using Dapper; using System.Collections.Concurrent; namespace WeaponPaints { internal class WeaponSynchronization { private readonly WeaponPaintsConfig _config; private readonly Database _database; internal WeaponSynchronization(Database database, WeaponPaintsConfig config) { _database = database; _config = config; } internal async Task GetKnifeFromDatabase(PlayerInfo player) { if (!_config.Additional.KnifeEnabled) return; try { await using var connection = await _database.GetConnectionAsync(); string query = "SELECT `knife` FROM `wp_player_knife` WHERE `steamid` = @steamid"; string? playerKnife = await connection.QueryFirstOrDefaultAsync(query, new { steamid = player.SteamId }); if (!string.IsNullOrEmpty(playerKnife)) { WeaponPaints.g_playersKnife[player.Slot] = playerKnife; } } catch (Exception e) { Utility.Log(e.Message); return; } } internal async Task GetGloveFromDatabase(PlayerInfo player) { if (!_config.Additional.GloveEnabled) return; try { // Ensure proper disposal of resources using "using" statement await using var connection = await _database.GetConnectionAsync(); // Construct the SQL query with specific columns for better performance string query = "SELECT `weapon_defindex` FROM `wp_player_gloves` WHERE `steamid` = @steamid"; // Execute the query and retrieve glove data ushort? gloveData = await connection.QueryFirstOrDefaultAsync(query, new { steamid = player.SteamId }); // Check if glove data is retrieved successfully if (gloveData != null) { // Update g_playersGlove dictionary with glove data WeaponPaints.g_playersGlove[player.Slot] = gloveData.Value; } } catch (Exception e) { // Log any exceptions occurred during database operation Utility.Log("An error occurred while fetching glove data: " + e.Message); } } internal async Task GetWeaponPaintsFromDatabase(PlayerInfo player) { if (!_config.Additional.SkinEnabled || player == null || player.SteamId == null) return; try { await using var connection = await _database.GetConnectionAsync(); string query = "SELECT * FROM `wp_player_skins` WHERE `steamid` = @steamid"; var playerSkins = await connection.QueryAsync(query, new { steamid = player.SteamId }); if (playerSkins == null) return; var weaponInfos = new ConcurrentDictionary(); foreach (var row in playerSkins) { int weaponDefIndex = row?.weapon_defindex ?? 0; int weaponPaintId = row?.weapon_paint_id ?? 0; float weaponWear = row?.weapon_wear ?? 0f; int weaponSeed = row?.weapon_seed ?? 0; WeaponInfo weaponInfo = new WeaponInfo { Paint = weaponPaintId, Seed = weaponSeed, Wear = weaponWear }; weaponInfos[weaponDefIndex] = weaponInfo; } WeaponPaints.gPlayerWeaponsInfo[player.Slot] = weaponInfos; } catch (Exception e) { Utility.Log($"Database error occurred: {e.Message}"); } } internal async Task SyncKnifeToDatabase(PlayerInfo player, string knife) { if (!_config.Additional.KnifeEnabled || player == null || string.IsNullOrEmpty(player.SteamId) || string.IsNullOrEmpty(knife)) return; try { await using var connection = await _database.GetConnectionAsync(); string query = "INSERT INTO `wp_player_knife` (`steamid`, `knife`) VALUES(@steamid, @newKnife) ON DUPLICATE KEY UPDATE `knife` = @newKnife"; await connection.ExecuteAsync(query, new { steamid = player.SteamId, newKnife = knife }); } catch (Exception e) { Utility.Log($"Error syncing knife to database: {e.Message}"); } } internal async Task SyncGloveToDatabase(PlayerInfo player, int defindex) { if (!_config.Additional.GloveEnabled || player == null || string.IsNullOrEmpty(player.SteamId)) return; try { await using var connection = await _database.GetConnectionAsync(); string query = "INSERT INTO `wp_player_gloves` (`steamid`, `weapon_defindex`) VALUES(@steamid, @weapon_defindex) ON DUPLICATE KEY UPDATE `weapon_defindex` = @weapon_defindex"; await connection.ExecuteAsync(query, new { steamid = player.SteamId, weapon_defindex = defindex }); } catch (Exception e) { Utility.Log($"Error syncing glove to database: {e.Message}"); } } internal async Task SyncWeaponPaintsToDatabase(PlayerInfo player) { if (player == null || string.IsNullOrEmpty(player.SteamId) || !WeaponPaints.gPlayerWeaponsInfo.TryGetValue(player.Slot, out var weaponsInfo)) return; try { await using var connection = await _database.GetConnectionAsync(); foreach (var weaponInfoPair in weaponsInfo) { int weaponDefIndex = weaponInfoPair.Key; WeaponInfo weaponInfo = weaponInfoPair.Value; int paintId = weaponInfo.Paint; float wear = weaponInfo.Wear; int seed = weaponInfo.Seed; string query = "INSERT INTO `wp_player_skins` (`steamid`, `weapon_defindex`, `weapon_paint_id`, `weapon_wear`, `weapon_seed`) " + "VALUES (@steamid, @weaponDefIndex, @paintId, @wear, @seed) " + "ON DUPLICATE KEY UPDATE `weapon_paint_id` = @paintId, `weapon_wear` = @wear, `weapon_seed` = @seed"; var parameters = new { steamid = player.SteamId, weaponDefIndex, paintId, wear, seed }; await connection.ExecuteAsync(query, parameters); } } catch (Exception e) { Utility.Log($"Error syncing weapon paints to database: {e.Message}"); } } } }