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Lock all Database operations.
All DB functions that are called outside of Database.cpp are now locked by the same mutex. This might be a bit overkill, but it's not a hot code path, so it doesn't matter. Better to avoid the potential deadlocks if we made it too granular. From now on a clear distinction must be made between external and internal functions in Database.cpp, or else deadlock will occur. Note that sqlite database operations are already locked, but if execute multiple transactions within the same operation, it could have still caused problems. I also removed the DbPlayer fetch when writing to DB by making it a part of the Player struct. This, by itself, should have fixed the crash we found.
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@ -10,8 +10,16 @@
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#include "contrib/sqlite/sqlite_orm.h"
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#include "MissionManager.hpp"
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#if defined(__MINGW32__) && !defined(_GLIBCXX_HAS_GTHREADS)
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#include "mingw/mingw.mutex.h"
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#else
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#include <mutex>
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#endif
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using namespace sqlite_orm;
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std::mutex dbCrit;
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# pragma region DatabaseScheme
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auto db = make_storage("database.db",
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make_table("Accounts",
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@ -123,6 +131,8 @@ int Database::getPlayersCount() {
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int Database::addAccount(std::string login, std::string password)
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{
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std::lock_guard<std::mutex> lock(dbCrit);
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password = BCrypt::generateHash(password);
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Account account = {};
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account.Login = login;
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@ -134,6 +144,8 @@ int Database::addAccount(std::string login, std::string password)
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void Database::updateSelected(int accountId, int slot)
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{
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std::lock_guard<std::mutex> lock(dbCrit);
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Account acc = db.get<Account>(accountId);
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acc.Selected = slot;
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//timestamp
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@ -143,6 +155,8 @@ void Database::updateSelected(int accountId, int slot)
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std::unique_ptr<Database::Account> Database::findAccount(std::string login)
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{
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std::lock_guard<std::mutex> lock(dbCrit);
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// this is awful, I've tried everything to improve it
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auto find = db.get_all<Account>(
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where(c(&Account::Login) == login), limit(1));
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@ -154,6 +168,8 @@ std::unique_ptr<Database::Account> Database::findAccount(std::string login)
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bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
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{
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std::lock_guard<std::mutex> lock(dbCrit);
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std::string First = U16toU8(nameCheck->szFirstName);
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std::string Last = U16toU8(nameCheck->szLastName);
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return
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@ -165,6 +181,8 @@ bool Database::isNameFree(sP_CL2LS_REQ_CHECK_CHAR_NAME* nameCheck)
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int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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{
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std::lock_guard<std::mutex> lock(dbCrit);
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// fail if the player already has 4 or more characters
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if (db.count<DbPlayer>(where(c(&DbPlayer::AccountID) == AccountID)) >= 4)
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return -1;
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@ -216,6 +234,8 @@ int Database::createCharacter(sP_CL2LS_REQ_SAVE_CHAR_NAME* save, int AccountID)
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void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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{
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std::lock_guard<std::mutex> lock(dbCrit);
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DbPlayer finish = getDbPlayerById(character->PCStyle.iPC_UID);
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finish.AppearanceFlag = 1;
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finish.Body = character->PCStyle.iBody;
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@ -256,6 +276,8 @@ void Database::finishCharacter(sP_CL2LS_REQ_CHAR_CREATE* character)
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void Database::finishTutorial(int PlayerID)
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{
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std::lock_guard<std::mutex> lock(dbCrit);
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Player finish = getPlayer(PlayerID);
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// set flag
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finish.PCStyle2.iTutorialFlag= 1;
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@ -284,6 +306,8 @@ void Database::finishTutorial(int PlayerID)
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int Database::deleteCharacter(int characterID, int userID)
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{
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std::lock_guard<std::mutex> lock(dbCrit);
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auto find =
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db.get_all<DbPlayer>(where(c(&DbPlayer::PlayerID) == characterID and c(&DbPlayer::AccountID)==userID));
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int slot = find.front().slot;
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@ -296,6 +320,8 @@ int Database::deleteCharacter(int characterID, int userID)
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std::vector <Player> Database::getCharacters(int UserID)
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{
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std::lock_guard<std::mutex> lock(dbCrit);
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std::vector<DbPlayer>characters =
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db.get_all<DbPlayer>(where
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(c(&DbPlayer::AccountID) == UserID));
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@ -312,12 +338,16 @@ std::vector <Player> Database::getCharacters(int UserID)
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// XXX: This is never called?
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void Database::evaluateCustomName(int characterID, CustomName decision) {
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std::lock_guard<std::mutex> lock(dbCrit);
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DbPlayer player = getDbPlayerById(characterID);
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player.NameCheck = (int)decision;
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db.update(player);
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}
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void Database::changeName(sP_CL2LS_REQ_CHANGE_CHAR_NAME* save) {
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std::lock_guard<std::mutex> lock(dbCrit);
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DbPlayer Player = getDbPlayerById(save->iPCUID);
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Player.FirstName = U16toU8(save->szFirstName);
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Player.LastName = U16toU8(save->szLastName);
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@ -381,7 +411,7 @@ Database::DbPlayer Database::playerToDb(Player *player)
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}
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//timestamp
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result.LastLogin = getTimestamp();
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result.Created = getDbPlayerById(player->iID).Created;
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result.Created = player->creationTime;
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return result;
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}
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@ -391,6 +421,7 @@ Player Database::DbToPlayer(DbPlayer player) {
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result.iID = player.PlayerID;
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result.accountId = player.AccountID;
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result.creationTime = player.Created;
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result.PCStyle2.iAppearanceFlag = player.AppearanceFlag;
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result.PCStyle.iBody = player.Body;
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result.PCStyle.iClass = player.Class;
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@ -468,6 +499,8 @@ Player Database::getPlayer(int id) {
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#pragma region ShardServer
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void Database::updatePlayer(Player *player) {
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std::lock_guard<std::mutex> lock(dbCrit);
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DbPlayer toUpdate = playerToDb(player);
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db.update(toUpdate);
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updateInventory(player);
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@ -16,6 +16,7 @@ struct Player {
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int64_t SerialKey;
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int32_t iID;
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uint64_t FEKey;
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time_t creationTime;
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int level;
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int HP;
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