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108 lines
3.5 KiB
C++
108 lines
3.5 KiB
C++
/*
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Minetest
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Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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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 Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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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 Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#ifndef ROLLBACK_HEADER
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#define ROLLBACK_HEADER
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#include <string>
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#include "irr_v3d.h"
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#include "rollback_interface.h"
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#include <list>
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#include <vector>
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#include "sqlite3.h"
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class IGameDef;
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struct ActionRow;
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struct Entity;
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class RollbackManager: public IRollbackManager
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{
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public:
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RollbackManager(const std::string & world_path, IGameDef * gamedef);
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~RollbackManager();
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void reportAction(const RollbackAction & action_);
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std::string getActor();
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bool isActorGuess();
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void setActor(const std::string & actor, bool is_guess);
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std::string getSuspect(v3s16 p, float nearness_shortcut,
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float min_nearness);
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void flush();
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void addAction(const RollbackAction & action);
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std::list<RollbackAction> getEntriesSince(time_t first_time);
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std::list<RollbackAction> getNodeActors(v3s16 pos, int range,
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time_t seconds, int limit);
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std::list<RollbackAction> getRevertActions(
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const std::string & actor_filter, time_t seconds);
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private:
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void registerNewActor(const int id, const std::string & name);
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void registerNewNode(const int id, const std::string & name);
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int getActorId(const std::string & name);
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int getNodeId(const std::string & name);
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const char * getActorName(const int id);
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const char * getNodeName(const int id);
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bool createTables();
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void initDatabase();
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bool registerRow(const ActionRow & row);
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const std::list<ActionRow> actionRowsFromSelect(sqlite3_stmt * stmt);
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ActionRow actionRowFromRollbackAction(const RollbackAction & action);
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const std::list<RollbackAction> rollbackActionsFromActionRows(
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const std::list<ActionRow> & rows);
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const std::list<ActionRow> getRowsSince(time_t firstTime,
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const std::string & actor);
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const std::list<ActionRow> getRowsSince_range(time_t firstTime, v3s16 p,
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int range, int limit);
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const std::list<RollbackAction> getActionsSince_range(time_t firstTime, v3s16 p,
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int range, int limit);
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const std::list<RollbackAction> getActionsSince(time_t firstTime,
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const std::string & actor = "");
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void migrate(const std::string & filepath);
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static float getSuspectNearness(bool is_guess, v3s16 suspect_p,
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time_t suspect_t, v3s16 action_p, time_t action_t);
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IGameDef * gamedef;
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std::string current_actor;
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bool current_actor_is_guess;
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std::list<RollbackAction> action_todisk_buffer;
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std::list<RollbackAction> action_latest_buffer;
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std::string database_path;
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sqlite3 * db;
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sqlite3_stmt * stmt_insert;
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sqlite3_stmt * stmt_replace;
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sqlite3_stmt * stmt_select;
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sqlite3_stmt * stmt_select_range;
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sqlite3_stmt * stmt_select_withActor;
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sqlite3_stmt * stmt_knownActor_select;
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sqlite3_stmt * stmt_knownActor_insert;
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sqlite3_stmt * stmt_knownNode_select;
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sqlite3_stmt * stmt_knownNode_insert;
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std::vector<Entity> knownActors;
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std::vector<Entity> knownNodes;
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};
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#endif
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