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4fa1b3faf4
The two weeks is configurable. But the idea is somebody creates a game with a random name but it's never joined. Eventually the name is used again and the first to connect joins the existing game that will never progress. I could just prune from the DB, but this is less work ongoing.
207 lines
8.4 KiB
C
207 lines
8.4 KiB
C
/* -*-mode: C; fill-column: 78; c-basic-offset: 4; -*- */
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/*
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* Copyright 2010 - 2012 by Eric House (xwords@eehouse.org). All rights
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* reserved.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option.
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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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef _DBMGR_H_
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#define _DBMGR_H_
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#include <string>
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#include <set>
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#include <libpq-fe.h>
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#include "strwpf.h"
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#include "xwrelay.h"
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#include "xwrelay_priv.h"
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#include "devid.h"
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#include "strwpf.h"
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#include "querybld.h"
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using namespace std;
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class DBMgr {
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public:
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/* DevIDs on various platforms are stored in devices table. This is the
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key, and used in msgs and games tables as a shorter way to refer to
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them. */
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static const DevIDRelay DEVID_NONE = 0;
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class MsgInfo {
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public:
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MsgInfo( int id, AddrInfo::ClientToken tok, bool hc ) {
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m_msgID = id; m_token = tok; m_hasConnname = hc;
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}
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bool hasConnname() const { return m_hasConnname; }
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AddrInfo::ClientToken token() const { return m_token; }
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int msgID() const { return m_msgID; }
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vector<uint8_t> msg;
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private:
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bool m_hasConnname;
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AddrInfo::ClientToken m_token;
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int m_msgID;
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};
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static DBMgr* Get();
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~DBMgr();
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void WaitDBConn( void );
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void ClearCIDs( void );
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void AddNew( const char* cookie, const char* connName, CookieID cid,
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int langCode, int nPlayersT, bool isPublic );
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bool FindPlayer( DevIDRelay relayID, AddrInfo::ClientToken,
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string& connName, HostID* hid, unsigned short* seed );
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bool FindRelayIDFor( const char* connName, HostID hid, unsigned short seed,
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const DevID* host, DevIDRelay* devID );
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CookieID FindGame( const char* connName, HostID hid, char* cookieBuf, int bufLen,
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int* langP, int* nPlayersTP, int* nPlayersHP,
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bool* isDead );
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CookieID FindGame( const AddrInfo::ClientToken clientToken, HostID hid,
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char* connNameBuf, int connNameBufLen,
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char* cookieBuf, int cookieBufLen,
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int* langP, int* nPlayersTP, int* nPlayersHP );
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bool FindGameFor( const char* connName, char* cookieBuf, int bufLen,
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unsigned short seed, HostID hid,
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int nPlayersH, int nPlayersS,
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int* langP, bool* isDead, CookieID* cidp );
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bool SeenSeed( const char* cookie, unsigned short seed,
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int langCode, int nPlayersT, bool wantsPublic,
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char* connNameBuf, int bufLen, int* nPlayersHP,
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CookieID* cid );
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CookieID FindRecentOpen( const char* cookie, int lang, int nPlayersT,
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int nPlayersH, bool wantsPublic,
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char* connNameBuf, int bufLen, int* nPlayersHP );
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bool AllDevsAckd( const char* const connName );
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DevIDRelay RegisterDevice( const DevID* host );
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DevIDRelay RegisterDevice( const DevID* host, int clientVersion,
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const char* const desc, const char* const model,
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const char* const osVers,
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unsigned short variantCode );
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void ReregisterDevice( DevIDRelay relayID, const DevID* host,
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const char* const desc, int clientVersion,
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const char* const model, const char* const osVers,
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unsigned short variantCode );
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bool UpdateDevice( DevIDRelay relayID, const char* const desc,
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int clientVersion, const char* const model,
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const char* const osVers, unsigned short variantCode,
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bool check );
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HostID AddToGame( const char* const connName, HostID curID, int clientVersion,
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int nToAdd, unsigned short seed, const AddrInfo* addr,
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DevIDRelay devID, bool unAckd );
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void NoteAckd( const char* const connName, HostID id );
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HostID HIDForSeed( const char* const connName, unsigned short seed );
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bool RmDeviceByHid( const char* const connName, HostID id );
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void RmDeviceBySeed( const char* const connName, unsigned short seed );
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bool HaveDevice( const char* const connName, HostID id, int seed );
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bool AddCID( const char* const connName, CookieID cid );
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void ClearCID( const char* connName );
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void RecordSent( const char* const connName, HostID hid, int nBytes );
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void RecordSent( const int* msgID, int nMsgIDs );
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void RecordAddress( const char* const connName, HostID hid,
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const AddrInfo* addr );
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void GetPlayerCounts( const char* const connName, int* nTotal,
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int* nHere );
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void KillGame( const char* const connName, int hid );
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/* Return list of roomName/playersStillWanted/age for open public games
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matching this language and total game size. Will probably want to cache
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lists locally and only update them every few seconds to avoid to many
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queries.*/
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void PublicRooms( int lang, int nPlayers, int* nNames, string& names );
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/* Get stored address info, if available and valid */
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bool TokenFor( const char* const connName, int hid, DevIDRelay* devid,
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AddrInfo::ClientToken* token );
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/* message storage -- different DB */
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int CountStoredMessages( const char* const connName );
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int CountStoredMessages( DevIDRelay relayID );
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int StoreMessage( DevIDRelay destRelayID, const uint8_t* const buf,
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int len );
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int StoreMessage( const char* const connName, int destHid,
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const uint8_t* const buf, int len );
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void GetStoredMessages( DevIDRelay relayID, vector<MsgInfo>& msgs );
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void GetStoredMessages( const char* const connName, HostID hid,
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vector<DBMgr::MsgInfo>& msgs );
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void RemoveStoredMessages( const int* msgID, int nMsgIDs );
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void RemoveStoredMessage( const int msgID );
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void RemoveStoredMessages( vector<int>& ids );
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DevIDRelay getDevID( string& relayID );
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private:
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DBMgr();
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bool execSql( const string& query );
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bool execSql( const char* const query ); /* no-results query */
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bool execParams( QueryBuilder& qb );
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void readArray( const char* const connName, const char* column, int arr[] );
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DevIDRelay getDevID( const char* connName, int hid );
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DevIDRelay getDevID( const DevID* devID );
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int getCountWhere( const char* table, string& test );
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void RemoveStoredMessages( string& msgIDs );
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void decodeMessage( PGresult* result, bool useB64, int rowIndx, int b64indx,
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int byteaIndex, vector<uint8_t>& buf );
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void storedMessagesImpl( string query, vector<DBMgr::MsgInfo>& msgs,
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bool nullConnnameOK );
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int CountStoredMessages( const char* const connName, int hid );
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bool UpdateDevice( DevIDRelay relayID );
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void formatUpdate( QueryBuilder& qb, bool append, const char* const desc,
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int clientVersion, const char* const model,
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const char* const osVers, unsigned short variantCode,
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DevIDRelay relayID );
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PGconn* getThreadConn( void );
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void clearThreadConn();
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bool hasNoMessages( const char* const connName, HostID hid );
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void setHasNoMessages( const char* const connName, HostID hid );
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void clearHasNoMessages( const char* const connName, HostID hid );
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void formatKey( StrWPF& key, const char* const connName, HostID hid );
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bool hasNoMessages( DevIDRelay devid );
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void setHasNoMessages( DevIDRelay devid );
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void clearHasNoMessages( DevIDRelay devid );
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void conn_key_alloc();
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pthread_key_t m_conn_key;
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bool m_useB64;
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char m_interval[64];
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pthread_mutex_t m_haveNoMessagesMutex;
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set<DevIDRelay> m_haveNoMessagesDevID;
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set<StrWPF> m_haveNoMessagesConnname;
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}; /* DBMgr */
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#endif
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