166 lines
4.4 KiB
C
166 lines
4.4 KiB
C
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// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef CDB_SYNCHRONISED_H
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#define CDB_SYNCHRONISED_H
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#include "cdb.h"
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#include "cdb_branch.h"
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/**
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* Class to manage a database of properties
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* \author Stephane Coutelas
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* \author Nevrax France
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* \date 2002
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*/
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class CCDBSynchronised
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{
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/// database
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NLMISC::CRefPtr<CCDBNodeBranch> _Database;
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/// string associations
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std::map<uint32,std::string> _Strings;
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/// True while the first database packet has not been completely processed (including branch observers)
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bool _InitInProgress;
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/// The number of "init database packet" received
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uint8 _InitDeltaReceived;
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public:
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/// exception thrown when database is not initialized
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struct EDBNotInit : public NLMISC::Exception
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{
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EDBNotInit() : Exception ("Property Database not initialized") {}
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};
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/**
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* Default constructor
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*/
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CCDBSynchronised();
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/**
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* Return a ptr on the node
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* \return ptr on the node
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*/
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CCDBNodeBranch * getNodePtr() { return _Database; }
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/**
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* Build the structure of the database from a file
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* \param fileName is the name of file containing the database structure
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*/
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void init( const std::string &fileName, class NLMISC::IProgressCallback &progressCallBack );
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/**
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* Load a backup of the database
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* \param fileName is the name of the backup file
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*/
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void read( const std::string &fileName );
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/**
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* Save a backup of the database
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* \param fileName is the name of the backup file
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*/
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void write( const std::string &fileName );
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/**
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* Update the database from a stream coming from the FE
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* \param f the stream
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*/
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void readDelta( NLMISC::TGameCycle gc, NLMISC::CBitMemStream& s, TCDBBank bank );
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/**
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* Return the value of a property (the update flag is set to false)
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* \param name is the name of the property
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* \return the value of the property
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*/
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sint64 getProp( const std::string &name );
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/**
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* Set the value of a property (the update flag is set to true)
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* \param name is the name of the property
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* \param value is the value of the property
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* \return bool : 'true' if the property was found.
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*/
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bool setProp(const std::string &name, sint64 value);
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/**
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* Return the string associated with id
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* \param id is the string id
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* \return the string
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*/
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std::string getString( uint32 id );
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/**
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* Set a new string association
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* \param id is the string id
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* \param str is the new string
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*/
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void setString( uint32 id, const std::string &);
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/**
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* Clear the database
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*/
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void clear();
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/**
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* Destructor
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*/
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~CCDBSynchronised() { clear(); }
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/// Return true while the first database packet has not been completely received
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bool initInProgress() const { return _InitInProgress; }
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/// tests
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void test();
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/// Reset the init state (if you relauch the game from scratch)
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void resetInitState() { _InitDeltaReceived = 0; _InitInProgress = true; writeInitInProgressIntoUIDB(); }
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/// Called after flushObserversCalls() as it calls the observers for branches
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void setChangesProcessed()
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{
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if ( allInitPacketReceived() )
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{
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_InitInProgress = false;
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writeInitInProgressIntoUIDB(); // replaced by DECLARE_INTERFACE_USER_FCT(isDBInitInProgress)
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}
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}
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private:
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friend void impulseDatabaseInitPlayer( NLMISC::CBitMemStream &impulse );
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friend void impulseInitInventory( NLMISC::CBitMemStream &impulse );
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void setInitPacketReceived() { ++_InitDeltaReceived; }
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bool allInitPacketReceived() const { return _InitDeltaReceived == 2; } // Classic database + inventory
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void writeInitInProgressIntoUIDB();
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};
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#endif // CDB_SYNCHRONISED_H
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