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/**
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* API that provides methods for creating/destroying and managing available
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* databases.
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* Copyright 2021 Anton Tarasenko
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*------------------------------------------------------------------------------
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* This file is part of Acedia.
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*
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* Acedia is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, version 3 of the License, or
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* (at your option) any later version.
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*
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* Acedia is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with Acedia. If not, see <https://www.gnu.org/licenses/>.
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*/
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class DBAPI extends AcediaObject;
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var private const class<Database> localDBClass;
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// Store all already loaded databases to make sure we do not create two
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// different `LocalDatabaseInstance` that are trying to make changes
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// separately.
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var private AssociativeArray loadedLocalDatabases;
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var private LoggerAPI.Definition infoLocalDatabaseCreated;
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var private LoggerAPI.Definition infoLocalDatabaseDeleted;
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var private LoggerAPI.Definition infoLocalDatabaseLoaded;
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private final function CreateLocalDBMapIfMissing()
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{
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if (loadedLocalDatabases == none) {
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loadedLocalDatabases = __().collections.EmptyAssociativeArray();
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}
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}
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/**
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* Loads database based on the link.
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*
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* Links have the form of "<db_name>:" (or, optionally, "[<type>]<db_name>:"),
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* followed by the JSON pointer (possibly empty one) to the object inside it.
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* "<type>" can be either "local" or "remote" and is necessary only when both
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* local and remote database have the same name (which should be avoided).
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* "<db_name>" refers to the database that we are expected
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* to load, it has to consist of numbers and latin letters only.
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*
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* @param databaseLink Link from which to extract database's name.
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* @return Database named "<db_name>" of type "<type>" from the `databaseLink`.
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*/
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public final function Database Load(BaseText databaseLink)
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{
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local Parser parser;
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local Database result;
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local Text immutableDatabaseName;
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local MutableText databaseName;
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if (databaseLink == none) {
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return none;
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}
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parser = _.text.Parse(databaseLink);
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// Only local DBs are supported for now!
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// So just consume this prefix, if it's present.
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parser.Match(P("[local]")).Confirm();
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parser.R().MUntil(databaseName, _.text.GetCharacter(":")).MatchS(":");
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if (!parser.Ok())
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{
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parser.FreeSelf();
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return none;
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}
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immutableDatabaseName = databaseName.Copy();
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result = LoadLocal(immutableDatabaseName);
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parser.FreeSelf();
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databaseName.FreeSelf();
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immutableDatabaseName.FreeSelf();
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return result;
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}
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/**
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* Extracts `JSONPointer` from the database path, given by `databaseLink`.
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*
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* Links have the form of "<db_name>:" (or, optionally, "[<type>]<db_name>:"),
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* followed by the JSON pointer (possibly empty one) to the object inside it.
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* "<type>" can be either "local" or "remote" and is necessary only when both
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* local and remote database have the same name (which should be avoided).
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* "<db_name>" refers to the database that we are expected
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* to load, it has to consist of numbers and latin letters only.
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* This method returns `JSONPointer` that comes after type-name pair.
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*
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* @param Link from which to extract `JSONPointer`.
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* @return `JSONPointer` from the database link.
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* Guaranteed to not be `none` if provided argument `databaseLink`
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* is not `none`.
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*/
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public final function JSONPointer GetPointer(BaseText databaseLink)
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{
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local int slashIndex;
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local Text textPointer;
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local JSONPointer result;
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if (databaseLink == none) {
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return none;
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}
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slashIndex = databaseLink.IndexOf(P(":"));
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if (slashIndex < 0) {
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return JSONPointer(_.memory.Allocate(class'JSONPointer'));
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}
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textPointer = databaseLink.Copy(slashIndex + 1);
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result = _.json.Pointer(textPointer);
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textPointer.FreeSelf();
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return result;
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}
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/**
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* Creates new local database with name `databaseName`.
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*
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* This method will fail if:
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* 1. `databaseName` is `none` or empty;
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* 2. Local database with name `databaseName` already exists.
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*
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* @param databaseName Name for the new database.
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* @return Reference to created database. Returns `none` iff method failed.
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*/
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public final function LocalDatabaseInstance NewLocal(BaseText databaseName)
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{
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local DBRecord rootRecord;
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local Text rootRecordName;
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local LocalDatabase newConfig;
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local LocalDatabaseInstance newLocalDBInstance;
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CreateLocalDBMapIfMissing();
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// No need to check `databaseName` for being valid,
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// since `Load()` will just return `none` if it is not.
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newConfig = class'LocalDatabase'.static.Load(databaseName);
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if (newConfig == none) return none;
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if (newConfig.HasDefinedRoot()) return none;
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if (loadedLocalDatabases.HasKey(databaseName)) return none;
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newLocalDBInstance = LocalDatabaseInstance(_.memory.Allocate(localDBClass));
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loadedLocalDatabases.SetItem(databaseName.Copy(), newLocalDBInstance);
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rootRecord = class'DBRecord'.static.NewRecord(databaseName);
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rootRecordName = _.text.FromString(string(rootRecord.name));
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newConfig.SetRootName(rootRecordName);
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newConfig.Save();
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newLocalDBInstance.Initialize(newConfig, rootRecord);
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_.logger.Auto(infoLocalDatabaseCreated).Arg(databaseName.Copy());
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_.memory.Free(rootRecordName);
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return newLocalDBInstance;
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}
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/**
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* Loads and returns local database with the name `databaseName`.
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*
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* If specified database is already loaded - simply returns it's reference
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* (consequent calls to `LoadLocal()` will keep returning the same reference,
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* unless database is deleted).
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*
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* @param databaseName Name of the database to load.
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* @return Loaded local database. `none` if it does not exist.
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*/
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public final function LocalDatabaseInstance LoadLocal(BaseText databaseName)
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{
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local DBRecord rootRecord;
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local Text rootRecordName;
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local LocalDatabase newConfig;
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local LocalDatabaseInstance newLocalDBInstance;
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if (databaseName == none) {
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return none;
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}
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CreateLocalDBMapIfMissing();
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if (loadedLocalDatabases.HasKey(databaseName))
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{
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return LocalDatabaseInstance(loadedLocalDatabases
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.GetItem(databaseName));
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}
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// No need to check `databaseName` for being valid,
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// since `Load()` will just return `none` if it is not.
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newConfig = class'LocalDatabase'.static.Load(databaseName);
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if (newConfig == none) {
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return none;
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}
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if (!newConfig.HasDefinedRoot() && !newConfig.ShouldCreateIfMissing()) {
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return none;
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}
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newLocalDBInstance = LocalDatabaseInstance(_.memory.Allocate(localDBClass));
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loadedLocalDatabases.SetItem(databaseName.Copy(), newLocalDBInstance);
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if (newConfig.HasDefinedRoot())
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{
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rootRecordName = newConfig.GetRootName();
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rootRecord = class'DBRecord'.static
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.LoadRecord(rootRecordName, databaseName);
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}
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else
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{
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rootRecord = class'DBRecord'.static.NewRecord(databaseName);
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rootRecordName = _.text.FromString(string(rootRecord.name));
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newConfig.SetRootName(rootRecordName);
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newConfig.Save();
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}
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newLocalDBInstance.Initialize(newConfig, rootRecord);
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_.logger.Auto(infoLocalDatabaseLoaded).Arg(databaseName.Copy());
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_.memory.Free(rootRecordName);
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return newLocalDBInstance;
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}
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/**
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* Checks if local database with the name `databaseName` already exists.
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*
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* @param databaseName Name of the database to check.
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* @return `true` if database with specified name exists and `false` otherwise.
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*/
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public final function bool ExistsLocal(BaseText databaseName)
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{
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return LoadLocal(databaseName) != none;
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}
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/**
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* Deletes local database with name `databaseName`.
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*
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* @param databaseName Name of the database to delete.
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* @return `true` if database with specified name existed and was deleted and
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* `false` otherwise.
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*/
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public final function bool DeleteLocal(BaseText databaseName)
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{
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local LocalDatabase localDatabaseConfig;
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local LocalDatabaseInstance localDatabase;
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local AssociativeArray.Entry dbEntry;
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if (databaseName == none) {
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return false;
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}
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CreateLocalDBMapIfMissing();
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// To delete database we first need to load it
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localDatabase = LoadLocal(databaseName);
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if (localDatabase != none) {
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localDatabaseConfig = localDatabase.GetConfig();
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}
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dbEntry = loadedLocalDatabases.TakeEntry(databaseName);
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// Delete `LocalDatabaseInstance` before erasing the package,
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// to allow it to clean up safely
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_.memory.Free(dbEntry.key);
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_.memory.Free(dbEntry.value);
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if (localDatabaseConfig != none)
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{
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EraseAllPackageData(localDatabaseConfig.GetPackageName());
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localDatabaseConfig.DeleteSelf();
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_.logger.Auto(infoLocalDatabaseDeleted).Arg(databaseName.Copy());
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return true;
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}
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return false;
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}
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private function EraseAllPackageData(BaseText packageToErase)
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{
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local int i;
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local string packageName;
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local GameInfo game;
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local DBRecord nextRecord;
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local array<DBRecord> allRecords;
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packageName = _.text.ToString(packageToErase);
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if (packageName == "") {
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return;
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}
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game = _.unreal.GetGameType();
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game.DeletePackage(packageName);
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// Delete any leftover objects. This has to be done *after*
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// `DeletePackage()` call, otherwise removed garbage can reappear.
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// No clear idea why it works this way.
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foreach game.AllDataObjects(class'DBRecord', nextRecord, packageName) {
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allRecords[allRecords.length] = nextRecord;
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}
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for (i = 0; i < allRecords.length; i += 1)
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{
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game.DeleteDataObject( class'DBRecord', string(allRecords[i].name),
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packageName);
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}
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}
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/**
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* Returns array of names of all available local databases.
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*
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* @return List of names of all local databases.
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*/
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public final function array<Text> ListLocal()
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{
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local int i;
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local array<Text> dbNames;
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local array<string> dbNamesAsStrings;
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dbNamesAsStrings = GetPerObjectNames( "AcediaDB",
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string(class'LocalDatabase'.name),
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MaxInt);
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for (i = 0; i < dbNamesAsStrings.length; i += 1) {
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dbNames[dbNames.length] = _.text.FromString(dbNamesAsStrings[i]);
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}
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return dbNames;
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}
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defaultproperties
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{
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localDBClass = class'LocalDatabaseInstance'
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infoLocalDatabaseCreated = (l=LOG_Info,m="Local database \"%1\" was created.")
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infoLocalDatabaseLoaded = (l=LOG_Info,m="Local database \"%1\" was loaded.")
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infoLocalDatabaseDeleted = (l=LOG_Info,m="Local database \"%1\" was deleted.")
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}
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