266 lines
7.5 KiB
C++
266 lines
7.5 KiB
C++
// 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_BRANCH_H
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#define CDB_BRANCH_H
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#include "cdb.h"
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#define NL_CDB_OPTIMIZE_PREDICT 1
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namespace NLMISC{
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/**
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* Database Node which contains a set 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 CCDBNodeBranch : public ICDBNode
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{
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public:
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class ICDBDBBranchObserverHandle
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{
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public:
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virtual ~ICDBDBBranchObserverHandle(){}
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virtual ICDBNode* owner() = 0;
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virtual IPropertyObserver* observer() = 0;
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virtual bool observesLeaf( const std::string &leafName ) = 0;
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virtual bool inList( uint list ) = 0;
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virtual void addToFlushableList() = 0;
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virtual void removeFromFlushableList( uint list ) = 0;
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virtual void removeFromFlushableList() = 0;
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};
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// default constructor
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CCDBNodeBranch(const std::string &name) : ICDBNode(name)
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{
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_Parent = NULL;
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_IdBits = 0;
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_Sorted = false;
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}
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/**
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* Build the structure of the database from a file
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* \param f is the stream
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*/
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void init( xmlNodePtr node, class IProgressCallback &progressCallBack, bool mapBanks=false, CCDBBankHandler *bankHandler = NULL );
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/**
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* Add a new sub node
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* \param node is the new subnode
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* \param nodeName is the name of the node
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*/
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void attachChild( ICDBNode * node, std::string nodeName );
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/**
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* Get a node . Create it if it does not exist yet
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* \param id : the CTextId identifying the node
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*/
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ICDBNode * getNode (const CTextId& id, bool bCreate=true);
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/**
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* Get a node. Return NULL if out of bounds (no warning)
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* \param idx is the node index
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*/
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ICDBNode * getNode( uint16 idx );
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/**
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* Get a node index
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* \param node is a pointer to the node
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*/
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virtual bool getNodeIndex( ICDBNode* node , uint& index)
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{
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index=0;
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for ( std::vector<ICDBNode*>::const_iterator it = _Nodes.begin(); it != _Nodes.end(); it++)
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{
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if (*it == node)
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return true;
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index++;
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}
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return false;
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}
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// return the child with the given node id, creating it if requested
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CCDBNodeLeaf *getLeaf( const char *id, bool bCreate );
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CCDBNodeLeaf *getLeaf( const std::string &id, bool bCreate ) { return getLeaf(id.c_str(), bCreate); }
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/**
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* Save a backup of the database
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* \param id is the text id of the property/grp
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* \param f is the stream
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*/
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void write( CTextId& id, FILE * f);
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/// Update the database from the delta, but map the first level with the bank mapping (see _CDBBankToUnifiedIndexMapping)
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void readAndMapDelta( TGameCycle gc, CBitMemStream& s, uint bank, CCDBBankHandler *bankHandler );
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/// Update the database from a stream coming from the FE
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void readDelta( TGameCycle gc, CBitMemStream & f );
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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 id is the text id of the property/grp
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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( CTextId& id );
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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 id is the text id of the property/grp
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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 property found.
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*/
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bool setProp( CTextId& id, sint64 value );
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/// Clear the node and his children
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void clear();
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void resetNode( TGameCycle gc, uint node )
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{
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if( node > _Nodes.size() )
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return;
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_Nodes[ node ]->resetData( gc );
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}
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/// Reset all leaf data from this point
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void resetData(TGameCycle gc, bool forceReset=false)
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{
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for ( uint i=0; i!=_Nodes.size(); ++i )
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{
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_Nodes[i]->resetData(gc, forceReset);
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}
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}
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/**
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* Destructor
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*/
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virtual ~CCDBNodeBranch() { clear(); }
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// the parent node for a branch (NULL by default)
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virtual void setParent(CCDBNodeBranch *parent) { _Parent=parent; }
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virtual CCDBNodeBranch* getParent()
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{
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return _Parent;
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}
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//get the number of nodes
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uint16 getNbNodes()
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{
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return (uint16)_Nodes.size();
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}
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/// Count the leaves
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virtual uint countLeaves() const;
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/// Find the leaf which count is specified (if found, the returned value is non-null and count is 0)
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virtual CCDBNodeLeaf *findLeafAtCount( uint& count );
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virtual void display (const std::string &prefix);
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void removeNode (const CTextId& id);
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/**
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* add an observer to a property
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* \param observer : pointer to an observer
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* \param id text id identifying the property
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* \return false if the node doen t exist
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*/
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virtual bool addObserver(IPropertyObserver* observer, CTextId& id);
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/** remove an obsever
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* \param observer : pointer to an observer
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* \return false if the node or observer doesn t exist
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*/
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virtual bool removeObserver(IPropertyObserver* observer, CTextId& id);
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// Add an observer to this branch. It will be notified of any change in the sub-leaves
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/**
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* Add observer to all sub-leaves, except if a positive filter is set:
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* If positiveLeafNameFilter is non-empty, only changes to leaves having names found in it
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* will be notified (this is equivalent to creating a sub-branch containing only the specified leaves
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* and setting a branch observer on it, except you don't need to change your database paths
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* and update large amounts of code!).
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*/
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void addBranchObserver( ICDBDBBranchObserverHandle* handle, const std::vector<std::string>& positiveLeafNameFilter=std::vector<std::string>());
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/**
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* Easy version of addBranchObserver() (see above).
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* Examples of dbPathFromThisNode:
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* "" -> this node
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* "FOO:BAR" -> sub-branch "BAR" of "FOO" which is a sub-branch of this node
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*/
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void addBranchObserver( ICDBDBBranchObserverHandle *handle, const char *dbPathFromThisNode, const char **positiveLeafNameFilter=NULL, uint positiveLeafNameFilterSize=0);
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// Remove observer from all sub-leaves
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bool removeBranchObserver(IPropertyObserver* observer);
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/// Easy version of removeBranchObserver() (see above and see easy version of addBranchObserver())
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void removeBranchObserver(const char *dbPathFromThisNode, ICDBNode::IPropertyObserver& observer);
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virtual bool isLeaf() const { return false; }
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// mark this branch and parent branch as 'modified'. This is usually called by sub-leaves
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void onLeafChanged( TStringId leafName );
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/// Find a subnode at this level
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ICDBNode * find (const std::string &nodeName);
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protected:
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typedef std::list< ICDBDBBranchObserverHandle* > TObserverHandleList;
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CCDBNodeBranch *_Parent;
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/// database subnodes not sorted
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std::vector<ICDBNode*> _Nodes;
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/// subnodes sorted by name
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std::vector<ICDBNode*> _NodesByName;
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// number of bits required to stock my children's ids
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uint8 _IdBits : 7;
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bool _Sorted : 1;
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// observers for this node or branch
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TObserverHandleList observerHandles;
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/// called by clear
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void removeAllBranchObserver();
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#if NL_CDB_OPTIMIZE_PREDICT
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CRefPtr<ICDBNode> _PredictNode;
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#endif
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};
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}
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#endif // CDB_BRANCH_H
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