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* Modernize various files (src/m*) (#6267)Loïc Blot2017-08-18
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
* Remove remaining modstore code (#6120)Elijah Duffy2017-07-14
* Cpp11 patchset 11: continue working on constructor style migration (#6004)Loïc Blot2017-06-18
* C++11 patchset 2: remove util/cpp11.h and util/cpp11_container.h (#5821)Loïc Blot2017-06-04
* Real control fix (#5787)Loïc Blot2017-05-20
* Fix various variables passed by copy instead of const ref (#5610)Loïc Blot2017-04-19
* [CSM] implement client side mod loading (#5123)Loïc Blot2017-03-13
* Add ModMetadata API (#5131)Loïc Blot2017-02-08
* Fixes for compiling with a newer (system) jsoncpp (#4429)Rogier-52016-08-10
* Fix server crashing on Lua errorsShadowNinja2015-10-31
* Remove ugly curl struct pointer from jsonFetchValue signaturesapier2014-06-19
* Pass arguments by referenceSelat2014-03-12
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Add support for modstore screenshotssapier2013-07-22
* Replace C++ mainmenu by formspec powered onesapier2013-07-02
* Optional dependencies and properly handle mod name conflicts againKahrl2013-05-03
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Improve behaviour for empty modpacks and when no mods at all are installed:Jürgen Doser2013-01-22
* Basic support for configuring which mods to load for each worldJürgen Doser2013-01-21
* Optimize headersPerttu Ahola2012-06-17
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Add minetest.get_modpath(modname)Perttu Ahola2011-12-11
* Better mod loading error handlingPerttu Ahola2011-12-03
, Fifth Floor, Boston, MA 02110-1301 USA. */ #pragma once #include <cstring> #include <string> #include "database.h" #include "exceptions.h" extern "C" { #include "sqlite3.h" } class Database_SQLite3 : public Database { public: virtual ~Database_SQLite3(); void beginSave(); void endSave(); bool initialized() const { return m_initialized; } protected: Database_SQLite3(const std::string &savedir, const std::string &dbname); // Open and initialize the database if needed void verifyDatabase(); // Convertors inline void str_to_sqlite(sqlite3_stmt *s, int iCol, const std::string &str) const { sqlite3_vrfy(sqlite3_bind_text(s, iCol, str.c_str(), str.size(), NULL)); } inline void str_to_sqlite(sqlite3_stmt *s, int iCol, const char *str) const { sqlite3_vrfy(sqlite3_bind_text(s, iCol, str, strlen(str), NULL)); } inline void int_to_sqlite(sqlite3_stmt *s, int iCol, int val) const { sqlite3_vrfy(sqlite3_bind_int(s, iCol, val)); } inline void int64_to_sqlite(sqlite3_stmt *s, int iCol, s64 val) const { sqlite3_vrfy(sqlite3_bind_int64(s, iCol, (sqlite3_int64) val)); } inline void double_to_sqlite(sqlite3_stmt *s, int iCol, double val) const { sqlite3_vrfy(sqlite3_bind_double(s, iCol, val)); } inline std::string sqlite_to_string(sqlite3_stmt *s, int iCol) { const char* text = reinterpret_cast<const char*>(sqlite3_column_text(s, iCol)); return std::string(text ? text : ""); } inline s32 sqlite_to_int(sqlite3_stmt *s, int iCol) { return sqlite3_column_int(s, iCol); } inline u32 sqlite_to_uint(sqlite3_stmt *s, int iCol) { return (u32) sqlite3_column_int(s, iCol); } inline float sqlite_to_float(sqlite3_stmt *s, int iCol) { return (float) sqlite3_column_double(s, iCol); } inline const v3f sqlite_to_v3f(sqlite3_stmt *s, int iCol) { return v3f(sqlite_to_float(s, iCol), sqlite_to_float(s, iCol + 1), sqlite_to_float(s, iCol + 2)); } // Query verifiers helpers inline void sqlite3_vrfy(int s, const std::string &m = "", int r = SQLITE_OK) const { if (s != r) throw DatabaseException(m + ": " + sqlite3_errmsg(m_database)); } inline void sqlite3_vrfy(const int s, const int r, const std::string &m = "") const { sqlite3_vrfy(s, m, r); } // Create the database structure virtual void createDatabase() = 0; virtual void initStatements() = 0; sqlite3 *m_database = nullptr; private: // Open the database void openDatabase(); bool m_initialized = false; std::string m_savedir = ""; std::string m_dbname = ""; sqlite3_stmt *m_stmt_begin = nullptr; sqlite3_stmt *m_stmt_end = nullptr; s64 m_busy_handler_data[2]; static int busyHandler(void *data, int count); }; class MapDatabaseSQLite3 : private Database_SQLite3, public MapDatabase { public: MapDatabaseSQLite3(const std::string &savedir); virtual ~MapDatabaseSQLite3(); bool saveBlock(const v3s16 &pos, const std::string &data); void loadBlock(const v3s16 &pos, std::string *block); bool deleteBlock(const v3s16 &pos); void listAllLoadableBlocks(std::vector<v3s16> &dst); void beginSave() { Database_SQLite3::beginSave(); } void endSave() { Database_SQLite3::endSave(); } protected: virtual void createDatabase(); virtual void initStatements(); private: void bindPos(sqlite3_stmt *stmt, const v3s16 &pos, int index = 1); // Map sqlite3_stmt *m_stmt_read = nullptr; sqlite3_stmt *m_stmt_write = nullptr; sqlite3_stmt *m_stmt_list = nullptr; sqlite3_stmt *m_stmt_delete = nullptr; }; class PlayerDatabaseSQLite3 : private Database_SQLite3, public PlayerDatabase { public: PlayerDatabaseSQLite3(const std::string &savedir); virtual ~PlayerDatabaseSQLite3(); void savePlayer(RemotePlayer *player); bool loadPlayer(RemotePlayer *player, PlayerSAO *sao); bool removePlayer(const std::string &name); void listPlayers(std::vector<std::string> &res); protected: virtual void createDatabase(); virtual void initStatements(); private: bool playerDataExists(const std::string &name); // Players sqlite3_stmt *m_stmt_player_load = nullptr; sqlite3_stmt *m_stmt_player_add = nullptr; sqlite3_stmt *m_stmt_player_update = nullptr; sqlite3_stmt *m_stmt_player_remove = nullptr; sqlite3_stmt *m_stmt_player_list = nullptr; sqlite3_stmt *m_stmt_player_load_inventory = nullptr; sqlite3_stmt *m_stmt_player_load_inventory_items = nullptr; sqlite3_stmt *m_stmt_player_add_inventory = nullptr; sqlite3_stmt *m_stmt_player_add_inventory_items = nullptr; sqlite3_stmt *m_stmt_player_remove_inventory = nullptr; sqlite3_stmt *m_stmt_player_remove_inventory_items = nullptr; sqlite3_stmt *m_stmt_player_metadata_load = nullptr; sqlite3_stmt *m_stmt_player_metadata_remove = nullptr; sqlite3_stmt *m_stmt_player_metadata_add = nullptr; };