Esempio n. 1
0
 public static function Update($keyID, $vCode)
 {
     // Start and validate they key pair
     BaseApi::bootstrap();
     BaseApi::validateKeyPair($keyID, $vCode);
     // Set key scopes and check if the call is banned
     $scope = 'Char';
     $api = 'CharacterSheet';
     if (BaseApi::isBannedCall($api, $scope, $keyID)) {
         return;
     }
     // Get the characters for this key
     $characters = BaseApi::findKeyCharacters($keyID);
     // Check if this key has any characters associated with it
     if (!$characters) {
         return;
     }
     // Lock the call so that we are the only instance of this running now()
     // If it is already locked, just return without doing anything
     if (!BaseApi::isLockedCall($api, $scope, $keyID)) {
         $lockhash = BaseApi::lockCall($api, $scope, $keyID);
     } else {
         return;
     }
     // Next, start our loop over the characters and upate the database
     foreach ($characters as $characterID) {
         // Prepare the Pheal instance
         $pheal = new Pheal($keyID, $vCode);
         // Do the actual API call. pheal-ng actually handles some internal
         // caching too.
         try {
             $character_sheet = $pheal->charScope->CharacterSheet(array('characterID' => $characterID));
         } catch (\Pheal\Exceptions\APIException $e) {
             // If we cant get account status information, prevent us from calling
             // this API again
             BaseApi::banCall($api, $scope, $keyID, 0, $e->getCode() . ': ' . $e->getMessage());
             return;
         } catch (\Pheal\Exceptions\PhealException $e) {
             throw $e;
         }
         // Check if the data in the database is still considered up to date.
         // checkDbCache will return true if this is the case
         if (!BaseApi::checkDbCache($scope, $api, $character_sheet->cached_until, $characterID)) {
             $character_data = \EveCharacterCharacterSheet::where('characterID', '=', $characterID)->first();
             if (!$character_data) {
                 $new_data = new \EveCharacterCharacterSheet();
             } else {
                 $new_data = $character_data;
             }
             $new_data->characterID = $character_sheet->characterID;
             $new_data->name = $character_sheet->name;
             $new_data->DoB = $character_sheet->DoB;
             $new_data->race = $character_sheet->race;
             $new_data->bloodLine = $character_sheet->bloodLine;
             $new_data->ancestry = $character_sheet->ancestry;
             $new_data->gender = $character_sheet->gender;
             $new_data->corporationName = $character_sheet->corporationName;
             $new_data->corporationID = $character_sheet->corporationID;
             $new_data->balance = $character_sheet->balance;
             $new_data->intelligence = $character_sheet->attributes->intelligence;
             $new_data->memory = $character_sheet->attributes->memory;
             $new_data->charisma = $character_sheet->attributes->charisma;
             $new_data->perception = $character_sheet->attributes->perception;
             $new_data->willpower = $character_sheet->attributes->willpower;
             // New stuff from Phoebe
             $new_data->homeStationID = $character_sheet->homeStationID;
             $new_data->factionName = $character_sheet->factionName;
             $new_data->factionID = $character_sheet->factionID;
             $new_data->freeRespecs = $character_sheet->freeRespecs;
             $new_data->cloneJumpDate = $character_sheet->cloneJumpDate;
             $new_data->lastRespecDate = $character_sheet->lastRespecDate;
             $new_data->lastTimedRespec = $character_sheet->lastTimedRespec;
             $new_data->remoteStationDate = $character_sheet->remoteStationDate;
             $new_data->jumpActivation = $character_sheet->jumpActivation;
             $new_data->jumpFatigue = $character_sheet->jumpFatigue;
             $new_data->jumpLastUpdate = $character_sheet->jumpLastUpdate;
             // Save the information
             $new_data->save();
             // Update the characters skills
             foreach ($character_sheet->skills as $skill) {
                 $skill_data = \EveCharacterCharacterSheetSkills::where('characterID', '=', $characterID)->where('typeID', '=', $skill->typeID)->first();
                 if (!$skill_data) {
                     $skill_info = new \EveCharacterCharacterSheetSkills();
                 } else {
                     $skill_info = $skill_data;
                 }
                 $skill_info->characterID = $characterID;
                 $skill_info->typeID = $skill->typeID;
                 $skill_info->skillpoints = $skill->skillpoints;
                 $skill_info->level = $skill->level;
                 $skill_info->published = $skill->published;
                 $new_data->skills()->save($skill_info);
             }
             // Update the Jump Clones.
             // First thing we need to do is clear out all of the  known clones for
             // this character. We cant really say that clones will remain, so to
             // be safe, clear all of the clones, and populate the new ones.
             // So, lets get to the deletion part. We need to keep in mind that a characterID
             // my have multiple jumpClones. Each clone in turn may have multiple implants
             // which in turn are linked back to a jumpClone and then to a chacterID
             \EveCharacterCharacterSheetJumpClones::where('characterID', $characterID)->delete();
             \EveCharacterCharacterSheetJumpCloneImplants::where('characterID', $characterID)->delete();
             // Next, loop over the clones we got in the API response
             foreach ($character_sheet->jumpClones as $jump_clone) {
                 $clone_data = new \EveCharacterCharacterSheetJumpClones();
                 $clone_data->jumpCloneID = $jump_clone->jumpCloneID;
                 $clone_data->characterID = $characterID;
                 $clone_data->typeID = $jump_clone->typeID;
                 $clone_data->locationID = $jump_clone->locationID;
                 $clone_data->cloneName = $jump_clone->cloneName;
                 $clone_data->save();
             }
             // With the jump clones populated, we move on to the implants per
             // jump clone.
             foreach ($character_sheet->jumpCloneImplants as $jump_clone_implants) {
                 $implant_data = new \EveCharacterCharacterSheetJumpCloneImplants();
                 $implant_data->jumpCloneID = $jump_clone_implants->jumpCloneID;
                 $implant_data->characterID = $characterID;
                 $implant_data->typeID = $jump_clone_implants->typeID;
                 $implant_data->typeName = $jump_clone_implants->typeName;
                 $implant_data->save();
             }
             // Finally, we update the character with the implants that they have.
             // Again, we can not assume that the implants they had in the
             // previous update is the same as the current, so, delete
             // everything and populate again.
             \EveCharacterCharacterSheetImplants::where('characterID', $characterID)->delete();
             // Now, loop over the implants from the API response and populate them.
             foreach ($character_sheet->implants as $implant) {
                 $implant_data = new \EveCharacterCharacterSheetImplants();
                 $implant_data->characterID = $characterID;
                 $implant_data->typeID = $implant->typeID;
                 $implant_data->typeName = $implant->typeName;
                 $implant_data->save();
             }
             // Update the cached_until time in the database for this api call
             BaseApi::setDbCache($scope, $api, $character_sheet->cached_until, $characterID);
         }
     }
     // Unlock the call
     BaseApi::unlockCall($lockhash);
     return $character_sheet;
 }