Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MYSQLDATABASE_H
#define MYSQLDATABASE_H
#ifdef _WIN32
#pragma once
#endif
#include <windows.h>
#include "ISQLDBReplyTarget.h"
#include "UtlVector.h"
#include "UtlLinkedList.h"
class ISQLDBCommand;
//-----------------------------------------------------------------------------
// Purpose: Generic MySQL accessing database
// Provides threaded I/O queue functionality for accessing a mysql db
//-----------------------------------------------------------------------------
class CMySqlDatabase { public: // constructor
CMySqlDatabase(); ~CMySqlDatabase();
// initialization - must be called before this object can be used
bool Initialize();
// Dispatches responses to SQLDB queries
bool RunFrame();
// load info - returns the number of sql db queries waiting to be processed
virtual int QueriesInOutQueue();
// number of queries finished processing, waiting to be responded to
virtual int QueriesInFinishedQueue();
// activates the thread
void RunThread();
// command queues
void AddCommandToQueue(ISQLDBCommand *cmd, ISQLDBReplyTarget *replyTarget, int returnState = 0);
private:
// threading data
bool m_bRunThread; CRITICAL_SECTION m_csThread; CRITICAL_SECTION m_csInQueue; CRITICAL_SECTION m_csOutQueue; CRITICAL_SECTION m_csDBAccess;
// wait event
HANDLE m_hEvent;
struct msg_t { ISQLDBCommand *cmd; ISQLDBReplyTarget *replyTarget; int result; int returnState; };
// command queues
CUtlLinkedList<msg_t, int> m_InQueue; CUtlLinkedList<msg_t, int> m_OutQueue; };
class Connection;
//-----------------------------------------------------------------------------
// Purpose: Interface to a command
//-----------------------------------------------------------------------------
class ISQLDBCommand { public: // makes the command run (blocking), returning the success code
virtual int RunCommand() = 0;
// return data
virtual void *GetReturnData() { return NULL; }
// returns the command ID
virtual int GetID() { return 0; }
// gets information about the command for if it failed
virtual void GetDebugInfo(char *buf, int bufSize) { buf[0] = 0; }
// use to delete
virtual void deleteThis() = 0;
protected: // protected destructor, so that it has to be deleted through deleteThis()
virtual ~ISQLDBCommand() {} };
#endif // MYSQLDATABASE_H
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