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