source-engine/utils/blackmarket/blackmarket.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

675 lines
18 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
// blackmarket.cpp : Defines the entry point for the console application.
//
#include "stdafx.h"
#include <stdio.h>
#include <process.h>
#include <string.h>
#include <windows.h>
#include <sys/stat.h>
#include "interface.h"
#include "imysqlwrapper.h"
#include "mathlib.h"
#include "filesystem.h"
#include "filesystem_helpers.h"
#include "tier2/tier2.h"
#include "utlbuffer.h"
#include <ATLComTime.h>
const char *pDBName = "blackmarket_history";
const char *pHostName = "gamestats";
const char *pUserName = "root";
const char *pPassword = "r77GH34p";
CSysModule *sql = NULL;
CreateInterfaceFn factory = NULL;
IMySQL *mysql = NULL;
enum CSWeaponID
{
WEAPON_NONE = 0,
WEAPON_P228,
WEAPON_GLOCK,
WEAPON_SCOUT,
WEAPON_HEGRENADE,
WEAPON_XM1014,
WEAPON_C4,
WEAPON_MAC10,
WEAPON_AUG,
WEAPON_SMOKEGRENADE,
WEAPON_ELITE,
WEAPON_FIVESEVEN,
WEAPON_UMP45,
WEAPON_SG550,
WEAPON_GALIL,
WEAPON_FAMAS,
WEAPON_USP,
WEAPON_AWP,
WEAPON_MP5NAVY,
WEAPON_M249,
WEAPON_M3,
WEAPON_M4A1,
WEAPON_TMP,
WEAPON_G3SG1,
WEAPON_FLASHBANG,
WEAPON_DEAGLE,
WEAPON_SG552,
WEAPON_AK47,
WEAPON_KNIFE,
WEAPON_P90,
WEAPON_SHIELDGUN, // BOTPORT: Is this still needed?
WEAPON_KEVLAR,
WEAPON_ASSAULTSUIT,
WEAPON_NVG,
WEAPON_MAX, // number of weapons weapon index
};
#define PRICE_BLOB_VERSION 1
#define PRICE_BLOB_NAME "weeklyprices.dat"
struct weeklyprice_t
{
short iVersion;
short iPreviousPrice[WEAPON_MAX];
short iCurrentPrice[WEAPON_MAX];
};
int g_iCurrentWeaponPurchases[WEAPON_MAX];
int g_iNewWeaponPrices[WEAPON_MAX];
int g_iPriceDelta[WEAPON_MAX];
int g_iPurchaseDelta[WEAPON_MAX];
int g_iCounter = 0;
int g_iResetCounter = 0;
bool g_bWeeklyUpdate = false;
#define PRICE_SCALE 0.01f
struct weapons_t
{
int iWeaponType;
int iDefaultPrice;
int iID;
int iPurchaseCount;
int iCurrentPrice;
};
#define WEAPON_NOTHING 0
#define WEAPON_PISTOL 1
#define WEAPON_EVERYTHING 2
static weapons_t g_Weapons[] =
{
{ WEAPON_NOTHING, 0, WEAPON_NONE, 0, 0, },
{ WEAPON_PISTOL, 600, WEAPON_P228, 0, 0, },
{ WEAPON_PISTOL, 400, WEAPON_GLOCK, 0, 0, },
{ WEAPON_EVERYTHING, 2750, WEAPON_SCOUT, 0, 0, },
{ WEAPON_EVERYTHING, 300, WEAPON_HEGRENADE, 0, 0, },
{ WEAPON_EVERYTHING, 3000, WEAPON_XM1014, 0, 0, },
{ WEAPON_NOTHING, 0, WEAPON_C4, 0, 0, },
{ WEAPON_EVERYTHING, 1400, WEAPON_MAC10, 0, 0, },
{ WEAPON_EVERYTHING, 3500, WEAPON_AUG, 0, 0, },
{ WEAPON_EVERYTHING, 300, WEAPON_SMOKEGRENADE, 0, 0, },
{ WEAPON_PISTOL, 800, WEAPON_ELITE, 0, 0, },
{ WEAPON_PISTOL, 750, WEAPON_FIVESEVEN, 0, 0, },
{ WEAPON_EVERYTHING, 1700, WEAPON_UMP45, 0, 0, },
{ WEAPON_EVERYTHING, 4200, WEAPON_SG550, 0, 0, },
{ WEAPON_EVERYTHING, 2000, WEAPON_GALIL, 0, 0, },
{ WEAPON_EVERYTHING, 2250, WEAPON_FAMAS, 0, 0, },
{ WEAPON_PISTOL, 500, WEAPON_USP, 0, 0, },
{ WEAPON_EVERYTHING, 4750, WEAPON_AWP, 0, 0, },
{ WEAPON_EVERYTHING, 1500, WEAPON_MP5NAVY, 0, 0, },
{ WEAPON_EVERYTHING, 5750, WEAPON_M249, 0, 0, },
{ WEAPON_EVERYTHING, 1700, WEAPON_M3, 0, 0, },
{ WEAPON_EVERYTHING, 3100, WEAPON_M4A1, 0, 0, },
{ WEAPON_EVERYTHING, 1250, WEAPON_TMP, 0, 0, },
{ WEAPON_EVERYTHING, 5000, WEAPON_G3SG1, 0, 0, },
{ WEAPON_EVERYTHING, 200, WEAPON_FLASHBANG, 0, 0, },
{ WEAPON_PISTOL, 650, WEAPON_DEAGLE, 0, 0, },
{ WEAPON_EVERYTHING, 3500, WEAPON_SG552, 0, 0, },
{ WEAPON_EVERYTHING, 2500, WEAPON_AK47, 0, 0, },
{ WEAPON_NOTHING, 0, WEAPON_KNIFE, 0, 0, },
{ WEAPON_EVERYTHING, 2350, WEAPON_P90, 0, 0, },
{ WEAPON_NOTHING, 0, WEAPON_SHIELDGUN, 0, 0, },
{ WEAPON_EVERYTHING, 650, WEAPON_KEVLAR, 0, 0, },
{ WEAPON_EVERYTHING, 1000, WEAPON_ASSAULTSUIT, 0, 0, },
{ WEAPON_EVERYTHING, 1250, WEAPON_NVG, 0, 0, },
};
const char * s_WeaponAliasInfo[] =
{
"none", // WEAPON_NONE
"p228", // WEAPON_P228
"glock", // WEAPON_GLOCK // old glock
"scout", // WEAPON_SCOUT
"hegren", // WEAPON_HEGRENADE
"xm1014", // WEAPON_XM1014 // auto shotgun
"c4", // WEAPON_C4
"mac10", // WEAPON_MAC10 // T only
"aug", // WEAPON_AUG
"sgren", // WEAPON_SMOKEGRENADE
"elite", // WEAPON_ELITE
"fiveseven",// WEAPON_FIVESEVEN
"ump45", // WEAPON_UMP45
"sg550", // WEAPON_SG550 // auto-sniper
"galil", // WEAPON_GALIL
"famas", // WEAPON_FAMAS // CT cheap m4a1
"usp", // WEAPON_USP
"awp", // WEAPON_AWP
"mp5navy", // WEAPON_MP5N
"m249", // WEAPON_M249 // big machinegun
"m3", // WEAPON_M3 // cheap shotgun
"m4a1", // WEAPON_M4A1
"tmp", // WEAPON_TMP
"g3sg1", // WEAPON_G3SG1 // T auto-sniper
"flash", // WEAPON_FLASHBANG
"deagle", // WEAPON_DEAGLE
"sg552", // WEAPON_SG552 // T aug equivalent
"ak47", // WEAPON_AK47
"knife", // WEAPON_KNIFE
"p90", // WEAPON_P90
"shield", // WEAPON_SHIELDGUN
"kevlar",
"kev+helm",
"ngvision",
NULL, // WEAPON_NONE
};
enum sorttype
{
SORT_PURCHASE = 0,
SORT_NEWPRICE,
SORT_PRICEDELTA,
SORT_PERCENTCHANGE,
};
void SortWeaponRanks( int iWeaponType, weapons_t *pWeaponsArray, int iSortType );
bool GetCurrentPurchaseCount( void )
{
if ( mysql->InitMySQL( "gamestats_cstrike", pHostName, pUserName, pPassword ) )
{
Msg( "Successfully connected to database %s on host %s, user %s\n", "gamestats_cstrike", pHostName, pUserName );
//Get purchase counts.
mysql->Execute( "select * from weapons;" );
bool bFoundNext = mysql->SeekToFirstRow();
int iIndex = WEAPON_P228;
while( bFoundNext && iIndex < WEAPON_MAX )
{
bFoundNext = mysql->NextRow();
g_iCurrentWeaponPurchases[iIndex] = mysql->GetColumnValue_Int( mysql->GetColumnIndex( "Count" ) );
g_Weapons[iIndex].iPurchaseCount = g_iCurrentWeaponPurchases[iIndex];
iIndex++;
}
mysql->Execute( "select * from snapshot_counter;" );
mysql->SeekToFirstRow();
mysql->NextRow();
//Get snapshot counter.
g_iCounter = mysql->GetColumnValue_Int( mysql->GetColumnIndex( "counter" ) );
mysql->Execute( "select * from reset_counter;" );
mysql->SeekToFirstRow();
mysql->NextRow();
//Get reset snapshot counter.
g_iResetCounter = mysql->GetColumnValue_Int( mysql->GetColumnIndex( "counter" ) );
//Get current price and purchase count
mysql->Execute( "select * from weapon_info;" );
bFoundNext = mysql->SeekToFirstRow();
iIndex = WEAPON_P228;
while( bFoundNext && iIndex < WEAPON_MAX )
{
bFoundNext = mysql->NextRow();
int iWeaponID = mysql->GetColumnValue_Int( mysql->GetColumnIndex( "WeaponID" ) );
g_Weapons[iWeaponID].iCurrentPrice = mysql->GetColumnValue_Int( mysql->GetColumnIndex( "current_price" ) );
if ( g_bWeeklyUpdate == true )
{
int iPreviousPurchases = mysql->GetColumnValue_Int( mysql->GetColumnIndex( "purchases_thisweek" ) );
g_Weapons[iWeaponID].iPurchaseCount = g_iPurchaseDelta[iWeaponID] = iPreviousPurchases;
}
else
{
int iPreviousPurchases = mysql->GetColumnValue_Int( mysql->GetColumnIndex( "purchases" ) );
int iPurchasesThisWeek = mysql->GetColumnValue_Int( mysql->GetColumnIndex( "purchases_thisweek" ) );
g_iPurchaseDelta[iWeaponID] = g_iCurrentWeaponPurchases[iWeaponID] - iPreviousPurchases;
g_Weapons[iWeaponID].iPurchaseCount = g_iPurchaseDelta[iWeaponID] + iPurchasesThisWeek;
}
iIndex++;
}
if ( g_bWeeklyUpdate == true )
{
iIndex = WEAPON_P228;
while( iIndex < WEAPON_MAX )
{
char szQueryString[512];
Q_snprintf( szQueryString, 512, "select * from purchases_pricing where snapshot=\"%d_%d\"", g_iCounter, iIndex );
//Get current price and purchase count
mysql->Execute( szQueryString );
mysql->SeekToFirstRow();
mysql->NextRow();
g_iPurchaseDelta[iIndex] = mysql->GetColumnValue_Int( mysql->GetColumnIndex( "purchases" ) );
iIndex++;
}
}
return true;
}
Msg( "mysql->InitMySQL( %s, %s, %s, [password]) failed\n", "gamestats_cstrike", pHostName, pUserName );
return false;
}
int GetWeaponTypeCount( int iType )
{
int iCount = 0;
for ( int j = 0; j < WEAPON_MAX; j++ )
{
if ( g_Weapons[j].iWeaponType == iType )
{
iCount++;
}
}
return iCount;
}
weapons_t g_PistolRanks[6];
weapons_t g_RifleAndEquipmentRanks[24];
void PrintNewPrices( void )
{
int iTotalPistols = 0;
int iTotalRiflesEquipment = 0;
int iTotalCurrentPistols = 0;
int iTotalCurrentRiflesEquipment = 0;
for ( int j = 0; j < WEAPON_MAX; j++ )
{
//Msg( "%s - Default Price: %d - New Price: %d\n", s_WeaponAliasInfo[j], g_Weapons[j].iDefaultPrice, g_iNewWeaponPrices[j] );
if ( g_Weapons[j].iWeaponType == WEAPON_PISTOL )
{
iTotalPistols += g_Weapons[j].iCurrentPrice;
iTotalCurrentPistols += g_iNewWeaponPrices[j];
}
else if ( g_Weapons[j].iWeaponType == WEAPON_EVERYTHING )
{
iTotalRiflesEquipment += g_Weapons[j].iCurrentPrice;
iTotalCurrentRiflesEquipment += g_iNewWeaponPrices[j];
}
}
int iCount = GetWeaponTypeCount( WEAPON_PISTOL );
SortWeaponRanks( WEAPON_PISTOL, g_PistolRanks, SORT_PERCENTCHANGE );
Msg( "\n" );
Msg( "Pistol Rankings:\n\n");
for ( int i = 0; i < iCount; i++ )
{
Msg( "#%d: %s \t\t| Purchases: %d \t| Current Price: %d \t| New Price: %d \t| Price Change: %d\n", i+1, s_WeaponAliasInfo[g_PistolRanks[i].iID], g_Weapons[g_PistolRanks[i].iID].iPurchaseCount, g_PistolRanks[i].iCurrentPrice, g_iNewWeaponPrices[g_PistolRanks[i].iID], g_iPriceDelta[g_PistolRanks[i].iID] );
}
iCount = GetWeaponTypeCount( WEAPON_EVERYTHING );
SortWeaponRanks( WEAPON_EVERYTHING, g_RifleAndEquipmentRanks, SORT_PERCENTCHANGE );
Msg( "\n\n" );
Msg( "Other Weapons and Equipment Rankings:\n\n");
for ( int i = 0; i < iCount; i++ )
{
Msg( "#%d: %s \t\t| Purchases: %d \t| Current Price: %d \t| New Price: %d \t| Price Change: %d\n", i+1, s_WeaponAliasInfo[g_RifleAndEquipmentRanks[i].iID], g_Weapons[g_RifleAndEquipmentRanks[i].iID].iPurchaseCount, g_RifleAndEquipmentRanks[i].iCurrentPrice, g_iNewWeaponPrices[g_RifleAndEquipmentRanks[i].iID], g_iPriceDelta[g_RifleAndEquipmentRanks[i].iID] );
}
Msg( "\n" );
Msg( "Total Pistol Baseline: %d\n", iTotalPistols );
Msg( "Current Pistol Total: %d\n", iTotalCurrentPistols );
Msg( "Total Rifles/Equipment Baseline: %d\n", iTotalRiflesEquipment );
Msg( "Current Rifles/Equipment Total: %d\n", iTotalCurrentRiflesEquipment );
Msg( "\n" );
}
float g_flTotalWeaponPurchasesPistols = 0;
float g_flTotalWeaponPurchasesRifleEquipment = 0;
float g_flTotalDollarsPistols = 1;
float g_flTotalDollarsRifleEquipment = 1;
void SortWeaponRanks( int iWeaponType, weapons_t *pWeaponsArray, int iSortType )
{
int iCount = GetWeaponTypeCount( iWeaponType );
int iTotalPurchases = g_flTotalWeaponPurchasesPistols;
if ( iWeaponType == WEAPON_EVERYTHING )
{
iTotalPurchases = g_flTotalWeaponPurchasesRifleEquipment;
}
bool bSorted = 1;
while ( bSorted )
{
bSorted = false;
for ( int i = 1; i < iCount; i++ )
{
float flSize1 = 0; // (pWeaponsArray[i].iPurchaseCount * PRICE_SCALE) * (pWeaponsArray[i].iCurrentPrice * PRICE_SCALE);
float flSize2 = 0; //(pWeaponsArray[i-1].iPurchaseCount * PRICE_SCALE) * (pWeaponsArray[i-1].iCurrentPrice * PRICE_SCALE);
if ( iSortType == SORT_PURCHASE )
{
flSize1 = pWeaponsArray[i].iPurchaseCount;
flSize2 = pWeaponsArray[i-1].iPurchaseCount;
}
else if ( iSortType == SORT_NEWPRICE )
{
flSize1 = g_iNewWeaponPrices[pWeaponsArray[i].iID];
flSize2 = g_iNewWeaponPrices[pWeaponsArray[i-1].iID];
}
else if ( iSortType == SORT_PRICEDELTA )
{
flSize1 = g_iPriceDelta[pWeaponsArray[i].iID];
flSize2 = g_iPriceDelta[pWeaponsArray[i-1].iID];
}
else if ( iSortType == SORT_PERCENTCHANGE )
{
flSize1 = (pWeaponsArray[i].iCurrentPrice / g_iNewWeaponPrices[pWeaponsArray[i].iID]) - 1;
flSize2 = (pWeaponsArray[i-1].iCurrentPrice / g_iNewWeaponPrices[pWeaponsArray[i-1].iID]) - 1;
}
if ( flSize1 > flSize2 )
{
weapons_t temp = pWeaponsArray[i];
pWeaponsArray[i] = pWeaponsArray[i-1];
pWeaponsArray[i-1] = temp;
bSorted = true;
}
}
}
}
void CalculateNewPrices( weapons_t *pWeaponsArray, int iWeaponType )
{
int iTotalDollars = g_flTotalDollarsPistols;
int iTotalPurchases = g_flTotalWeaponPurchasesPistols;
int iTotalUp = 0;
int iTotalDown = 0;
if ( iWeaponType == WEAPON_EVERYTHING )
{
iTotalDollars = g_flTotalDollarsRifleEquipment;
iTotalPurchases = g_flTotalWeaponPurchasesRifleEquipment;
}
SortWeaponRanks( iWeaponType, pWeaponsArray, SORT_PURCHASE );
int iCount = GetWeaponTypeCount( iWeaponType );
float flPercentage = 0.0f;
int iSign = 1;
for ( int i = 0; i < iCount; i++ )
{
float flDollarAmount = ((float)pWeaponsArray[i].iCurrentPrice * PRICE_SCALE) * ((float)pWeaponsArray[i].iPurchaseCount * PRICE_SCALE);
float flTest = flDollarAmount / (float)iTotalDollars;
float flTest2 = (float)pWeaponsArray[i].iPurchaseCount / (float)iTotalPurchases;
if ( iSign == 1 )
{
float flMod = (float)pWeaponsArray[i].iDefaultPrice / (float)pWeaponsArray[i].iCurrentPrice;
g_iNewWeaponPrices[pWeaponsArray[i].iID] = ceil( pWeaponsArray[i].iCurrentPrice + ( ( pWeaponsArray[i].iCurrentPrice * flTest2 ) * flMod ) );
iTotalUp += iTotalDollars * flTest;
}
else
{
float flMod = (float)pWeaponsArray[i].iCurrentPrice / (float)pWeaponsArray[i].iDefaultPrice;
g_iNewWeaponPrices[pWeaponsArray[i].iID] = pWeaponsArray[i].iCurrentPrice - (( 1.0f / flTest2 ) * flMod );
iTotalDown += iTotalDollars * flTest;
}
if ( g_iNewWeaponPrices[pWeaponsArray[i].iID] <= 0 )
{
g_iNewWeaponPrices[pWeaponsArray[i].iID] = 1;
}
g_iPriceDelta[pWeaponsArray[i].iID] = g_iNewWeaponPrices[pWeaponsArray[i].iID] - pWeaponsArray[i].iCurrentPrice;
flPercentage = flPercentage + flTest;
if ( flPercentage >= 0.5f )
{
iSign = -1;
}
}
}
void ProcessBlackMarket( void )
{
int iPistol = 0;
int iRifles = 0;
for ( int i = 1; i < WEAPON_MAX; i++ )
{
if ( g_Weapons[i].iWeaponType == WEAPON_PISTOL )
{
g_flTotalDollarsPistols += ( (float)g_Weapons[i].iCurrentPrice * PRICE_SCALE) * ( (float)g_Weapons[i].iPurchaseCount * PRICE_SCALE);
g_flTotalWeaponPurchasesPistols += g_Weapons[i].iPurchaseCount;
g_PistolRanks[iPistol] = g_Weapons[i];
g_PistolRanks[iPistol].iPurchaseCount = g_Weapons[i].iPurchaseCount; //g_iCurrentWeaponPurchases[i];
iPistol++;
}
else if ( g_Weapons[i].iWeaponType == WEAPON_EVERYTHING )
{
g_flTotalDollarsRifleEquipment += ( (float)g_Weapons[i].iCurrentPrice * PRICE_SCALE ) * ( (float)g_Weapons[i].iPurchaseCount * PRICE_SCALE );
g_flTotalWeaponPurchasesRifleEquipment += g_Weapons[i].iPurchaseCount;
g_RifleAndEquipmentRanks[iRifles] = g_Weapons[i];
g_RifleAndEquipmentRanks[iRifles].iPurchaseCount = g_Weapons[i].iPurchaseCount; //g_iCurrentWeaponPurchases[i];
iRifles++;
}
}
memset( g_iPriceDelta, 0, sizeof( g_iPriceDelta ) );
CalculateNewPrices( g_PistolRanks, WEAPON_PISTOL );
CalculateNewPrices( g_RifleAndEquipmentRanks, WEAPON_EVERYTHING );
}
//=================================
// Add the current snapshot to the db
//=================================
void AddSnapshotToDatabase( void )
{
char szSnapshot[1024];
//Only update the prices and close.
if ( g_bWeeklyUpdate == true )
{
weeklyprice_t prices;
CUtlBuffer buf;
prices.iVersion = PRICE_BLOB_VERSION;
for ( int i = 1; i < WEAPON_MAX; i ++ )
{
Q_snprintf( szSnapshot, sizeof( szSnapshot ), "update weapon_info set current_price=%d, purchases_thisweek=0 where WeaponID=%d", g_iNewWeaponPrices[i], i );
int retcode = mysql->Execute( szSnapshot );
if ( retcode != 0 )
{
Msg( "Query:\n %s\n failed - Retcode: %d\n", szSnapshot, retcode );
}
prices.iPreviousPrice[i] = g_Weapons[i].iCurrentPrice;
prices.iCurrentPrice[i] = g_iNewWeaponPrices[i];
}
buf.Put( &prices, sizeof( weeklyprice_t ) );
if ( g_pFullFileSystem )
{
g_pFullFileSystem->WriteFile( PRICE_BLOB_NAME, NULL, buf );
}
Q_snprintf( szSnapshot, sizeof( szSnapshot ), "update reset_counter set counter=counter+1" );
int retcode = mysql->Execute( szSnapshot );
if ( retcode != 0 )
{
Msg( "Query:\n %s\n failed - Retcode: %d\n", szSnapshot, retcode );
}
return;
}
g_iCounter++;
for ( int i = 1; i < WEAPON_MAX; i ++ )
{
Q_snprintf( szSnapshot, sizeof( szSnapshot ), "Insert into purchases_pricing ( snapshot, dt2, weapon_id, purchases, current_price, projected_price, reset_counter ) values ( \"%d_%d\", NOW(), %d, %d, %d, %d, %d );",
g_iCounter, i,
i,
g_iPurchaseDelta[i],
g_Weapons[i].iCurrentPrice,
g_iNewWeaponPrices[i],
g_iResetCounter );
int retcode = mysql->Execute( szSnapshot );
if ( retcode != 0 )
{
Msg( "Query:\n %s\n failed - Retcode: %d\n", szSnapshot, retcode );
}
}
Q_snprintf( szSnapshot, sizeof( szSnapshot ), "update snapshot_counter set counter=%d", g_iCounter );
int retcode = mysql->Execute( szSnapshot );
if ( retcode != 0 )
{
Msg( "Query:\n %s\n failed - Retcode: %d\n", szSnapshot, retcode );
}
for ( int i = 1; i < WEAPON_MAX; i ++ )
{
Q_snprintf( szSnapshot, sizeof( szSnapshot ), "update weapon_info set purchases=%d, purchases_thisweek=purchases_thisweek+%d where WeaponID=%d", g_iCurrentWeaponPurchases[i], g_iPurchaseDelta[i], i );
int retcode = mysql->Execute( szSnapshot );
if ( retcode != 0 )
{
Msg( "Query:\n %s\n failed - Retcode: %d\n", szSnapshot, retcode );
}
}
Msg( "Added new snapshot to database\n", szSnapshot, retcode );
}
int main(int argc, char* argv[])
{
bool bSnapShot = false;
InitDefaultFileSystem();
if ( argc > 1 )
{
for ( int i = 0; i < argc; i++ )
{
if ( Q_stricmp( "-snapshot", argv[i] ) == 0 )
{
bSnapShot = true;
}
if( Q_stricmp( "-weeklyupdate", argv[i] ) == 0 )
{
g_bWeeklyUpdate = true;
}
}
}
// Now connect to steamweb and update the engineaccess table
sql = Sys_LoadModule( "mysql_wrapper" );
if ( sql )
{
factory = Sys_GetFactory( sql );
if ( factory )
{
mysql = ( IMySQL * )factory( MYSQL_WRAPPER_VERSION_NAME, NULL );
if ( mysql == NULL )
{
Msg( "Unable to get MYSQL_WRAPPER_VERSION_NAME(%s) from mysql_wrapper\n", MYSQL_WRAPPER_VERSION_NAME );
exit( -1 );
}
}
else
{
Msg( "Sys_GetFactory on mysql_wrapper failed\n" );
exit( -1 );
}
}
else
{
Msg( "Sys_LoadModule( mysql_wrapper ) failed\n" );
exit( -1 );
}
if ( GetCurrentPurchaseCount() == false )
exit( -1 );
ProcessBlackMarket();
if ( bSnapShot == true )
{
AddSnapshotToDatabase();
}
PrintNewPrices();
if ( mysql )
{
mysql->Release();
}
return 0;
}