9b43b4641f
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
284 lines
8.8 KiB
C++
284 lines
8.8 KiB
C++
/* Copyright: (c) Kayne Ruse 2014
|
|
*
|
|
* This software is provided 'as-is', without any express or implied
|
|
* warranty. In no event will the authors be held liable for any damages
|
|
* arising from the use of this software.
|
|
*
|
|
* Permission is granted to anyone to use this software for any purpose,
|
|
* including commercial applications, and to alter it and redistribute it
|
|
* freely, subject to the following restrictions:
|
|
*
|
|
* 1. The origin of this software must not be misrepresented; you must not
|
|
* claim that you wrote the original software. If you use this software
|
|
* in a product, an acknowledgment in the product documentation would be
|
|
* appreciated but is not required.
|
|
*
|
|
* 2. Altered source versions must be plainly marked as such, and must not be
|
|
* misrepresented as being the original software.
|
|
*
|
|
* 3. This notice may not be removed or altered from any source
|
|
* distribution.
|
|
*/
|
|
#include "character_manager.hpp"
|
|
|
|
#include "sqlite3/sqlite3.h"
|
|
|
|
#include <algorithm>
|
|
#include <stdexcept>
|
|
|
|
//-------------------------
|
|
//Define the queries
|
|
//-------------------------
|
|
|
|
static const char* CREATE_CHARACTER = "INSERT INTO Characters (owner, handle, avatar) VALUES (?, ?, ?);";
|
|
static const char* LOAD_CHARACTER = "SELECT * FROM Characters WHERE handle = ?;";
|
|
static const char* SAVE_CHARACTER = "UPDATE OR FAIL Characters SET roomIndex = ?2, originX = ?3, originY = ?4 WHERE uid = ?1;";
|
|
static const char* DELETE_CHARACTER = "DELETE FROM Characters WHERE uid = ?;";
|
|
static const char* COUNT_CHARACTER_RECORDS = "SELECT COUNT(*) FROM Characters;";
|
|
|
|
//-------------------------
|
|
//Define the methods
|
|
//-------------------------
|
|
|
|
//NOTE: default baseStats as a parameter would be good for different beggining states or multiple classes
|
|
int CharacterManager::Create(int owner, std::string handle, std::string avatar) {
|
|
//Create the character, failing if it exists
|
|
sqlite3_stmt* statement = nullptr;
|
|
|
|
//prep
|
|
if (sqlite3_prepare_v2(database, CREATE_CHARACTER, -1, &statement, nullptr) != SQLITE_OK) {
|
|
throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
|
|
}
|
|
|
|
//parameters
|
|
bool ret = false;
|
|
ret |= sqlite3_bind_int(statement, 1, owner);
|
|
ret |= sqlite3_bind_text(statement, 2, handle.c_str(), handle.size() + 1, SQLITE_STATIC);
|
|
ret |= sqlite3_bind_text(statement, 3, avatar.c_str(), avatar.size() + 1, SQLITE_STATIC);
|
|
|
|
//check for binding errors
|
|
if (ret) {
|
|
throw( std::runtime_error(std::string() + "Failed to replace a prepared statement's parameter: " + sqlite3_errmsg(database)) );
|
|
}
|
|
|
|
//execute
|
|
if (sqlite3_step(statement) != SQLITE_DONE) {
|
|
//if this fails, than this character exists
|
|
sqlite3_finalize(statement);
|
|
return -1;
|
|
}
|
|
|
|
sqlite3_finalize(statement);
|
|
|
|
//load this character into memory
|
|
return Load(owner, handle, avatar);
|
|
}
|
|
|
|
int CharacterManager::Load(int owner, std::string handle, std::string avatar) {
|
|
//load the specified character, creating it if it doesn't exist
|
|
//fail if it is already loaded, or does not belong to this account
|
|
sqlite3_stmt* statement = nullptr;
|
|
|
|
//prep
|
|
if (sqlite3_prepare_v2(database, LOAD_CHARACTER, -1, &statement, nullptr) != SQLITE_OK) {
|
|
throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
|
|
}
|
|
|
|
//parameter
|
|
if (sqlite3_bind_text(statement, 1, handle.c_str(), handle.size() + 1, SQLITE_STATIC) != SQLITE_OK) {
|
|
throw( std::runtime_error(std::string() + "Failed to replace a prepared statement's parameter: " + sqlite3_errmsg(database)) );
|
|
}
|
|
|
|
//execute
|
|
int ret = sqlite3_step(statement);
|
|
|
|
//process the result
|
|
if (ret == SQLITE_ROW) {
|
|
//get the index
|
|
int uid = sqlite3_column_int(statement, 0);
|
|
|
|
//check to see if this character is already loaded
|
|
if (characterMap.find(uid) != characterMap.end()) {
|
|
sqlite3_finalize(statement);
|
|
return -1;
|
|
}
|
|
|
|
//check the owner
|
|
if (owner != sqlite3_column_int(statement, 1)) {
|
|
sqlite3_finalize(statement);
|
|
return -2;
|
|
}
|
|
|
|
//extract the data into memory
|
|
CharacterData& newChar = characterMap[uid];
|
|
|
|
//metadata
|
|
newChar.owner = owner;
|
|
newChar.handle = reinterpret_cast<const char*>(sqlite3_column_text(statement, 2));
|
|
newChar.avatar = reinterpret_cast<const char*>(sqlite3_column_text(statement, 3));
|
|
//Don't cache the birth
|
|
|
|
//world origin
|
|
newChar.roomIndex = sqlite3_column_int(statement, 5);
|
|
newChar.origin.x = (double)sqlite3_column_int(statement, 6);
|
|
newChar.origin.y = (double)sqlite3_column_int(statement, 7);
|
|
|
|
//gameplay components: equipment, items, buffs, debuffs...
|
|
|
|
//finish the routine
|
|
sqlite3_finalize(statement);
|
|
return uid;
|
|
}
|
|
|
|
sqlite3_finalize(statement);
|
|
|
|
if (ret == SQLITE_DONE) {
|
|
//create the non-existant character instead
|
|
return Create(owner, handle, avatar);
|
|
}
|
|
|
|
throw(std::runtime_error(std::string() + "Unknown SQL error in LoadCharacter: " + sqlite3_errmsg(database) ));
|
|
}
|
|
|
|
int CharacterManager::Save(int uid) {
|
|
//save this character from memory, replacing it if it exists in the database
|
|
//DOCS: To use this method, change the in-memory copy, and then call this function using that object's UID.
|
|
|
|
//this method fails if this character is not loaded
|
|
if (characterMap.find(uid) == characterMap.end()) {
|
|
return -1;
|
|
}
|
|
|
|
CharacterData& character = characterMap[uid];
|
|
sqlite3_stmt* statement = nullptr;
|
|
|
|
//prep
|
|
if (sqlite3_prepare_v2(database, SAVE_CHARACTER, -1, &statement, nullptr) != SQLITE_OK) {
|
|
throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
|
|
}
|
|
|
|
//parameters
|
|
bool ret = false;
|
|
ret |= sqlite3_bind_int(statement, 1, uid) != SQLITE_OK;
|
|
ret |= sqlite3_bind_int(statement, 2, character.roomIndex) != SQLITE_OK;
|
|
ret |= sqlite3_bind_int(statement, 3, (int)character.origin.x) != SQLITE_OK;
|
|
ret |= sqlite3_bind_int(statement, 4, (int)character.origin.y) != SQLITE_OK;
|
|
|
|
//gameplay components: equipment, items, buffs, debuffs...
|
|
|
|
//check for binding errors
|
|
if (ret) {
|
|
throw( std::runtime_error(std::string() + "Failed to replace a prepared statement's parameter: " + sqlite3_errmsg(database)) );
|
|
}
|
|
|
|
//execute
|
|
if (sqlite3_step(statement) != SQLITE_DONE) {
|
|
//if this fails, than something went horribly wrong
|
|
sqlite3_finalize(statement);
|
|
throw( std::runtime_error(std::string() + "Unknown SQL error when saving a character: " + sqlite3_errmsg(database)) );
|
|
}
|
|
|
|
sqlite3_finalize(statement);
|
|
|
|
//successful execution
|
|
return 0;
|
|
}
|
|
|
|
void CharacterManager::Unload(int uid) {
|
|
//save this character, then unload it
|
|
Save(uid);
|
|
characterMap.erase(uid);
|
|
}
|
|
|
|
void CharacterManager::Delete(int uid) {
|
|
//delete this character from the database, then remove it from memory
|
|
sqlite3_stmt* statement = nullptr;
|
|
|
|
//prep
|
|
if (sqlite3_prepare_v2(database, DELETE_CHARACTER, -1, &statement, nullptr) != SQLITE_OK) {
|
|
throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
|
|
}
|
|
|
|
//parameter
|
|
if (sqlite3_bind_int(statement, 1, uid) != SQLITE_OK) {
|
|
throw( std::runtime_error(std::string() + "Failed to replace a prepared statement's parameter: " + sqlite3_errmsg(database)) );
|
|
}
|
|
|
|
//execute
|
|
if (sqlite3_step(statement) != SQLITE_DONE) {
|
|
//if this fails, than something went horribly wrong
|
|
sqlite3_finalize(statement);
|
|
throw( std::runtime_error(std::string() + "Unknown SQL error when deleting a character: " + sqlite3_errmsg(database)) );
|
|
}
|
|
|
|
//finish the routine
|
|
sqlite3_finalize(statement);
|
|
characterMap.erase(uid);
|
|
}
|
|
|
|
void CharacterManager::UnloadAll() {
|
|
for (auto& it : characterMap) {
|
|
Save(it.first);
|
|
}
|
|
characterMap.clear();
|
|
}
|
|
|
|
void CharacterManager::UnloadIf(std::function<bool(std::pair<int, CharacterData>)> fn) {
|
|
//replicate std::remove_if, using custom code
|
|
for (std::map<int, CharacterData>::iterator it = characterMap.begin(); it != characterMap.end(); /* empty */) {
|
|
if (fn(*it)) {
|
|
Save(it->first);
|
|
it = characterMap.erase(it);
|
|
continue;
|
|
}
|
|
++it;
|
|
}
|
|
}
|
|
|
|
//-------------------------
|
|
//Define the accessors and mutators
|
|
//-------------------------
|
|
|
|
CharacterData* CharacterManager::Get(int uid) {
|
|
std::map<int, CharacterData>::iterator it = characterMap.find(uid);
|
|
|
|
if (it == characterMap.end()) {
|
|
return nullptr;
|
|
}
|
|
|
|
return &it->second;
|
|
}
|
|
|
|
int CharacterManager::GetLoadedCount() {
|
|
return characterMap.size();
|
|
}
|
|
|
|
int CharacterManager::GetTotalCount() {
|
|
//a lot just to count something.
|
|
sqlite3_stmt* statement = nullptr;
|
|
|
|
//prep
|
|
if (sqlite3_prepare_v2(database, COUNT_CHARACTER_RECORDS, -1, &statement, nullptr) != SQLITE_OK) {
|
|
throw( std::runtime_error(std::string() + "Failed to prepare an SQL statement: " + sqlite3_errmsg(database)) );
|
|
}
|
|
|
|
//execute & retrieve the result
|
|
sqlite3_step(statement);
|
|
int ret = sqlite3_column_int(statement, 0);
|
|
|
|
//finish the routine
|
|
sqlite3_finalize(statement);
|
|
return ret;
|
|
}
|
|
|
|
std::map<int, CharacterData>* CharacterManager::GetContainer() {
|
|
return &characterMap;
|
|
}
|
|
|
|
sqlite3* CharacterManager::SetDatabase(sqlite3* db) {
|
|
return database = db;
|
|
}
|
|
|
|
sqlite3* CharacterManager::GetDatabase() {
|
|
return database;
|
|
} |