Persist single-player settings and add defaults

This commit is contained in:
Kelsi 2026-02-05 17:40:15 -08:00
parent 46939808ad
commit 697c4b8218
6 changed files with 205 additions and 2 deletions

View file

@ -193,6 +193,18 @@ struct SinglePlayerSqlite {
" status INTEGER,"
" progress INTEGER,"
" PRIMARY KEY (guid, quest)"
");"
"CREATE TABLE IF NOT EXISTS character_settings ("
" guid INTEGER PRIMARY KEY,"
" fullscreen INTEGER,"
" vsync INTEGER,"
" shadows INTEGER,"
" res_w INTEGER,"
" res_h INTEGER,"
" music_volume INTEGER,"
" sfx_volume INTEGER,"
" mouse_sensitivity REAL,"
" invert_mouse INTEGER"
");";
return exec(kSchema);
}
@ -1354,6 +1366,19 @@ void GameHandler::setSinglePlayerCharListReady() {
setState(WorldState::CHAR_LIST_RECEIVED);
}
bool GameHandler::getSinglePlayerSettings(SinglePlayerSettings& out) const {
if (!singlePlayerMode_ || !spSettingsLoaded_) return false;
out = spSettings_;
return true;
}
void GameHandler::setSinglePlayerSettings(const SinglePlayerSettings& settings) {
if (!singlePlayerMode_) return;
spSettings_ = settings;
spSettingsLoaded_ = true;
markSinglePlayerDirty(SP_DIRTY_SETTINGS, true);
}
bool GameHandler::getSinglePlayerCreateInfo(Race race, Class cls, SinglePlayerCreateInfo& out) const {
auto& db = getSinglePlayerCreateDb();
uint16_t key = static_cast<uint16_t>((static_cast<uint32_t>(race) << 8) |
@ -1433,6 +1458,8 @@ bool GameHandler::loadSinglePlayerCharacterState(uint64_t guid) {
auto& sp = getSinglePlayerSqlite();
if (!sp.db) return false;
spSettingsLoaded_ = false;
const char* sqlChar =
"SELECT level, zone, map, position_x, position_y, position_z, orientation, money, xp, health, max_health, has_state "
"FROM characters WHERE guid=?;";
@ -1608,6 +1635,26 @@ bool GameHandler::loadSinglePlayerCharacterState(uint64_t guid) {
spLastDirtyZ_ = movementInfo.z;
spLastDirtyOrientation_ = movementInfo.orientation;
const char* sqlSettings =
"SELECT fullscreen, vsync, shadows, res_w, res_h, music_volume, sfx_volume, mouse_sensitivity, invert_mouse "
"FROM character_settings WHERE guid=?;";
if (sqlite3_prepare_v2(sp.db, sqlSettings, -1, &stmt, nullptr) == SQLITE_OK) {
sqlite3_bind_int64(stmt, 1, static_cast<sqlite3_int64>(guid));
if (sqlite3_step(stmt) == SQLITE_ROW) {
spSettings_.fullscreen = sqlite3_column_int(stmt, 0) != 0;
spSettings_.vsync = sqlite3_column_int(stmt, 1) != 0;
spSettings_.shadows = sqlite3_column_int(stmt, 2) != 0;
spSettings_.resWidth = sqlite3_column_int(stmt, 3);
spSettings_.resHeight = sqlite3_column_int(stmt, 4);
spSettings_.musicVolume = sqlite3_column_int(stmt, 5);
spSettings_.sfxVolume = sqlite3_column_int(stmt, 6);
spSettings_.mouseSensitivity = static_cast<float>(sqlite3_column_double(stmt, 7));
spSettings_.invertMouse = sqlite3_column_int(stmt, 8) != 0;
spSettingsLoaded_ = true;
}
sqlite3_finalize(stmt);
}
return true;
}
@ -1760,6 +1807,32 @@ void GameHandler::saveSinglePlayerCharacterState(bool force) {
spHasState_[activeCharacterGuid_] = true;
spSavedOrientation_[activeCharacterGuid_] = movementInfo.orientation;
if (spSettingsLoaded_ && (force || (spDirtyFlags_ & SP_DIRTY_SETTINGS))) {
const char* upsertSettings =
"INSERT INTO character_settings "
"(guid, fullscreen, vsync, shadows, res_w, res_h, music_volume, sfx_volume, mouse_sensitivity, invert_mouse) "
"VALUES (?,?,?,?,?,?,?,?,?,?) "
"ON CONFLICT(guid) DO UPDATE SET "
"fullscreen=excluded.fullscreen, vsync=excluded.vsync, shadows=excluded.shadows, "
"res_w=excluded.res_w, res_h=excluded.res_h, music_volume=excluded.music_volume, "
"sfx_volume=excluded.sfx_volume, mouse_sensitivity=excluded.mouse_sensitivity, "
"invert_mouse=excluded.invert_mouse;";
if (sqlite3_prepare_v2(sp.db, upsertSettings, -1, &stmt, nullptr) == SQLITE_OK) {
sqlite3_bind_int64(stmt, 1, static_cast<sqlite3_int64>(activeCharacterGuid_));
sqlite3_bind_int(stmt, 2, spSettings_.fullscreen ? 1 : 0);
sqlite3_bind_int(stmt, 3, spSettings_.vsync ? 1 : 0);
sqlite3_bind_int(stmt, 4, spSettings_.shadows ? 1 : 0);
sqlite3_bind_int(stmt, 5, spSettings_.resWidth);
sqlite3_bind_int(stmt, 6, spSettings_.resHeight);
sqlite3_bind_int(stmt, 7, spSettings_.musicVolume);
sqlite3_bind_int(stmt, 8, spSettings_.sfxVolume);
sqlite3_bind_double(stmt, 9, spSettings_.mouseSensitivity);
sqlite3_bind_int(stmt, 10, spSettings_.invertMouse ? 1 : 0);
sqlite3_step(stmt);
sqlite3_finalize(stmt);
}
}
sqlite3_stmt* del = nullptr;
const char* delInv = "DELETE FROM character_inventory WHERE guid=?;";
if (sqlite3_prepare_v2(sp.db, delInv, -1, &del, nullptr) == SQLITE_OK) {