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authorShadowNinja <shadowninja@minetest.net>2014-06-25 20:28:41 -0400
committerShadowNinja <shadowninja@minetest.net>2014-11-19 16:21:59 -0500
commitb1965ac20922e3722392114bd63a22b403dcbe98 (patch)
treeab7ba20d23e01be920d7161fbfd20d2e265f2b70 /src/rollback.h
parentda0f1e5497c7dece9ff5092adfb5881b0dd2e10c (diff)
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Clean up rollback
Diffstat (limited to 'src/rollback.h')
-rw-r--r--src/rollback.h93
1 files changed, 73 insertions, 20 deletions
diff --git a/src/rollback.h b/src/rollback.h
index eea7c59f2..2e6955c8d 100644
--- a/src/rollback.h
+++ b/src/rollback.h
@@ -24,31 +24,84 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "irr_v3d.h"
#include "rollback_interface.h"
#include <list>
+#include <vector>
+#include "sqlite3.h"
class IGameDef;
-class IRollbackManager: public IRollbackReportSink
+class ActionRow;
+class Entity;
+
+class RollbackManager: public IRollbackManager
{
public:
- // IRollbackReportManager
- virtual void reportAction(const RollbackAction &action) = 0;
- virtual std::string getActor() = 0;
- virtual bool isActorGuess() = 0;
- virtual void setActor(const std::string &actor, bool is_guess) = 0;
- virtual std::string getSuspect(v3s16 p, float nearness_shortcut,
- float min_nearness) = 0;
-
- virtual ~IRollbackManager() {}
- virtual void flush() = 0;
- // Get all actors that did something to position p, but not further than
- // <seconds> in history
- virtual std::list<RollbackAction> getNodeActors(v3s16 pos, int range,
- time_t seconds, int limit) = 0;
- // Get actions to revert <seconds> of history made by <actor>
- virtual std::list<RollbackAction> getRevertActions(const std::string &actor,
- time_t seconds) = 0;
-};
+ RollbackManager(const std::string & world_path, IGameDef * gamedef);
+ ~RollbackManager();
+
+ void reportAction(const RollbackAction & action_);
+ std::string getActor();
+ bool isActorGuess();
+ void setActor(const std::string & actor, bool is_guess);
+ std::string getSuspect(v3s16 p, float nearness_shortcut,
+ float min_nearness);
+ void flush();
+
+ void addAction(const RollbackAction & action);
+ std::list<RollbackAction> getEntriesSince(time_t first_time);
+ std::list<RollbackAction> getNodeActors(v3s16 pos, int range,
+ time_t seconds, int limit);
+ std::list<RollbackAction> getRevertActions(
+ const std::string & actor_filter, time_t seconds);
+
+private:
+ void registerNewActor(const int id, const std::string & name);
+ void registerNewNode(const int id, const std::string & name);
+ int getActorId(const std::string & name);
+ int getNodeId(const std::string & name);
+ const char * getActorName(const int id);
+ const char * getNodeName(const int id);
+ bool createTables();
+ void initDatabase();
+ bool registerRow(const ActionRow & row);
+ const std::list<ActionRow> actionRowsFromSelect(sqlite3_stmt * stmt);
+ ActionRow actionRowFromRollbackAction(const RollbackAction & action);
+ const std::list<RollbackAction> rollbackActionsFromActionRows(
+ const std::list<ActionRow> & rows);
+ const std::list<ActionRow> getRowsSince(time_t firstTime,
+ const std::string & actor);
+ const std::list<ActionRow> getRowsSince_range(time_t firstTime, v3s16 p,
+ int range, int limit);
+ const std::list<RollbackAction> getActionsSince_range(time_t firstTime, v3s16 p,
+ int range, int limit);
+ const std::list<RollbackAction> getActionsSince(time_t firstTime,
+ const std::string & actor = "");
+ void migrate(const std::string & filepath);
+ static float getSuspectNearness(bool is_guess, v3s16 suspect_p,
+ time_t suspect_t, v3s16 action_p, time_t action_t);
+
-IRollbackManager *createRollbackManager(const std::string &filepath, IGameDef *gamedef);
+ IGameDef * gamedef;
+
+ std::string current_actor;
+ bool current_actor_is_guess;
+
+ std::list<RollbackAction> action_todisk_buffer;
+ std::list<RollbackAction> action_latest_buffer;
+
+ std::string database_path;
+ sqlite3 * db;
+ sqlite3_stmt * stmt_insert;
+ sqlite3_stmt * stmt_replace;
+ sqlite3_stmt * stmt_select;
+ sqlite3_stmt * stmt_select_range;
+ sqlite3_stmt * stmt_select_withActor;
+ sqlite3_stmt * stmt_knownActor_select;
+ sqlite3_stmt * stmt_knownActor_insert;
+ sqlite3_stmt * stmt_knownNode_select;
+ sqlite3_stmt * stmt_knownNode_insert;
+
+ std::vector<Entity> knownActors;
+ std::vector<Entity> knownNodes;
+};
#endif