Fixed servers lists refresh. Despite on what list we're updating (all servers or only favorites) server item should be updated in both.
135 lines
5.0 KiB
Go
135 lines
5.0 KiB
Go
// URTator - Urban Terror server browser and game launcher, written in
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// Go.
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//
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// Copyright (c) 2016, Stanslav N. a.k.a pztrn (or p0z1tr0n)
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// All rights reserved.
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//
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// Licensed under Terms and Conditions of GNU General Public License
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// version 3 or any higher.
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// ToDo: put full text of license here.
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package cache
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import (
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// stdlib
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"fmt"
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// local
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"github.com/pztrn/urtrator/cachemodels"
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"github.com/pztrn/urtrator/datamodels"
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)
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type Cache struct {
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// Servers cache.
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Servers map[string]*cachemodels.Server
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}
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func (c *Cache) CreateServer(addr string) {
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_, ok := c.Servers[addr]
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if !ok {
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fmt.Println("Creating cached server " + addr)
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c.Servers[addr] = &cachemodels.Server{}
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c.Servers[addr].Server = &datamodels.Server{}
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} else {
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fmt.Println("Server " + addr + " already exist.")
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}
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}
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// Flush servers to database.
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func (c *Cache) FlushServers() {
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fmt.Println("Updating servers information in database...")
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raw_cached := []datamodels.Server{}
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Database.Db.Select(&raw_cached, "SELECT * FROM servers")
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// Create map[string]*datamodels.Server once, so we won't iterate
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// over slice of datamodels.Server everytime.
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cached_servers := make(map[string]*datamodels.Server)
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for s := range raw_cached {
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mapping_item_name := raw_cached[s].Ip + ":" + raw_cached[s].Port
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cached_servers[mapping_item_name] = &raw_cached[s]
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}
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new_servers := make(map[string]*datamodels.Server)
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// Update our cached mapping.
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for _, s := range c.Servers {
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mapping_item_name := s.Server.Ip + ":" + s.Server.Port
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_, ok := cached_servers[mapping_item_name]
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if !ok {
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fmt.Println(mapping_item_name + " not found!")
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new_servers[mapping_item_name] = s.Server
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} else {
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cached_servers[mapping_item_name].Ip = s.Server.Ip
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cached_servers[mapping_item_name].Port = s.Server.Port
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cached_servers[mapping_item_name].Name = s.Server.Name
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cached_servers[mapping_item_name].Players = s.Server.Players
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cached_servers[mapping_item_name].Maxplayers = s.Server.Maxplayers
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cached_servers[mapping_item_name].Ping = s.Server.Ping
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cached_servers[mapping_item_name].Map = s.Server.Map
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cached_servers[mapping_item_name].Gamemode = s.Server.Gamemode
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cached_servers[mapping_item_name].Version = s.Server.Version
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cached_servers[mapping_item_name].ExtendedConfig = s.Server.ExtendedConfig
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cached_servers[mapping_item_name].PlayersInfo = s.Server.PlayersInfo
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}
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}
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tx := Database.Db.MustBegin()
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fmt.Println("Adding new servers...")
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for _, srv := range new_servers {
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tx.NamedExec("INSERT INTO servers (ip, port, name, ping, players, maxplayers, gamemode, map, version, extended_config, players_info) VALUES (:ip, :port, :name, :ping, :players, :maxplayers, :gamemode, :map, :version, :extended_config, :players_info)", srv)
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}
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fmt.Println("Updating cached servers...")
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for _, srv := range cached_servers {
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tx.NamedExec("UPDATE servers SET name=:name, players=:players, maxplayers=:maxplayers, gamemode=:gamemode, map=:map, ping=:ping, version=:version, extended_config=:extended_config, players_info=:players_info WHERE ip=:ip AND port=:port", &srv)
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}
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tx.Commit()
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fmt.Println("Done")
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}
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func (c *Cache) Initialize() {
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fmt.Println("Initializing cache...")
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c.initializeStorages()
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c.LoadServers()
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Eventer.AddEventHandler("flushServers", c.FlushServers)
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Eventer.AddEventHandler("loadServersIntoCache", c.LoadServers)
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}
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func (c *Cache) initializeStorages() {
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// Servers cache.
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c.Servers = make(map[string]*cachemodels.Server)
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}
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func (c *Cache) LoadServers() {
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fmt.Println("Loading servers into cache...")
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c.Servers = make(map[string]*cachemodels.Server)
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// Getting servers from database.
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raw_servers := []datamodels.Server{}
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err := Database.Db.Select(&raw_servers, "SELECT * FROM servers")
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if err != nil {
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fmt.Println(err.Error())
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}
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// Due to nature of pointers and goroutines thing (?) this should
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// be done in this way.
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for _, server := range raw_servers {
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key := server.Ip + ":" + server.Port
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c.CreateServer(key)
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c.Servers[key].Server.Name = server.Name
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c.Servers[key].Server.Ip = server.Ip
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c.Servers[key].Server.Port = server.Port
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c.Servers[key].Server.Players = server.Players
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c.Servers[key].Server.Maxplayers = server.Maxplayers
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c.Servers[key].Server.Ping = server.Ping
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c.Servers[key].Server.Gamemode = server.Gamemode
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c.Servers[key].Server.Map = server.Map
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c.Servers[key].Server.Version = server.Version
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c.Servers[key].Server.Favorite = server.Favorite
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c.Servers[key].Server.Password = server.Password
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c.Servers[key].Server.ProfileToUse = server.ProfileToUse
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c.Servers[key].Server.ExtendedConfig = server.ExtendedConfig
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c.Servers[key].Server.PlayersInfo = server.PlayersInfo
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}
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fmt.Println("Load completed.")
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}
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