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urtrator/cache/cache_servers.go
Stanislav N. aka pztrn 6944b51d13 This commit designates two changes: MIT and deprecation of Qt5 interface.
As I'm the only code contributor, I'm announcing that URTrator code
is now licensed under MIT license.

Also I'm deprecating Qt5 interface as it is really hard to write Qt
code and create installers with it. Maybe one day I even figure out
how to work with QtQuick (which attracts me more and more ATM) and
URTrator will use it, but not now.
2018-11-10 21:13:06 +05:00

161 lines
6.8 KiB
Go

// URTrator - Urban Terror server browser and game launcher, written in
// Go.
//
// Copyright (c) 2016-2018, Stanslav N. a.k.a pztrn (or p0z1tr0n) and
// URTrator contributors.
//
// Permission is hereby granted, free of charge, to any person obtaining
// a copy of this software and associated documentation files (the
// "Software"), to deal in the Software without restriction, including
// without limitation the rights to use, copy, modify, merge, publish,
// distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject
// to the following conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
// CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
// TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE
// OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
package cache
import (
// stdlib
"fmt"
// local
"gitlab.com/pztrn/urtrator/cachemodels"
"gitlab.com/pztrn/urtrator/datamodels"
)
func (c *Cache) CreateServer(addr string) {
_, ok := c.Servers[addr]
if !ok {
c.ServersMutex.Lock()
c.Servers[addr] = &cachemodels.Server{}
c.Servers[addr].Server = &datamodels.Server{}
c.ServersMutex.Unlock()
} else {
fmt.Println("Server " + addr + " already exist.")
}
}
// Flush servers to database.
func (c *Cache) FlushServers(data map[string]string) {
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] = &datamodels.Server{}
new_servers[mapping_item_name].Ip = s.Server.Ip
new_servers[mapping_item_name].Port = s.Server.Port
new_servers[mapping_item_name].Name = s.Server.Name
new_servers[mapping_item_name].Players = s.Server.Players
new_servers[mapping_item_name].Bots = s.Server.Bots
new_servers[mapping_item_name].Maxplayers = s.Server.Maxplayers
new_servers[mapping_item_name].Ping = s.Server.Ping
new_servers[mapping_item_name].Map = s.Server.Map
new_servers[mapping_item_name].Gamemode = s.Server.Gamemode
new_servers[mapping_item_name].Version = s.Server.Version
new_servers[mapping_item_name].ExtendedConfig = s.Server.ExtendedConfig
new_servers[mapping_item_name].PlayersInfo = s.Server.PlayersInfo
new_servers[mapping_item_name].IsPrivate = s.Server.IsPrivate
new_servers[mapping_item_name].Favorite = s.Server.Favorite
new_servers[mapping_item_name].ProfileToUse = s.Server.ProfileToUse
new_servers[mapping_item_name].Password = s.Server.Password
} 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].Bots = s.Server.Bots
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
cached_servers[mapping_item_name].IsPrivate = s.Server.IsPrivate
cached_servers[mapping_item_name].Favorite = s.Server.Favorite
cached_servers[mapping_item_name].ProfileToUse = s.Server.ProfileToUse
cached_servers[mapping_item_name].Password = s.Server.Password
}
}
tx := Database.Db.MustBegin()
fmt.Println("Adding new servers...")
if len(new_servers) > 0 {
for _, srv := range new_servers {
tx.NamedExec("INSERT INTO servers (ip, port, name, ping, players, maxplayers, gamemode, map, version, extended_config, players_info, is_private, favorite, profile_to_use, bots) VALUES (:ip, :port, :name, :ping, :players, :maxplayers, :gamemode, :map, :version, :extended_config, :players_info, :is_private, :favorite, :profile_to_use, :bots)", srv)
}
}
fmt.Println("Updating cached servers...")
for _, srv := range cached_servers {
_, err := tx.NamedExec("UPDATE servers SET name=:name, players=:players, maxplayers=:maxplayers, gamemode=:gamemode, map=:map, ping=:ping, version=:version, extended_config=:extended_config, favorite=:favorite, password=:password, players_info=:players_info, is_private=:is_private, profile_to_use=:profile_to_use, bots=:bots WHERE ip=:ip AND port=:port", &srv)
if err != nil {
fmt.Println(err.Error())
}
}
tx.Commit()
fmt.Println("Done")
}
func (c *Cache) LoadServers(data map[string]string) {
fmt.Println("Loading servers into cache...")
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.Bots = server.Bots
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
c.Servers[key].Server.IsPrivate = server.IsPrivate
}
fmt.Println("Load completed.")
}