khanat-opennel-code/code/ryzom/client/src/cdb_synchronised.h

165 lines
4.4 KiB
C++

// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
// 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 <http://www.gnu.org/licenses/>.
#ifndef CDB_SYNCHRONISED_H
#define CDB_SYNCHRONISED_H
#include "nel/misc/cdb.h"
#include "nel/misc/cdb_branch.h"
/**
* Class to manage a database of properties
* \author Stephane Coutelas
* \author Nevrax France
* \date 2002
*/
class CCDBSynchronised
{
/// database
NLMISC::CRefPtr<NLMISC::CCDBNodeBranch> _Database;
/// string associations
std::map<uint32,std::string> _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
*/
NLMISC::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