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			103 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			103 lines
		
	
	
		
			3.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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| Minetest
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| Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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| 
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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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| 
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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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| 
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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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| 
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| #pragma once
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| 
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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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| 
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| class IGameDef;
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| 
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| struct ActionRow;
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| struct Entity;
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| 
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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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| 
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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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| 
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| 	void addAction(const RollbackAction & action);
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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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| 
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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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| 	bool 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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| 	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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| 
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| 
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| 	IGameDef *gamedef = nullptr;
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| 
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| 	std::string current_actor;
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| 	bool current_actor_is_guess = false;
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| 
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| 	std::list<RollbackAction> action_todisk_buffer;
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| 	std::list<RollbackAction> action_latest_buffer;
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| 
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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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| 
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| 	std::vector<Entity> knownActors;
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| 	std::vector<Entity> knownNodes;
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| };
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