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urtrator/cache/cache_object.go
pztrn f37dd3adfd Huge refactor regarding concurrency.
Now we have pooler which will pool connections (like pinging),
so there will be no timeouts due to "we have launched 100000 goroutines".

Reworked all code to use events (see Eventer). Still more work about
this to go.

Maybe more fixes I forgot.
2016-10-06 13:55:03 +05:00

133 lines
5.0 KiB
Go

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