍ Á¢¼Ó ä³Î °Ë»ö SQL_GAME_PROCESS_CHARACTER_GM_THEMERESET, // ij¸¯ÅÍ GM Å׸¶ ÃʱâÈ­ SQL_GAME_PROCESS_CHARACTER_KICK_SELECT, // ij¸¯ÅÍ °­Á¦ Á¾·á // Inventory & Item Table Data SQL_GAME_PROCESS_INVENTORY_INSERT, // Àκ¥Å丮 Ãß°¡ SQL_GAME_PROCESS_INVENTORY_SELECT, // Àκ¥Å丮 °Ë»ö SQL_GAME_PROCESS_INVENTORY_CASH_SELECT, // Àκ¥Å丮 ij½¬¾ÆÀÌÅÛ SQL_GAME_PROCESS_INVENTORY_DELETE, // Àκ¥Å丮 »èÁ¦ SQL_GAME_PROCESS_INVENTORY_COOLTIME_SELECT, // Àκ¥Å丮 ÄðŸÀÓ(°Ë»ö) SQL_GAME_PROCESS_INVENTORY_COOLTIME_INSERT, // Àκ¥Å丮 ÄðŸÀÓ SQL_GAME_PROCESS_INVENTORY_REMOVE, // Àκ¥Å丮 »èÁ¦ SQL_GAME_PROCESS_INVENTORY_USE, // Àκ¥Å丮 »ç¿ë SQL_GAME_PROCESS_INVENTORY_SWAP, // À̺¥Å丮 ±³È¯ SQL_GAME_PROCESS_INVENTORY_MOVE, // Àκ¥Å丮 À̵¿ SQL_GAME_PROCESS_INVENTORY_EXCEPT, // Àκ¥Å丮 ¿¹¿Ü(¿¹¿ÜÀûÀÎ À̵¿Ã³¸®) SQL_GAME_PROCESS_INVENTORY_MERGE, // Àκ¥Å丮 º´ÇÕ(¿¹¿ÜÀûÀÎ À̵¿Ã³¸®) SQL_GAME_PROCESS_INVENTORY_DIVIDE, // Àκ¥Å丮 ³ª´©±â SQL_GAME_PROCESS_INVENTORY_MOVE2, // Àκ¥Å丮 À̵¿(â°í¿µ¿ª Æ÷ÇÔ) SQL_GAME_PROCESS_INVENTORY_ENHANCED, // Àκ¥Å丮 °­È­ SQL_GAME_PROCESS_INVENTORY_DISJOINT, // Àκ¥Å丮 ºÐÇØ SQL_GAME_PROCESS_INVENTORY_PUT_CARD, // Àκ¥Å丮 Ä«µåÀåÂø SQL_GAME_PROCESS_INVENTORY_CHANGE, // Àκ¥Å丮 üÀÎÁö SQL_GAME_PROCESS_INVENTORY_SEAL, // Àκ¥Å丮 ÀÎÁõ¿©ºÎ SQL_GAME_PROCESS_ITEM_BILL_SELECT, // ¾ÆÀÌÅÛ ºô °Ë»ö SQL_GAME_PROCESS_ITEM_BILL_REMOVE, // ¾ÆÀÌÅÛ ºô »èÁ¦ SQL_GAME_PROCESS_ITEM_BILL_UPDATE, // ¾ÆÀÌÅÛ ºô °»½Å SQL_GAME_PROCESS_ITEM_SELL, // ¾ÆÀÌÅÛ ÆÇ¸Å SQL_GAME_PROCESS_ITEM_BUY, // ¾ÆÀÌÅÛ ±¸¸Å SQL_GAME_PROCESS_ITEM_COLLECT, // ¾ÆÀÌÅÛ ¼öÁý(Ä÷º¼ÇºÏ) SQL_GAME_PROCESS_ITEM_COLLECT_CHANGE, // ¾ÆÀÌÅÛ ¼öÁý(Ä«µåº¯È¯) SQL_GAME_PROCESS_ITEM_GET, // ¾ÆÀÌÅÛ ½Àµæ(Áݱâ) SQL_GAME_PROCESS_ITEM_GET_QUEST, // ¾ÆÀÌÅÛ ½Àµæ(Äù½ºÆ®) SQL_GAME_PROCESS_ITEM_GET_PARTY_GIVE, // ¾ÆÀÌÅÛ ½Àµæ(ÆÄƼÀå Áö±Þ) SQL_GAME_PROCESS_ITEM_USE, // ¾ÆÀÌÅÛ »ç¿ë(Àκ¥Å丮 ¿Ü) SQL_GAME_PROCESS_ITEM_EXCHANGE, // ¾ÆÀÌÅÛ °Å·¡ SQL_GAME_PROCESS_ITEM_MIX, // ¾ÆÀÌÅÛ Á¶ÇÕ SQL_GAME_PROCESS_ITEM_AGENT_CHECK, // ¾ÆÀÌÅÛ ÆÇ¸Å´ëÇà °Ë»ç SQL_GAME_PROCESS_ITEM_AGENT_SELECT_OWNER, // ¾ÆÀÌÅÛ ÆÇ¸Å´ëÇà °Ë»ö(¼ÒÀ¯) SQL_GAME_PROCESS_ITEM_AGENT_INSERT, // ¾ÆÀÌÅÛ ÆÇ¸Å´ëÇà µî·Ï SQL_GAME_PROCESS_ITEM_AGENT_DELETE, // ¾ÆÀÌÅÛ ÆÇ¸Å´ëÇà »èÁ¦ SQL_GAME_PROCESS_ITEM_AGENT_UPDATE, // ¾ÆÀÌÅÛ ÆÇ¸Å´ëÇà °»½Å SQL_GAME_PROCESS_ITEM_AGENT_SELECT, // ¾ÆÀÌÅÛ ÆÇ¸Å´ëÇà °Ë»ö SQL_GAME_PROCESS_ITEM_AGENT_SELECT_NAME, // ¾ÆÀÌÅÛ ÆÇ¸Å´ëÇà °Ë»ö(À̸§) SQL_GAME_PROCESS_ITEM_AGENT_SELECT_TYPE, // ¾ÆÀÌÅÛ ÆÇ¸Å´ëÇà °Ë»ö(Á¾·ù) SQL_GAME_PROCESS_ITEM_AGENT_SELECT_ALL, // ¾ÆÀÌÅÛ ÆÇ¸Å´ëÇà °Ë»ö(¸ðµÎ) SQL_GAME_PROCESS_ITEM_SUMMON_POST, // ¼Òȯ ÁÖ¹®¼­(¿ìÆíÇÔ) SQL_GAME_PROCESS_ITEM_SUMMON_AGENT, // ¼Òȯ ÁÖ¹®¼­(ÆÇ¸Å´ëÇà) SQL_GAME_PROCESS_ITEM_SUMMON_WAREHOUSE, // ¼Òȯ ÁÖ¹®¼­(â°í) SQL_GAME_PROCESS_ITEM_GATHERING_USE, // ¾ÆÀÌÅÛ ¼Ò¸ð(äÁý½Ã) SQL_GAME_PROCESS_ITEM_NPC_EVENT, // NPCÀ̺¥Æ® ¾ÆÀÌÅÛ Áö±Þ SQL_GAME_PROCESS_ITEM_OBT_EVENT, // ÀϺ» OBTÀ̺¥Æ® ¾ÆÀÌÅÛ Áö±Þ // Post Table Data SQL_GAME_PROCESS_POST_CHECK, // ¿ìÆí °Ë»ç(¾ÈÀÐÀº¿ìÆí) SQL_GAME_PROCESS_POST_SELECT, // ¿ìÆí °Ë»ö SQL_GAME_PROCESS_POST_INSERT, // ¿ìÆí Ãß°¡ SQL_GAME_PROCESS_POST_UPDATE_STATUS, // ¿ìÆí °»½Å(»óÅÂ) SQL_GAME_PROCESS_POST_UPDATE, // ¿ìÆí °»½Å SQL_GAME_PROCESS_POST_DELETE, // ¿ìÆí »èÁ¦ // Friend Table Data SQL_GAME_PROCESS_FRIEND_SELECT, // Ä£±¸ °Ë»ö SQL_GAME_PROCESS_FRIEND_INSERT, // Ä£±¸ Ãß°¡ SQL_GAME_PROCESS_FRIEND_UPDATE, // Ä£±¸ °»½Å SQL_GAME_PROCESS_FRIEND_DELETE, // Ä£±¸ »èÁ¦ // Item Table Data SQL_GAME_PROCESS_ITEM_SPREAD_VALUE, // ¾ÆÀÌÅÛ ½ºÇÁ·¹µå °á°ú°ª ¹Ýȯ SQL_GAME_PROCESS_ITEM_TAROT_RESULT, // ¾ÆÀÌÅÛ Å¸·ÎÈ¿°ú °á°ú°ª ¹Ýȯ SQL_GAME_PROCESS_ITEM_TUTORIALSPREAD_VALUE, // ¾ÆÀÌÅÛ ½ºÇÁ·¹µå °á°ú°ª ¹Ýȯ SQL_GAME_PROCESS_ITEM_TUTORIALTAROT_RESULT, // ¾ÆÀÌÅÛ Å¸·ÎÈ¿°ú °á°ú°ª ¹Ýȯ SQL_GAME_PROCESS_ITEM_SELF_SPREAD_VALUE, // ¾ÆÀÌÅÛ ½ºÇÁ·¹µå °á°ú°ª ¹Ýȯ SQL_GAME_PROCESS_ITEM_SELF_TAROT_RESULT, // ¾ÆÀÌÅÛ Å¸·ÎÈ¿°ú °á°ú°ª ¹Ýȯ // Skill Table Data SQL_GAME_PROCESS_SKILL_SELECT, // º¸À¯½ºÅ³ ¸®½ºÆ® SQL_GAME_PROCESS_SKILL_INSERT, // º¸À¯½ºÅ³ Ãß°¡ SQL_GAME_PROCESS_SKILL_UPDATE, // º¸À¯½ºÅ³ ´Ü°è¾÷ SQL_GAME_PROCESS_SKILL_COOLTIME, // º¸À¯½ºÅ³ ÄðŸÀÓº¯°æ SQL_GAME_PROCESS_SKILL_CHEAT_INSERT, // º¸À¯½ºÅ³ ġƮ Ãß°¡ SQL_GAME_PROCESS_SKILL_CHEAT_UPDATE, // º¸À¯½ºÅ³ ġƮ ´Ü°è¾÷ // Skill Influence Data SQL_GAME_PROCESS_INFLUENCE_SELECT, // È¿°ú ¸®½ºÆ® SQL_GAME_PROCESS_INFLUENCE_UPDATE, // È¿°ú Ãß°¡ // Stall Sell Table Data SQL_GAME_PROCESS_STALL_SELL_GET, // ÆÇ¸Å ¾ÆÀÌÅÛ ±¸ÀÔ // Stall Buy Table Data SQL_GAME_PROCESS_STALL_BUY_SEARCH, // ±¸ÀÔ ¸®½ºÆ® °Ë»ö SQL_GAME_PROCESS_STALL_BUY_INSERT, // ±¸ÀÔ ¸®½ºÆ® µî·Ï SQL_GAME_PROCESS_STALL_BUYL_DELETE, // ±¸ÀÔ ¸®½ºÆ® »èÁ¦ // Shortcut Table Data SQL_GAME_PROCESS_SHORTCUT_SELECT, // Å£½½·Ô °Ë»ö SQL_GAME_PROCESS_SHORTCUT_UPDATE, // Å£½½·Ô °»½Å // Quest Table Data SQL_GAME_PROCESS_QUEST_INSERT, // Äù½ºÆ® ½Å±Ô µî·Ï SQL_GAME_PROCESS_QUEST_INSERTBYITEM, // Äù½ºÆ® ½Å±Ô µî·Ï - ÀÇ·Ú¾ÆÀÌÅÛ SQL_GAME_PROCESS_QUEST_SELECT, // Äù½ºÆ® ¸®½ºÆ® ¹Þ±â SQL_GAME_PROCESS_QUEST_UPDATE, // Äù½ºÆ® Á¤º¸ ¾÷µ¥ÀÌÆ® SQL_GAME_PROCESS_QUEST_DELETE, // Äù½ºÆ® Á¤º¸ »èÁ¦ SQL_GAME_PROCESS_QUEST_DELETEAUTO, // Äù½ºÆ® Á¤º¸ ÀÚµ¿ »èÁ¦ SQL_GAME_PROCESS_QUEST_COMPLETE, // Äù½ºÆ® ¿Ï·á ¿äû SQL_GAME_PROCESS_QUEST_REWARD, // Äù½ºÆ® º¸»ó ¿äû SQL_GAME_PROCESS_QUEST_ENDLISTSELECT, // Äù½ºÆ® ¿Ï·á ¸ñ·Ï ¹Þ±â SQL_GAME_PROCESS_QUEST_VALIDLISTSELECT, // Äù½ºÆ® ¸¸±âÀÏ ¸ñ·Ï ¹Þ±â SQL_GAME_PROCESS_QUEST_REMOVE, // Äù½ºÆ® Á¦°Å // Title Data SQL_GAME_PROCESS_TITLE_INSERT, // ȣĪ Ãß°¡ SQL_GAME_PROCESS_TITLE_SELECT, // ȣĪ ¸®½ºÆ® ¹Þ±â // Guild Data SQL_GAME_PROCESS_VERIFY_GUILD, // ±æµå ¸®½ºÆ® °Ë»ç SQL_GAME_PROCESS_GUILDUSER_SELECT, // ±æµå À¯Àú ¸®½ºÆ® °Ë»ö SQL_GAME_PROCESS_GUILD_SELECT, // ±æµå À¯Àú ¸®½ºÆ® °Ë»ö SQL_GAME_PROCESS_GUILD_CREATE, // ±æµå »ý¼º SQL_GAME_PROCESS_GUILD_DELETE, // ±æµå ÇØÃ¼ SQL_GAME_PROCESS_GUILD_UPDATE, // ±æµå ÀúÀå SQL_GAME_PROCESS_GUILDUSER_ADD, // ±æµå À¯Àú Ãß°¡ SQL_GAME_PROCESS_GUILDUSER_OUT, // ±æµå À¯Àú Å»Åð SQL_GAME_PROCESS_GUILDUSER_CUT, // ±æµå À¯Àú Ãß¹æ SQL_GAME_PROCESS_GUILDUSER_GIVEPOSITION, // ±æµå À¯Àú Á÷À§º¯°æ SQL_GAME_PROCESS_GUILDMARK_UPDATE, // ±æµå ¸¶Å© °»½Å // Á¦Á¶½ºÅ³ SQL_GAME_PROCESS_MAKESKILL_INSERT, SQL_GAME_PROCESS_MAKESKILL_SELECT, SQL_GAME_PROCESS_MAKESKILL_DELETE, SQL_GAME_PROCESS_RECIPE_INSERT, SQL_GAME_PROCESS_RECIPE_GROUP_INSERT, SQL_GAME_PROCESS_RECIPE_COOLTIME, // ¿î¼¼ ¼Ó¼º SQL_GAME_PROCESS_FORTUNE_SELECT, SQL_GAME_PROCESS_FORTUNE_UPDATE, // pvp ¼¼·Â Æ÷ÀÎÆ® SQL_GAME_PROCESS_FORCEPOINT_UPDATE, // PVP Table Data SQL_GAME_PROCESS_PVP_USER_INSERT, SQL_GAME_PROCESS_PVP_USER_SELECT, SQL_GAME_PROCESS_PVP_USER_REMOVE, SQL_GAME_PROCESS_PVP_USER_CLEAR, // Party Table Data SQL_GAME_PROCESS_PARTY_INSERT, // Whisper(±Í¿§¸») SQL_GAME_PROCESS_WHISPER, // GM ÀüÁ÷ ġƮ SQL_GAME_PROCESS_JOB_CHEAT_UPDATE, SQL_GAME_PROCESS_VERIFY_GM_EVENT, // GMÀ̺¥Æ® Å×ÀÌºí °Ë»ç SQL_GAME_PROCESS_GM_EVENT_SEARCH, // GMÀ̺¥Æ® Å×ÀÌºí °Ë»ç = SQL_GAME_PROCESS_VERIFY_GM_EVENT °ú µ¿ÀÏ. 󸮰á°ú¸¸ µû·Î ó¸®ÇÔ(Ŭ¶óÀÌ¾ðÆ®¿¡°Ô Á¤º¸Àü¼Û) SQL_GAME_PROCESS_GM_EVENT_INSERT, // GMÀ̺¥Æ® Ãß°¡ SQL_GAME_PROCESS_GM_EVENT_UPDATE, // GMÀ̺¥Æ® »èÁ¦( db Å×ÀÌºí¿¡¼­ apply=1 ·Î ¼ÂÆÃ) SQL_GAME_PROCESS_ITEM_DROPLIMIT_SELECT, // µå¶ø ¾ÆÀÌÅÛ Á¦¾à SQL_GAME_PROCESS_ITEM_DROPLIMIT_UPDATE, // µå¶øµÈ ¾ÆÀÌÅÛ Á¤º¸ °»½Å // MAX MAX_SQL_GAME }; #endif // __SQL_REQUEST_GAME_TYPE__ class cSQLGame : public cSQLPool { private: cIoContextPool* mIoContextPool; protected: // Page Pool °ü¸® ¸Þ¼Òµå. PerSQLConnection* AllocSQLConnection ( void ); private: // LOG °ü·Ã ¸Þ¼Òµå. bool PostServerEvent ( LPCTSTR format, ... ); public: // DB Clear ¸Þ¼Òµå bool call_stored_procedure ( char* dsn, char* uid, char* pwd, char* sp_name ); bool sp_inventory ( char* dsn, char* uid, char* pwd, int& total, int& remove ); bool sp_remove_inventory ( char* dsn, char* uid, char* pwd ); bool sp_delete_inventory ( char* dsn, char* uid, char* pwd ); bool sp_db_reindex_inventory ( char* dsn, char* uid, char* pwd ); bool sp_influence ( char* dsn, char* uid, char* pwd, int& total, int& remove ); bool sp_remove_influence ( char* dsn, char* uid, char* pwd ); bool sp_delete_influence ( char* dsn, char* uid, char* pwd ); bool sp_db_reindex_influence ( char* dsn, char* uid, char* pwd ); bool sp_post ( char* dsn, char* uid, char* pwd, int& total, int& remove ); bool sp_remove_post ( char* dsn, char* uid, char* pwd ); bool sp_delete_post ( char* dsn, char* uid, char* pwd ); bool sp_db_reindex_post ( char* dsn, char* uid, char* pwd ); bool sp_agent ( char* dsn, char* uid, char* pwd, int& total, int& remove ); bool sp_remove_agent ( char* dsn, char* uid, char* pwd ); bool sp_delete_agent ( char* dsn, char* uid, char* pwd ); bool sp_db_reindex_agent ( char* dsn, char* uid, char* pwd ); bool sp_quest_progress ( char* dsn, char* uid, char* pwd, int& total, int& remove ); bool sp_remove_quest_progress( char* dsn, char* uid, char* pwd ); bool sp_delete_quest_progress( char* dsn, char* uid, char* pwd ); bool sp_db_reindex_quest_progress( char* dsn, char* uid, char* pwd ); bool sp_quest_valid ( char* dsn, char* uid, char* pwd, int& total, int& remove ); bool sp_remove_quest_valid ( char* dsn, char* uid, char* pwd ); bool sp_delete_quest_valid ( char* dsn, char* uid, char* pwd ); bool sp_db_reindex_quest_valid( char* dsn, char* uid, char* pwd ); public: // Item Insert ¸Þ¼Òµå(Script). bool ConsoleInsertInit ( ); void ConsoleInsertRelease ( ); bool InsertItemDefine ( char* dsn, char* uid, char* pwd ); bool InsertItemAbility ( char* dsn, char* uid, char* pwd ); bool InsertItemLimit ( char* dsn, char* uid, char* pwd ); bool InsertItemCard ( char* dsn, char* uid, char* pwd ); bool InsertItemCardSlot ( char* dsn, char* uid, char* pwd ); bool InsertItemTarot ( char* dsn, char* uid, char* pwd ); bool InsertItemTarotResult ( char* dsn, char* uid, char* pwd ); bool InsertItemSpread ( char* dsn, char* uid, char* pwd ); bool InsertItemDisjoint ( char* dsn, char* uid, char* pwd ); bool InsertItemEnhanced ( char* dsn, char* uid, char* pwd ); bool InsertItemEnhancedRate ( char* dsn, char* uid, char* pwd ); bool InsertItemChange ( char* dsn, char* uid, char* pwd ); bool InsertDefaultItems ( char* dsn, char* uid, char* pwd ); bool InsertSkillPC ( char* dsn, char* uid, char* pwd ); bool InsertDefaultSkill ( char* dsn, char* uid, char* pwd ); bool InsertJobTree ( char* dsn, char* uid, char* pwd ); bool InsertQuestData ( char* dsn, char* uid, char* pwd ); bool InsertItemDropLimitData ( char* dsn, char* uid, char* pwd ); public: // Ŭ·¡½º »ý¼º ¹× °ø¿ë ¸Þ¼Òµå. cSQLGame(void); bool Initialize ( char* dsn, char* uid, char* pwd, unsigned int numWorkerThreads=2, unsigned int bufferLength=65535 ); void Shutdown ( void ); void GetIoContextPool ( SIZE_T& quotaPagedPoolUsage, SIZE_T& quotaNonPagedPoolUsage, SIZE_T& workingSetSize ); PerIoContext* Get ( ); void Release ( PerIoContext* perIoContext ); DWORD WorkerThread ( void ); public: // Ŭ·¡½º ÆÄ±« ¸Þ¼Òµå. virtual ~cSQLGame(void); private: cSkillScript* mpSkillScript; cQuestManager* mpQuestManager; cTriggerManager* mpTriggerManager; cTitleManager* mpTitleManager; cStatusScript* mpStatusScript; cDropScript* mpDropScript; }; #endif // __SQL_GAME_H__