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-rw-r--r--src/rollback.h82
1 files changed, 42 insertions, 40 deletions
diff --git a/src/rollback.h b/src/rollback.h
index b505750d2..1d9949d15 100644
--- a/src/rollback.h
+++ b/src/rollback.h
@@ -31,51 +31,53 @@ class IGameDef;
struct ActionRow;
struct Entity;
-class RollbackManager : public IRollbackManager
+class RollbackManager: public IRollbackManager
{
public:
- RollbackManager(const std::string &world_path, IGameDef *gamedef);
+ RollbackManager(const std::string & world_path, IGameDef * gamedef);
~RollbackManager();
- void reportAction(const RollbackAction &action_);
+ void reportAction(const RollbackAction & action_);
std::string getActor();
bool isActorGuess();
- void setActor(const std::string &actor, bool is_guess);
- std::string getSuspect(v3s16 p, float nearness_shortcut, float min_nearness);
+ void setActor(const std::string & actor, bool is_guess);
+ std::string getSuspect(v3s16 p, float nearness_shortcut,
+ float min_nearness);
void flush();
- void addAction(const RollbackAction &action);
+ void addAction(const RollbackAction & action);
std::list<RollbackAction> getEntriesSince(time_t first_time);
- std::list<RollbackAction> getNodeActors(
- v3s16 pos, int range, time_t seconds, int limit);
+ std::list<RollbackAction> getNodeActors(v3s16 pos, int range,
+ time_t seconds, int limit);
std::list<RollbackAction> getRevertActions(
- const std::string &actor_filter, time_t seconds);
+ const std::string & actor_filter, time_t seconds);
private:
- void registerNewActor(const int id, const std::string &name);
- void registerNewNode(const int id, const std::string &name);
- int getActorId(const std::string &name);
- int getNodeId(const std::string &name);
- const char *getActorName(const int id);
- const char *getNodeName(const int id);
+ void registerNewActor(const int id, const std::string & name);
+ void registerNewNode(const int id, const std::string & name);
+ int getActorId(const std::string & name);
+ int getNodeId(const std::string & name);
+ const char * getActorName(const int id);
+ const char * getNodeName(const int id);
bool createTables();
bool initDatabase();
- bool registerRow(const ActionRow &row);
- const std::list<ActionRow> actionRowsFromSelect(sqlite3_stmt *stmt);
- ActionRow actionRowFromRollbackAction(const RollbackAction &action);
+ bool registerRow(const ActionRow & row);
+ const std::list<ActionRow> actionRowsFromSelect(sqlite3_stmt * stmt);
+ ActionRow actionRowFromRollbackAction(const RollbackAction & action);
const std::list<RollbackAction> rollbackActionsFromActionRows(
- const std::list<ActionRow> &rows);
- const std::list<ActionRow> getRowsSince(
- time_t firstTime, const std::string &actor);
- const std::list<ActionRow> getRowsSince_range(
- time_t firstTime, v3s16 p, int range, int limit);
- const std::list<RollbackAction> getActionsSince_range(
- time_t firstTime, v3s16 p, int range, int limit);
- const std::list<RollbackAction> getActionsSince(
- time_t firstTime, const std::string &actor = "");
- void migrate(const std::string &filepath);
- static float getSuspectNearness(bool is_guess, v3s16 suspect_p, time_t suspect_t,
- v3s16 action_p, time_t action_t);
+ const std::list<ActionRow> & rows);
+ const std::list<ActionRow> getRowsSince(time_t firstTime,
+ const std::string & actor);
+ const std::list<ActionRow> getRowsSince_range(time_t firstTime, v3s16 p,
+ int range, int limit);
+ const std::list<RollbackAction> getActionsSince_range(time_t firstTime, v3s16 p,
+ int range, int limit);
+ const std::list<RollbackAction> getActionsSince(time_t firstTime,
+ const std::string & actor = "");
+ void migrate(const std::string & filepath);
+ static float getSuspectNearness(bool is_guess, v3s16 suspect_p,
+ time_t suspect_t, v3s16 action_p, time_t action_t);
+
IGameDef *gamedef = nullptr;
@@ -86,16 +88,16 @@ private:
std::list<RollbackAction> action_latest_buffer;
std::string database_path;
- sqlite3 *db;
- sqlite3_stmt *stmt_insert;
- sqlite3_stmt *stmt_replace;
- sqlite3_stmt *stmt_select;
- sqlite3_stmt *stmt_select_range;
- sqlite3_stmt *stmt_select_withActor;
- sqlite3_stmt *stmt_knownActor_select;
- sqlite3_stmt *stmt_knownActor_insert;
- sqlite3_stmt *stmt_knownNode_select;
- sqlite3_stmt *stmt_knownNode_insert;
+ sqlite3 * db;
+ sqlite3_stmt * stmt_insert;
+ sqlite3_stmt * stmt_replace;
+ sqlite3_stmt * stmt_select;
+ sqlite3_stmt * stmt_select_range;
+ sqlite3_stmt * stmt_select_withActor;
+ sqlite3_stmt * stmt_knownActor_select;
+ sqlite3_stmt * stmt_knownActor_insert;
+ sqlite3_stmt * stmt_knownNode_select;
+ sqlite3_stmt * stmt_knownNode_insert;
std::vector<Entity> knownActors;
std::vector<Entity> knownNodes;