Files
src-1.2/game/server/application/SwgDatabaseServer/src/shared/buffers/MessageBuffer.cpp
T

206 lines
6.2 KiB
C++

// ======================================================================
//
// MessageBuffer.cpp
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#include "SwgDatabaseServer/FirstSwgDatabaseServer.h"
#include "SwgDatabaseServer/MessageBuffer.h"
#include "SwgDatabaseServer/MessageQuery.h"
#include "serverDatabase/ConfigServerDatabase.h"
#include "serverDatabase/DatabaseProcess.h"
#include "serverDatabase/GameServerConnection.h"
#include "serverDatabase/Loader.h"
#include "serverDatabase/MessageToManager.h"
#include "serverNetworkMessages/MessageToMessage.h"
#include "sharedDatabaseInterface/DbSession.h"
#include "sharedLog/Log.h"
// ======================================================================
MessageBuffer::~MessageBuffer()
{
}
// ----------------------------------------------------------------------
void MessageBuffer::handleMessageTo(const MessageToPayload &message)
{
DEBUG_FATAL(m_data.find(message.getMessageId())!=m_data.end(),("Received duplicate messageTo, id %s.\n",message.getMessageId().getValueString().c_str()));
if (message.getNetworkId().getValue() <= static_cast<NetworkId::NetworkIdType>(0))
DEBUG_WARNING(true,("Ignored persisted messageTo sent to invalid object id %s, method %s",message.getNetworkId().getValueString().c_str(), message.getMethod().c_str()));
else
m_data[message.getMessageId()]=message;
}
// ----------------------------------------------------------------------
void MessageBuffer::handleMessageToAck(const MessageToId &messageId)
{
MessageMap::iterator i=m_data.find(messageId);
if (i!=m_data.end())
{
// we have the message in the buffer, so we can just delete it without involving the database
m_data.erase(i);
}
else
{
// we don't have the message, so it must have already been persisted to the database
// set a flag to remove it from the DB
m_ackedMessages.push_back(messageId);
}
}
// ----------------------------------------------------------------------
bool MessageBuffer::save(DB::Session *session)
{
int actualSaves=0;
DBQuery::SaveMessageQuery qry;
if (!qry.setupData(session))
return false;
for (MessageMap::const_iterator i=m_data.begin(); i!=m_data.end(); ++i)
{
if (m_cancelledObjects.find(i->second.getNetworkId())==m_cancelledObjects.end())
{
++actualSaves;
if (!qry.addData((*i).second))
return false;
if (qry.getNumItems() == ConfigServerDatabase::getDefaultMessageBulkBindSize())
{
if (! (session->exec(&qry)))
return false;
qry.clearData();
}
}
}
if (qry.getNumItems() != 0)
if (! (session->exec(&qry)))
return false;
qry.done();
qry.freeData();
DBQuery::AckMessageQuery ackqry;
if (!ackqry.setupData(session))
return false;
for (AckedMessagesType::const_iterator j=m_ackedMessages.begin(); j!=m_ackedMessages.end(); ++j)
{
if (!ackqry.addData(*j))
return false;
if (ackqry.getNumItems() == ConfigServerDatabase::getDefaultMessageBulkBindSize())
{
if (! (session->exec(&ackqry)))
return false;
ackqry.clearData();
}
}
if (ackqry.getNumItems() != 0)
if (! (session->exec(&ackqry)))
return false;;
ackqry.done();
ackqry.freeData();
LOG("SaveCounts",("Messages: %i out of %i saved in db, %i acks sent to db",actualSaves,m_data.size(),m_ackedMessages.size()));
return true;
}
// ----------------------------------------------------------------------
bool MessageBuffer::load(DB::Session *session, const DB::TagSet &tags, const std::string &schema, bool)
{
int rowsFetched;
UNREF(tags); // any object can have messages
DBQuery::LoadMessagesQuery qry(schema);
if (! (session->exec(&qry)))
return false;
while ((rowsFetched = qry.fetch()) > 0)
{
size_t numRows = qry.getNumRowsFetched();
size_t count = 0;
const std::vector<DBQuery::LoadMessagesQuery::MessageRow> &data =qry.getData();
for (std::vector<DBQuery::LoadMessagesQuery::MessageRow>::const_iterator i=data.begin(); i!=data.end(); ++i)
{
if (++count > numRows)
break;
std::string utf8data;
i->packed_data.getValue(utf8data);
std::vector<int8> packedDataVector;
qry.convertUTF8ToMessage(utf8data, packedDataVector);
MessageToPayload messageData(i->object_id.getValue(),
i->message_id.getValue(),
Unicode::wideToNarrow(i->method.getValue()),
packedDataVector,
i->call_time.getValue(),
i->guaranteed.getValue(),
static_cast<MessageToPayload::DeliveryType>(i->delivery_type.getValue()),
NetworkId::cms_invalid,
std::string(),
0);
messageData.setPersisted(true);
m_data[i->message_id.getValue()]=messageData;
}
}
qry.done();
return (rowsFetched >= 0);
}
// ----------------------------------------------------------------------
/**
* Send all the messages in the buffer to the GameServer, which will enqueue
* them and handle them when their timers expire.
* Note: This requires that all the objects loaded have already been
* sent to the game server.
*/
void MessageBuffer::sendMessages(GameServerConnection &conn) const
{
for (MessageMap::const_iterator i=m_data.begin(); i!=m_data.end(); ++i)
{
if (!MessageToManager::getInstance().hasMessage(i->second.getMessageId()))
{
MessageToMessage const msg((*i).second, DatabaseProcess::getInstance().getProcessId());
conn.send(msg, true);
}
}
}
// ----------------------------------------------------------------------
void MessageBuffer::removeObject(const NetworkId &object)
{
// Too slow to hunt down all the messages & acks for this object, so easier to make
// a set of objects and skip any new messages for these objects
m_cancelledObjects.insert(object);
}
// ----------------------------------------------------------------------
/**
* Called by the main thread after persistence is complete.
* Remove all the saved messages from the MessageToManager, since
* they will be reloaded from the DB if needed.
*/
void MessageBuffer::removeSavedMessagesFromMemory () const
{
for (MessageMap::const_iterator i=m_data.begin(); i!=m_data.end(); ++i)
MessageToManager::getInstance().onMessagePersisted(i->second.getMessageId());
}
// ======================================================================