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https://github.com/DarkflameUniverse/DarkflameServer.git
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2f48981801
Use a new method of determining how to send the connection information to the database
119 lines
3.9 KiB
C++
119 lines
3.9 KiB
C++
#include "Database.h"
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#include "Game.h"
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#include "dConfig.h"
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#include "dLogger.h"
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using namespace std;
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#pragma warning (disable:4251) //Disables SQL warnings
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sql::Driver* Database::driver;
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sql::Connection* Database::con;
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sql::Properties Database::props;
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std::string Database::database;
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void Database::Connect(const string& host, const string& database, const string& username, const string& password) {
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//To bypass debug issues:
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const char* szDatabase = database.c_str();
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const char* szUsername = username.c_str();
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const char* szPassword = password.c_str();
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driver = sql::mariadb::get_driver_instance();
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sql::Properties properties;
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// The mariadb connector is *supposed* to handle unix:// and pipe:// prefixes to hostName, but there are bugs where
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// 1) it tries to parse a database from the connection string (like in tcp://localhost:3001/darkflame) based on the
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// presence of a /
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// 2) even avoiding that, the connector still assumes you're connecting with a tcp socket
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// So, what we do in the presence of a unix socket or pipe is to set the hostname to the protocol and localhost,
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// which avoids parsing errors while still ensuring the correct connection type is used, and then setting the appropriate
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// property manually (which the URL parsing fails to do)
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const std::string UNIX_PROTO = "unix://";
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const std::string PIPE_PROTO = "pipe://";
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if (host.find(UNIX_PROTO) == 0) {
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properties["hostName"] = "unix://localhost";
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properties["localSocket"] = host.substr(UNIX_PROTO.length()).c_str();
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} else if (host.find(PIPE_PROTO) == 0) {
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properties["hostName"] = "pipe://localhost";
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properties["pipe"] = host.substr(PIPE_PROTO.length()).c_str();
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} else {
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properties["hostName"] = host.c_str();
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}
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properties["user"] = szUsername;
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properties["password"] = szPassword;
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properties["autoReconnect"] = "true";
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Database::props = properties;
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Database::database = database;
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Database::Connect();
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}
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void Database::Connect() {
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// `connect(const Properties& props)` segfaults in windows debug, but
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// `connect(const SQLString& host, const SQLString& user, const SQLString& pwd)` doesn't handle pipes/unix sockets correctly
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if (Database::props.find("localSocket") != Database::props.end() || Database::props.find("pipe") != Database::props.end()) {
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con = driver->connect(Database::props);
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} else {
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con = driver->connect(Database::props["hostName"].c_str(), Database::props["user"].c_str(), Database::props["password"].c_str());
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}
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con->setSchema(Database::database.c_str());
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}
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void Database::Destroy(std::string source, bool log) {
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if (!con) return;
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if (log) {
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if (source != "") Game::logger->Log("Database", "Destroying MySQL connection from %s!", source.c_str());
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else Game::logger->Log("Database", "Destroying MySQL connection!");
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}
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con->close();
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delete con;
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} //Destroy
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sql::Statement* Database::CreateStmt() {
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sql::Statement* toReturn = con->createStatement();
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return toReturn;
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} //CreateStmt
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sql::PreparedStatement* Database::CreatePreppedStmt(const std::string& query) {
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const char* test = query.c_str();
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size_t size = query.length();
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sql::SQLString str(test, size);
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if (!con) {
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Connect();
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Game::logger->Log("Database", "Trying to reconnect to MySQL");
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}
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if (!con->isValid() || con->isClosed()) {
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delete con;
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con = nullptr;
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Connect();
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Game::logger->Log("Database", "Trying to reconnect to MySQL from invalid or closed connection");
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}
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auto* stmt = con->prepareStatement(str);
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return stmt;
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} //CreatePreppedStmt
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void Database::Commit() {
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Database::con->commit();
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}
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bool Database::GetAutoCommit() {
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// TODO This should not just access a pointer. A future PR should update this
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// to check for null and throw an error if the connection is not valid.
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return con->getAutoCommit();
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}
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void Database::SetAutoCommit(bool value) {
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// TODO This should not just access a pointer. A future PR should update this
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// to check for null and throw an error if the connection is not valid.
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Database::con->setAutoCommit(value);
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}
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