Refactored the character management into a separate class
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@@ -19,7 +19,7 @@
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#include "server_application.hpp"
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#include "character_manager.hpp"
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#include "sqlite3/sqlite3.h"
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@@ -60,7 +60,7 @@ static const char* DELETE_CHARACTER = "DELETE FROM Characters WHERE uid = ?;";
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//TODO: should statistics be stored separately?
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//TODO: default stats as a parameter? This would be good for differing beggining states or multiple classes
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int ServerApplication::CreateCharacter(int owner, std::string handle, std::string avatar) {
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int CharacterManager::CreateCharacter(int owner, std::string handle, std::string avatar) {
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//Create the character, failing if it exists
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sqlite3_stmt* statement = nullptr;
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@@ -93,7 +93,7 @@ int ServerApplication::CreateCharacter(int owner, std::string handle, std::strin
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return LoadCharacter(owner, handle, avatar);
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}
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int ServerApplication::LoadCharacter(int owner, std::string handle, std::string avatar) {
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int CharacterManager::LoadCharacter(int owner, std::string handle, std::string avatar) {
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//load the specified character, creating it if it doesn't exist
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//fail if it is already loaded, or does not belong to this account
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sqlite3_stmt* statement = nullptr;
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@@ -178,7 +178,7 @@ int ServerApplication::LoadCharacter(int owner, std::string handle, std::string
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throw(std::runtime_error(std::string() + "Unknown SQL error in LoadCharacter: " + sqlite3_errmsg(database) ));
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}
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int ServerApplication::SaveCharacter(int uid) {
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int CharacterManager::SaveCharacter(int uid) {
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//save this character from memory, replacing it if it exists in the database
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//DOCS: To use this method, change the in-memory copy, and then call this function using that object's UID.
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@@ -241,13 +241,13 @@ int ServerApplication::SaveCharacter(int uid) {
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return 0;
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}
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void ServerApplication::UnloadCharacter(int uid) {
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void CharacterManager::UnloadCharacter(int uid) {
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//save this character, then unload it
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SaveCharacter(uid);
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characterMap.erase(uid);
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}
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void ServerApplication::DeleteCharacter(int uid) {
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void CharacterManager::DeleteCharacter(int uid) {
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//delete this character from the database, then remove it from memory
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sqlite3_stmt* statement = nullptr;
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@@ -272,3 +272,29 @@ void ServerApplication::DeleteCharacter(int uid) {
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sqlite3_finalize(statement);
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characterMap.erase(uid);
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}
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//-------------------------
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//Define the accessors and mutators
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//-------------------------
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CharacterData* CharacterManager::GetCharacter(int uid) {
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std::map<int, CharacterData>::iterator it = characterMap.find(uid);
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if (it == characterMap.end()) {
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return nullptr;
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}
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return &it->second;
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}
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std::map<int, CharacterData>* CharacterManager::GetContainer() {
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return &characterMap;
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}
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sqlite3* CharacterManager::SetDatabase(sqlite3* db) {
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return database = db;
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}
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sqlite3* CharacterManager::GetDatabase() {
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return database;
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}
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@@ -0,0 +1,55 @@
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/* Copyright: (c) Kayne Ruse 2014
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef CHARACTERMANAGER_HPP_
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#define CHARACTERMANAGER_HPP_
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#include "character_data.hpp"
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#include "sqlite3/sqlite3.h"
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#include <map>
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class CharacterManager {
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public:
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CharacterManager() = default;
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~CharacterManager() = default;
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//public access methods
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int CreateCharacter(int owner, std::string handle, std::string avatar);
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int LoadCharacter(int owner, std::string handle, std::string avatar);
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int SaveCharacter(int uid);
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void UnloadCharacter(int uid);
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void DeleteCharacter(int uid);
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//accessors and mutators
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CharacterData* GetCharacter(int uid);
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std::map<int, CharacterData>* GetContainer();
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sqlite3* SetDatabase(sqlite3* db);
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sqlite3* GetDatabase();
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private:
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std::map<int, CharacterData> characterMap;
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sqlite3* database = nullptr;
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};
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#endif
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@@ -81,11 +81,6 @@ private:
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//Account management
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//character management
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int CreateCharacter(int owner, std::string handle, std::string avatar);
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int LoadCharacter(int owner, std::string handle, std::string avatar);
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int SaveCharacter(int uid);
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void UnloadCharacter(int uid);
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void DeleteCharacter(int uid);
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//TODO: combat management
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