108 lines
5.0 KiB
C++
108 lines
5.0 KiB
C++
/*****************************************************************************
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* PokerTH - The open source texas holdem engine *
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* Copyright (C) 2006-2016 Felix Hammer, Florian Thauer, Lothar May *
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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 Affero General Public License as *
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* published by the Free Software Foundation, either version 3 of the *
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* License, or (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 Affero General Public License for more details. *
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* *
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* You should have received a copy of the GNU Affero General Public License *
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* along with this program. If not, see <http://www.gnu.org/licenses/>. *
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* *
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* *
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* Additional permission under GNU AGPL version 3 section 7 *
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* *
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* If you modify this program, or any covered work, by linking or *
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* combining it with the OpenSSL project's OpenSSL library (or a *
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* modified version of that library), containing parts covered by the *
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* terms of the OpenSSL or SSLeay licenses, the authors of PokerTH *
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* (Felix Hammer, Florian Thauer, Lothar May) grant you additional *
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* permission to convey the resulting work. *
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* Corresponding Source for a non-source form of such a combination *
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* shall include the source code for the parts of OpenSSL used as well *
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* as that of the covered work. *
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*****************************************************************************/
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/* Server database thread. */
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#ifndef _SERVERDBTHREAD_H_
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#define _SERVERDBTHREAD_H_
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#include <boost/asio.hpp>
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#include <boost/interprocess/sync/interprocess_semaphore.hpp>
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#include <boost/enable_shared_from_this.hpp>
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#include <queue>
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#include <db/serverdbinterface.h>
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#include <db/serverdbcallback.h>
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#include <dbofficial/dbidmanager.h>
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#include <core/thread.h>
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struct DBConnectionData;
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class AsyncDBQuery;
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class ServerDBThread : public ServerDBInterface, public Thread, public boost::enable_shared_from_this<ServerDBThread>
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{
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public:
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ServerDBThread(ServerDBCallback &cb, boost::shared_ptr<boost::asio::io_service> ioService);
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virtual ~ServerDBThread();
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virtual void SignalTermination();
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virtual void Init(const std::string &host, const std::string &user, const std::string &pwd,
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const std::string &database, const std::string &encryptionKey);
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virtual void Start();
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virtual void Stop();
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virtual void AsyncPlayerLogin(unsigned requestId, const std::string &playerName);
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virtual void AsyncCheckAvatarBlacklist(unsigned requestId, const std::string &avatarHash);
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virtual void PlayerPostLogin(DB_id playerId, const std::string &avatarHash, const std::string &avatarType);
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virtual void PlayerLogout(DB_id playerId);
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virtual void AsyncCreateGame(unsigned requestId, const std::string &gameName);
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virtual void SetGamePlayerPlace(unsigned requestId, DB_id playerId, unsigned place);
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virtual void EndGame(unsigned requestId);
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virtual void AsyncReportAvatar(unsigned requestId, unsigned replyId, DB_id reportedPlayerId, const std::string &avatarHash, const std::string &avatarType, DB_id *byPlayerId);
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virtual void AsyncReportGame(unsigned requestId, unsigned replyId, DB_id *creatorPlayerId, unsigned gameId, const std::string &gameName, DB_id *byPlayerId);
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virtual void AsyncQueryAdminPlayers(unsigned requestId);
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virtual void AsyncBlockPlayer(unsigned requestId, unsigned replyId, DB_id playerId, int valid, int active);
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bool IsConnected() const;
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protected:
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typedef std::queue<boost::shared_ptr<AsyncDBQuery> > AsyncDBQueryQueue;
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// Main function of the thread.
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virtual void Main();
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bool HasPermanentError() const;
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bool HasDBConnection() const;
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void EstablishDBConnection();
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void HandleNextQuery();
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void SetConnected(bool isConnected);
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private:
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boost::shared_ptr<boost::asio::io_service> m_ioService;
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boost::interprocess::interprocess_semaphore m_semaphore;
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ServerDBCallback &m_callback;
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boost::shared_ptr<DBConnectionData> m_connData;
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mutable boost::mutex m_asyncQueueMutex;
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AsyncDBQueryQueue m_asyncQueue;
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DBIdManager m_dbIdManager;
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mutable boost::mutex m_isConnectedMutex;
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bool m_isConnected;
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bool m_permanentError;
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bool m_previouslyConnected;
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};
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#endif
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