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urtrator/cache/cache_servers.go
pztrn e2a9298f85 One more huge refactoring and quick connect widget working.
Refactored the way URTrator working with profiles - now everything
that could be taken from internal cache will be taken from cache.
The very same as with servers.

Moved all callbacks from callbacks to events, so we achieve full
asynchronity here and can launch anything in goroutines :).

Moved MainWindow-related game launching functions into another
file (mainwindow_launch.go).

Made quick connect widget working. Note, that even if you're on
Favorites and trying to connect to one of favorited servers but
with quick connect - you still have to choose right profile
near Launch button!

Maybe something else I forget.
2016-10-08 19:57:33 +05:00

136 lines
5.8 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"
)
func (c *Cache) CreateServer(addr string) {
_, ok := c.Servers[addr]
if !ok {
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(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].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
} 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
cached_servers[mapping_item_name].IsPrivate = s.Server.IsPrivate
}
}
Database.Unlock()
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) VALUES (:ip, :port, :name, :ping, :players, :maxplayers, :gamemode, :map, :version, :extended_config, :players_info, :is_private)", 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, players_info=:players_info, is_private=:is_private WHERE ip=:ip AND port=:port", &srv)
if err != nil {
fmt.Println(err.Error())
}
}
tx.Commit()
Database.Lock()
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.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.")
}