/***************************************************************************** * PokerTH - The open source texas holdem engine * * Copyright (C) 2006-2016 Felix Hammer, Florian Thauer, Lothar May * * * * This program is free software: you can redistribute it and/or modify * * it under the terms of the GNU Affero General Public License as * * published by the Free Software Foundation, either version 3 of the * * License, or (at your option) any later version. * * * * This program is distributed in the hope that it will be useful, * * but WITHOUT ANY WARRANTY; without even the implied warranty of * * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * * GNU Affero General Public License for more details. * * * * You should have received a copy of the GNU Affero General Public License * * along with this program. If not, see . * * * * * * Additional permission under GNU AGPL version 3 section 7 * * * * If you modify this program, or any covered work, by linking or * * combining it with the OpenSSL project's OpenSSL library (or a * * modified version of that library), containing parts covered by the * * terms of the OpenSSL or SSLeay licenses, the authors of PokerTH * * (Felix Hammer, Florian Thauer, Lothar May) grant you additional * * permission to convey the resulting work. * * Corresponding Source for a non-source form of such a combination * * shall include the source code for the parts of OpenSSL used as well * * as that of the covered work. * *****************************************************************************/ /* Server database thread. */ #ifndef _SERVERDBTHREAD_H_ #define _SERVERDBTHREAD_H_ #include #include #include #include #include #include #include #include struct DBConnectionData; class AsyncDBQuery; class ServerDBThread : public ServerDBInterface, public Thread, public boost::enable_shared_from_this { public: ServerDBThread(ServerDBCallback &cb, boost::shared_ptr ioService); virtual ~ServerDBThread(); virtual void SignalTermination(); virtual void Init(const std::string &host, const std::string &user, const std::string &pwd, const std::string &database, const std::string &encryptionKey); virtual void Start(); virtual void Stop(); virtual void AsyncPlayerLogin(unsigned requestId, const std::string &playerName); virtual void AsyncCheckAvatarBlacklist(unsigned requestId, const std::string &avatarHash); virtual void PlayerPostLogin(DB_id playerId, const std::string &avatarHash, const std::string &avatarType); virtual void PlayerLogout(DB_id playerId); virtual void AsyncCreateGame(unsigned requestId, const std::string &gameName); virtual void SetGamePlayerPlace(unsigned requestId, DB_id playerId, unsigned place); virtual void EndGame(unsigned requestId); virtual void AsyncReportAvatar(unsigned requestId, unsigned replyId, DB_id reportedPlayerId, const std::string &avatarHash, const std::string &avatarType, DB_id *byPlayerId); virtual void AsyncReportGame(unsigned requestId, unsigned replyId, DB_id *creatorPlayerId, unsigned gameId, const std::string &gameName, DB_id *byPlayerId); virtual void AsyncQueryAdminPlayers(unsigned requestId); virtual void AsyncBlockPlayer(unsigned requestId, unsigned replyId, DB_id playerId, int valid, int active); bool IsConnected() const; protected: typedef std::queue > AsyncDBQueryQueue; // Main function of the thread. virtual void Main(); bool HasPermanentError() const; bool HasDBConnection() const; void EstablishDBConnection(); void HandleNextQuery(); void SetConnected(bool isConnected); private: boost::shared_ptr m_ioService; boost::interprocess::interprocess_semaphore m_semaphore; ServerDBCallback &m_callback; boost::shared_ptr m_connData; mutable boost::mutex m_asyncQueueMutex; AsyncDBQueryQueue m_asyncQueue; DBIdManager m_dbIdManager; mutable boost::mutex m_isConnectedMutex; bool m_isConnected; bool m_permanentError; bool m_previouslyConnected; }; #endif