Files
src-1.2/engine/server/library/serverDatabase/src/shared/ChunkLocator.cpp
T

76 lines
2.2 KiB
C++

// ======================================================================
//
// ChunkLocator.cpp
// copyright (c) 2001 Sony Online Entertainment
//
// ======================================================================
#include "serverDatabase/FirstServerDatabase.h"
#include "serverDatabase/ChunkLocator.h"
#include <string>
#include <vector>
#include "serverDatabase/ConfigServerDatabase.h"
#include "serverDatabase/GameServerConnection.h"
#include "serverDatabase/GetChunkQuery.h"
#include "serverNetworkMessages/ChunkCompleteMessage.h"
#include "sharedDatabaseInterface/DbSession.h"
#include "sharedFoundation/Clock.h"
#include "sharedLog/Log.h"
// ======================================================================
ChunkLocator::ChunkLocator(int nodeX, int nodeZ, const std::string &sceneId, uint32 serverId, bool wantChunkCompleteMessage) :
ObjectLocator(),
m_nodeX(nodeX),
m_nodeZ(nodeZ),
m_sceneId(new std::string(sceneId)),
m_objectCount(0),
m_queryTime(0),
m_serverId(serverId),
m_wantChunkCompleteMessage(wantChunkCompleteMessage)
{
}
// ----------------------------------------------------------------------
ChunkLocator::~ChunkLocator()
{
if (ConfigServerDatabase::getLogChunkLoading())
LOG("ChunkLocator",("Chunk %s (%i,%i) (server %lu) -- %i objects %i ms",m_sceneId->c_str(), m_nodeX, m_nodeZ, m_serverId, m_objectCount,m_queryTime));
delete m_sceneId;
m_sceneId=0;
}
// ======================================================================
bool ChunkLocator::locateObjects(DB::Session *session, const std::string &schema, int &objectsLocated)
{
NOT_NULL(session);
DBQuery::GetChunkQuery qry(schema);
qry.setChunk(*m_sceneId, m_nodeX, m_nodeZ);
int startTime = Clock::timeMs();
bool rval = session->exec(&qry);
qry.done();
m_objectCount = qry.getObjectCount();
m_queryTime = Clock::timeMs()-startTime;
objectsLocated = m_objectCount;
return rval;
}
// ----------------------------------------------------------------------
void ChunkLocator::sendPostBaselinesCustomData(GameServerConnection &conn) const
{
if (m_wantChunkCompleteMessage)
conn.queueCompletedChunk(m_nodeX, m_nodeZ);
}
// ======================================================================