Salvaging what I can from the failed experiment, read more
I'm salvaging the changes to AccountManager and CharacterManager that don't break the build too badly. This won't build, but it'll be easier to rectify. Also, I've reduced the length of the manager's method names, and renamed sql_utility.*pp to sql_tools.*pp
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@@ -23,6 +23,7 @@
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#include "sqlite3/sqlite3.h"
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#include <algorithm>
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#include <stdexcept>
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//-------------------------
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@@ -33,13 +34,14 @@ static const char* CREATE_CHARACTER = "INSERT INTO Characters (owner, handle, av
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static const char* LOAD_CHARACTER = "SELECT * FROM Characters WHERE handle = ?;";
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static const char* SAVE_CHARACTER = "UPDATE OR FAIL Characters SET roomIndex = ?2, originX = ?3, originY = ?4 WHERE uid = ?1;";
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static const char* DELETE_CHARACTER = "DELETE FROM Characters WHERE uid = ?;";
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static const char* COUNT_CHARACTER_RECORDS = "SELECT COUNT(*) FROM Characters;";
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//-------------------------
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//Define the methods
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//-------------------------
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//NOTE: default baseStats as a parameter would be good for different beggining states or multiple classes
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int CharacterManager::CreateCharacter(int owner, std::string handle, std::string avatar) {
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int CharacterManager::Create(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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@@ -69,10 +71,10 @@ int CharacterManager::CreateCharacter(int owner, std::string handle, std::string
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sqlite3_finalize(statement);
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//load this character into memory
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return LoadCharacter(owner, handle, avatar);
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return Load(owner, handle, avatar);
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}
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int CharacterManager::LoadCharacter(int owner, std::string handle, std::string avatar) {
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int CharacterManager::Load(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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@@ -132,13 +134,13 @@ int CharacterManager::LoadCharacter(int owner, std::string handle, std::string a
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if (ret == SQLITE_DONE) {
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//create the non-existant character instead
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return CreateCharacter(owner, handle, avatar);
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return Create(owner, handle, avatar);
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}
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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 CharacterManager::SaveCharacter(int uid) {
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int CharacterManager::Save(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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@@ -182,13 +184,13 @@ int CharacterManager::SaveCharacter(int uid) {
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return 0;
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}
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void CharacterManager::UnloadCharacter(int uid) {
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void CharacterManager::Unload(int uid) {
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//save this character, then unload it
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SaveCharacter(uid);
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Save(uid);
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characterMap.erase(uid);
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}
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void CharacterManager::DeleteCharacter(int uid) {
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void CharacterManager::Delete(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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@@ -214,30 +216,30 @@ void CharacterManager::DeleteCharacter(int uid) {
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characterMap.erase(uid);
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}
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void CharacterManager::UnloadCharacterIf(std::function<bool(std::map<int, CharacterData>::iterator)> f) {
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//save this character, then unload it if the parameter returns true
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for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* EMPTY */ ) {
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if (f(it)) {
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SaveCharacter(it->first);
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void CharacterManager::UnloadAll() {
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for (auto& it : characterMap) {
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Save(it.first);
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}
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characterMap.clear();
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}
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void CharacterManager::UnloadIf(std::function<bool(std::pair<int, CharacterData>)> fn) {
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//replicate std::remove_if, using custom code
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for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* empty */) {
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if (fn(*it)) {
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Save(it->first);
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it = characterMap.erase(it);
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continue;
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}
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it++;
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++it;
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}
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}
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void CharacterManager::UnloadAll() {
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for (auto& it : characterMap) {
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SaveCharacter(it.first);
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}
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characterMap.clear();
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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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CharacterData* CharacterManager::Get(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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@@ -247,6 +249,28 @@ CharacterData* CharacterManager::GetCharacter(int uid) {
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return &it->second;
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}
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int CharacterManager::GetLoadedCount() {
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return characterMap.size();
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}
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int CharacterManager::GetTotalCount() {
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//a lot just to count something.
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sqlite3_stmt* statement = nullptr;
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//prep
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if (sqlite3_prepare_v2(database, COUNT_CHARACTER_RECORDS, -1, &statement, nullptr) != SQLITE_OK) {
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throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
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}
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//execute & retrieve the result
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sqlite3_step(statement);
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int ret = sqlite3_column_int(statement, 0);
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//finish the routine
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sqlite3_finalize(statement);
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return ret;
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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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@@ -27,24 +27,25 @@
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#include "sqlite3/sqlite3.h"
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#include <map>
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#include <functional>
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#include <map>
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class CharacterManager : public Singleton<CharacterManager> {
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public:
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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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void UnloadCharacterIf(std::function<bool(std::map<int, CharacterData>::iterator)> f);
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int Create(int owner, std::string handle, std::string avatar);
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int Load(int owner, std::string handle, std::string avatar);
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int Save(int uid);
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void Unload(int uid);
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void Delete(int uid);
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void UnloadAll();
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void UnloadIf(std::function<bool(std::pair<int, CharacterData>)> fn);
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//accessors and mutators
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CharacterData* GetCharacter(int uid);
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CharacterData* Get(int uid);
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int GetLoadedCount();
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int GetTotalCount();
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std::map<int, CharacterData>* GetContainer();
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sqlite3* SetDatabase(sqlite3* db);
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