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Clean up rollback
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12 changed files with 888 additions and 1255 deletions
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@ -24,31 +24,84 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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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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class IGameDef;
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class IRollbackManager: public IRollbackReportSink
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class ActionRow;
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class Entity;
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class RollbackManager: public IRollbackManager
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{
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public:
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// IRollbackReportManager
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virtual void reportAction(const RollbackAction &action) = 0;
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virtual std::string getActor() = 0;
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virtual bool isActorGuess() = 0;
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virtual void setActor(const std::string &actor, bool is_guess) = 0;
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virtual std::string getSuspect(v3s16 p, float nearness_shortcut,
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float min_nearness) = 0;
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RollbackManager(const std::string & world_path, IGameDef * gamedef);
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~RollbackManager();
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virtual ~IRollbackManager() {}
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virtual void flush() = 0;
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// Get all actors that did something to position p, but not further than
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// <seconds> in history
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virtual std::list<RollbackAction> getNodeActors(v3s16 pos, int range,
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time_t seconds, int limit) = 0;
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// Get actions to revert <seconds> of history made by <actor>
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virtual std::list<RollbackAction> getRevertActions(const std::string &actor,
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time_t seconds) = 0;
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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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void addAction(const RollbackAction & action);
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std::list<RollbackAction> getEntriesSince(time_t first_time);
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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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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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void 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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void migrate(const std::string & filepath);
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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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IGameDef * gamedef;
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std::string current_actor;
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bool current_actor_is_guess;
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std::list<RollbackAction> action_todisk_buffer;
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std::list<RollbackAction> action_latest_buffer;
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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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std::vector<Entity> knownActors;
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std::vector<Entity> knownNodes;
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};
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IRollbackManager *createRollbackManager(const std::string &filepath, IGameDef *gamedef);
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#endif
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