Core/Auth: Moved battle.net handling to separate project
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/*
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* Copyright (C) 2008-2014 TrinityCore <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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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, see <http://www.gnu.org/licenses/>.
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*/
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#include "ComponentManager.h"
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#include "DatabaseEnv.h"
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Battlenet::ComponentMgr::~ComponentMgr()
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{
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for (Component* component : _components)
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delete component;
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}
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void Battlenet::ComponentMgr::Load()
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{
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QueryResult result = LoginDatabase.Query("SELECT Program, Platform, Build FROM battlenet_components");
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if (result)
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{
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do
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{
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Field* fields = result->Fetch();
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Component* component = new Component();
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component->Program = fields[0].GetString();
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component->Platform = fields[1].GetString();
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component->Build = fields[2].GetUInt32();
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_components.insert(component);
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_programs.insert(component->Program);
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_platforms.insert(component->Platform);
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} while (result->NextRow());
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}
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}
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bool Battlenet::ComponentMgr::HasComponent(Battlenet::Component const* component) const
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{
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for (Component const* c : _components)
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if (component->Program == c->Program && component->Platform == c->Platform && component->Build == c->Build)
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return true;
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return false;
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}
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