grandtheftmc/gtm-master@bf01c650f8f/setup/database_schema.txt

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/*****
** Table Description:
** Represents GTM gang information.
**
** id is primary auto increment so we can change gang names.
** server_key is the server that this gang is on
** name is the name of the server
** owner is the uuid of the player that owns this gang
**
** Reasoning for structure:
** PK is the (`id`) field, as every gang needs its own unique key. We
** index the server_key so we can lookup gangs by server_type.
*****/
CREATE TABLE IF NOT EXISTS gtm_gang(
id INT NOT NULL AUTO_INCREMENT,
server_key VARCHAR(10) NOT NULL,
name VARCHAR(36) NOT NULL,
owner BINARY(16) NOT NULL,
description VARCHAR(255) NOT NULL,
max_members INT(11) NOT NULL,
PRIMARY KEY (id),
INDEX (server_key),
INDEX (name)
);
/*****
** Table Description:
** Represents GTM gang member information, every gang will
** have multiple records, one for each member.
**
** gang_id is foreign key reference to gtm_gang table
** uuid is the uuid of the member
**
** Reasoning for structure:
** PK is the (`gang_id`, `uuid`) pair, as a member can only exist in that gang once.
*****/
CREATE TABLE IF NOT EXISTS gtm_gang_member(
gang_id INT NOT NULL,
uuid BINARY(16) NOT NULL,
role SMALLINT(6) DEFAULT 1,
PRIMARY KEY (gang_id, uuid),
FOREIGN KEY (gang_id) REFERENCES gtm_gang(id) ON DELETE CASCADE
);
/*****
** Table Description:
** Represents GTM gang relationships.
**
** gang_id is owner of the relationship
** other_id is the other gang in this relationship
** relation is the relationship they share
**
** Reasoning for structure:
** PK is the (`gang_id`, `other_id`) pair, as a gang can only have
** ONE unique relationship between them.
*****/
CREATE TABLE IF NOT EXISTS gtm_gang_relation(
gang_id INT NOT NULL,
other_id INT NOT NULL,
relation VARCHAR(10),
PRIMARY KEY (gang_id, other_id),
FOREIGN KEY (gang_id) REFERENCES gtm_gang(id) ON DELETE CASCADE,
FOREIGN KEY (other_id) REFERENCES gtm_gang(id) ON DELETE CASCADE
);
/*****
** Table Description:
** Represents basic information about a GTM house.
**
** id is determined by SQL, unique foreign key in other tables
** house_num is the id number of the house
** server_key is the server key that this is for
** premium is whether this is a premium house
** currency is the type of currency to use to buy this house
** price is the price of the currency for the purchase
**
** Reasoning for structure:
** PK is the auto increment field, as it has to be, but we have a
** unique constraint on the (house_num, server_key, premium) composite
** key as we want that to be unique lookup.
*****/
CREATE TABLE IF NOT EXISTS gtm_house (
id INT NOT NULL AUTO_INCREMENT,
house_num INT NOT NULL,
server_key VARCHAR(10) NOT NULL,
premium TINYINT(1) NOT NULL DEFAULT 0,
currency VARCHAR(10) NOT NULL,
price INT NOT NULL,
PRIMARY KEY (id),
UNIQUE INDEX (house_num, server_key, premium)
);
/*****
** Table Description:
** Represents GTM house locations (chests, doors, signs).
**
** house_id is the foreign key reference to the gtm_house table
** hotspot_id is the unique id for the given data, removing attributes if needed.
** hotspot_type is the type of data this is
** data is the blob of JSON data for this hotspot
**
** Reasoning for structure:
** PK is the auto increment field, as it has to be, but we have an index
** on the house_id column for efficient lookups.
*****/
CREATE TABLE IF NOT EXISTS gtm_house_data (
house_id INT NOT NULL,
hotspot_id INT NOT NULL AUTO_INCREMENT,
hotspot_type VARCHAR(5) NOT NULL,
data BLOB DEFAULT NULL,
PRIMARY KEY (hotspot_id),
INDEX (house_id),
FOREIGN KEY (house_id) REFERENCES gtm_house(id) ON DELETE CASCADE
);
/*****
** Table Description:
** Represents GTM house user data.
**
** house_id is the foreign key reference to the gtm_house table
** uuid is the uuid of the user
** owner is whether the user is the owner of the house
**
** Reasoning for structure:
** PK is the (`house_id`, `uuid`) pair, as we need an efficient lookup on house_id.
** We add an index on uuid so we can get all houses a player is in.
*****/
CREATE TABLE IF NOT EXISTS gtm_house_user (
house_id INT NOT NULL,
uuid BINARY(16) NOT NULL,
is_owner TINYINT(1) NOT NULL,
PRIMARY KEY (house_id, uuid),
INDEX(uuid),
FOREIGN KEY (house_id) REFERENCES gtm_house(id) ON DELETE CASCADE
);
/*****
** Table Description:
** Represents GTM house user chest data.
**
** house_id is the foreign key reference to the gtm_house table
** uuid is the uuid of the user that owns this chest
** chest_id is the id of the chest
** content is the chest contents
**
** Reasoning for structure:
** PK is the (`house_id`, `uuid`) pair, as we need an efficient lookup on house_id.
** We add an index on uuid so we can get all chests for a player.
*****/
CREATE TABLE IF NOT EXISTS gtm_house_chest (
house_id INT NOT NULL,
uuid BINARY(16) NOT NULL,
chest_id INT NOT NULL,
content LONGBLOB DEFAULT NULL,
PRIMARY KEY (house_id, uuid, chest_id),
INDEX (uuid),
FOREIGN KEY (house_id) REFERENCES gtm_house(id) ON DELETE CASCADE,
FOREIGN KEY (house_id, uuid) REFERENCES gtm_house_user(house_id, uuid) ON DELETE CASCADE
);
/*****
** Table Description:
** Represents event information, like halloween or something.
**
** event_type is the type of event
** data is the JSON object data for this event
** start/end time is when to start or end the event
**
** Reasoning for structure:
** PK is the `server_key` field, as it's a key lookup for each
** server.
*****/
CREATE TABLE IF NOT EXISTS event(
server_key VARCHAR(40) NOT NULL,
event_type VARCHAR(40) NOT NULL,
data TEXT NOT NULL,
start_time TIMESTAMP NOT NULL,
end_time TIMESTAMP NOT NULL,
PRIMARY KEY (server_key)
);
/*****
** Table Description:
** Represents halloween specific event information. Specifically,
** so that players cannot redeem multiple houses.
**
** uuid is the uuid of the user
** house_id is the premium house id that was interacted with
**
** Reasoning for structure:
** Index is the `uuid` field, so we can efficiently get a list
** of already redeemed houses for a user.
*****/
CREATE TABLE IF NOT EXISTS event_halloween(
uuid BINARY(16) NOT NULL,
house_id INT NOT NULL,
creation TIMESTAMP NOT NULL DEFAULT CURRENT_TIMESTAMP,
INDEX (uuid)
);
/*****
** Add mutex columns to general tables
*****/
ALTER TABLE gtm0 ADD COLUMN mutex TINYINT(1) NOT NULL DEFAULT 0 AFTER name;
ALTER TABLE gtm1 ADD COLUMN mutex TINYINT(1) NOT NULL DEFAULT 0 AFTER name;
ALTER TABLE gtm2 ADD COLUMN mutex TINYINT(1) NOT NULL DEFAULT 0 AFTER name;
ALTER TABLE gtm3 ADD COLUMN mutex TINYINT(1) NOT NULL DEFAULT 0 AFTER name;
ALTER TABLE gtm4 ADD COLUMN mutex TINYINT(1) NOT NULL DEFAULT 0 AFTER name;
ALTER TABLE gtm5 ADD COLUMN mutex TINYINT(1) NOT NULL DEFAULT 0 AFTER name;
ALTER TABLE gtm6 ADD COLUMN mutex TINYINT(1) NOT NULL DEFAULT 0 AFTER name;