/*
-Minetest-c55
-Copyright (C) 2012 celeron55, Perttu Ahola <celeron55@gmail.com>
+Minetest
+Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
#include "irr_v3d.h"
#include "rollback_interface.h"
#include <list>
+#include <vector>
+#include "sqlite3.h"
class IGameDef;
-class IRollbackManager: public IRollbackReportSink
+struct ActionRow;
+struct 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;
- // nearness_shortcut: 100 = same second, same node; 90 = 10s or 10 nodes
- virtual std::string getSuspect(v3s16 p, int max_time, float nearness_shortcut) = 0;
-
- virtual ~IRollbackManager(){}
- virtual void flush() = 0;
- // Get last actor that did something to position p, but not further than
- // <seconds> in history
- virtual std::string getLastNodeActor(v3s16 p, int range, int seconds,
- v3s16 *act_p, int *act_seconds) = 0;
- // Get actions to revert <seconds> of history made by <actor>
- virtual std::list<RollbackAction> getRevertActions(const std::string &actor,
- int 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