bool CvCorporationEntry::CacheResults(Database::Results& kResults, CvDatabaseUtility& kUtility) { if(!CvBaseInfo::CacheResults(kResults, kUtility)) return false; m_iMaxFranchises = kResults.GetInt("MaxFranchises"); m_iNumFreeTradeRoutes = kResults.GetInt("NumFreeTradeRoutes"); m_iTradeRouteLandDistanceModifier = kResults.GetInt("TradeRouteLandDistanceModifier"); m_iTradeRouteSeaDistanceModifier = kResults.GetInt("TradeRouteSeaDistanceModifier"); m_iTradeRouteSpeedModifier = kResults.GetInt("TradeRouteSpeedModifier"); m_iTradeRouteVisionBoost = kResults.GetInt("TradeRouteVisionBoost"); m_bTradeRoutesInvulnerable = kResults.GetBool("TradeRoutesInvulnerable"); m_iTradeRouteRecipientBonus = kResults.GetInt("TradeRouteRecipientBonus"); m_iTradeRouteTargetBonus = kResults.GetInt("TradeRouteTargetBonus"); //References const char* szTextVal = NULL; szTextVal = kResults.GetText("HeadquartersBuildingClass"); m_eHeadquartersBuildingClass = (BuildingClassTypes) GC.getInfoTypeForString(szTextVal, true); szTextVal = kResults.GetText("OfficeBuildingClass"); m_eOfficeBuildingClass = (BuildingClassTypes) GC.getInfoTypeForString(szTextVal, true); szTextVal = kResults.GetText("FranchiseBuildingClass"); m_eFranchiseBuildingClass = (BuildingClassTypes) GC.getInfoTypeForString(szTextVal, true); szTextVal = kResults.GetText("OfficeBenefitHelper"); m_strOfficeBenefitHelper = szTextVal; // This is not ideal, but Corporations are loaded last, and I want an easy way to tell if a building class is owned by a Corporation // Note: Intellisense may lie here! This will compile (declared as friend) CvBuildingClassInfo* pkBuildingInfo = GC.getBuildingClassInfo(m_eHeadquartersBuildingClass); if (pkBuildingInfo) { pkBuildingInfo->m_eCorporationType = (CorporationTypes) GetID(); pkBuildingInfo->m_bIsHeadquarters = true; } pkBuildingInfo = GC.getBuildingClassInfo(m_eOfficeBuildingClass); if (pkBuildingInfo) { pkBuildingInfo->m_eCorporationType = (CorporationTypes) GetID(); pkBuildingInfo->m_bIsOffice = true; } pkBuildingInfo = GC.getBuildingClassInfo(m_eFranchiseBuildingClass); if (pkBuildingInfo) { pkBuildingInfo->m_eCorporationType = (CorporationTypes) GetID(); pkBuildingInfo->m_bIsFranchise = true; } const char* szCorporationType = GetType(); kUtility.PopulateArrayByExistence(m_piResourceMonopolyAnd, "Resources", "Corporation_ResourceMonopolyAnds", "ResourceType", "CorporationType", szCorporationType); kUtility.PopulateArrayByExistence(m_piResourceMonopolyOrs, "Resources", "Corporation_ResourceMonopolyOrs", "ResourceType", "CorporationType", szCorporationType); kUtility.PopulateArrayByValue(m_piNumFreeResource, "Resources", "Corporation_NumFreeResource", "ResourceType", "CorporationType", szCorporationType, "NumResource"); kUtility.PopulateArrayByValue(m_piUnitResourceProductionModifier, "Resources", "Corporation_UnitResourceProductionModifier", "ResourceType", "CorporationType", szCorporationType, "Modifier"); kUtility.SetYields(m_piTradeRouteCityMod, "Corporation_TradeRouteCityYield", "CorporationType", szCorporationType); kUtility.SetYields(m_piTradeRouteMod, "Corporation_TradeRouteMod", "CorporationType", szCorporationType); //BuildingClassYieldChanges { kUtility.Initialize2DArray(m_ppiBuildingClassYieldChanges, "BuildingClasses", "Yields"); std::string strKey("Corporation_BuildingClassYieldChanges"); Database::Results* pResults = kUtility.GetResults(strKey); if (pResults == NULL) { pResults = kUtility.PrepareResults(strKey, "select BuildingClasses.ID as BuildingClassID, Yields.ID as YieldID, YieldChange from Corporation_BuildingClassYieldChanges inner join BuildingClasses on BuildingClasses.Type = BuildingClassType inner join Yields on Yields.Type = YieldType where CorporationType = ?"); } pResults->Bind(1, szCorporationType); while (pResults->Step()) { const int BuildingClassID = pResults->GetInt(0); const int iYieldID = pResults->GetInt(1); const int iYieldChange = pResults->GetInt(2); m_ppiBuildingClassYieldChanges[BuildingClassID][iYieldID] = iYieldChange; } } //ResourceYieldChanges { kUtility.Initialize2DArray(m_ppaiResourceYieldChange, "Resources", "Yields"); std::string strKey("Corporation_ResourceYieldChanges"); Database::Results* pResults = kUtility.GetResults(strKey); if (pResults == NULL) { pResults = kUtility.PrepareResults(strKey, "select Resources.ID as ResourceID, Yields.ID as YieldID, Yield from Corporation_ResourceYieldChanges inner join Resources on Resources.Type = ResourceType inner join Yields on Yields.Type = YieldType where CorporationType = ?"); } pResults->Bind(1, szCorporationType); while (pResults->Step()) { const int ResourceID = pResults->GetInt(0); const int YieldID = pResults->GetInt(1); const int yield = pResults->GetInt(2); m_ppaiResourceYieldChange[ResourceID][YieldID] = yield; } } //SpecialistYieldChanges { kUtility.Initialize2DArray(m_ppaiSpecialistYieldChange, "Specialists", "Yields"); std::string strKey("Corporation_SpecialistYieldChanges"); Database::Results* pResults = kUtility.GetResults(strKey); if (pResults == NULL) { pResults = kUtility.PrepareResults(strKey, "select Specialists.ID as SpecialistID, Yields.ID as YieldID, Yield from Corporation_SpecialistYieldChanges inner join Specialists on Specialists.Type = SpecialistType inner join Yields on Yields.Type = YieldType where CorporationType = ?"); } pResults->Bind(1, szCorporationType); while (pResults->Step()) { const int SpecialistID = pResults->GetInt(0); const int YieldID = pResults->GetInt(1); const int yield = pResults->GetInt(2); m_ppaiSpecialistYieldChange[SpecialistID][YieldID] = yield; } } return true; }
void CvTypes::AcquireTypes(Database::Connection& db) { //ArtifactType { typedef std::tr1::unordered_map<std::string, GreatWorkArtifactClass*> LookupTable; LookupTable kArtifactTypeLookupTable; kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_ANCIENT_RUIN"), &s_eARTIFACT_ANCIENT_RUIN)); kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_BARBARIAN_CAMP"), &s_eARTIFACT_BARBARIAN_CAMP)); kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_BATTLE_RANGED"), &s_eARTIFACT_BATTLE_RANGED)); kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_BATTLE_MELEE"), &s_eARTIFACT_BATTLE_MELEE)); kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_RAZED_CITY"), &s_eARTIFACT_RAZED_CITY)); kArtifactTypeLookupTable.insert(make_pair(std::string("ARTIFACT_WRITING"), &s_eARTIFACT_WRITING)); Database::Results kResults; if(db.Execute(kResults, "SELECT Type, ID from GreatWorkArtifactClasses")) { while(kResults.Step()) { std::string strArtifactType = kResults.GetText(0); LookupTable::iterator it = kArtifactTypeLookupTable.find(strArtifactType); if(it != kArtifactTypeLookupTable.end()) { (*it->second) = static_cast<GreatWorkArtifactClass>(kResults.GetInt(1)); } } } for(LookupTable::iterator it = kArtifactTypeLookupTable.begin(); it != kArtifactTypeLookupTable.end(); ++it) { if((*it->second) == NO_GREAT_WORK_ARTIFACT_CLASS) { char msg[256] = {0}; sprintf_s(msg, "ArtifactType - %s is used in the DLL but does not exist in the database.", it->first.c_str()); FILogFile* pLog = LOGFILEMGR.GetLog("Gamecore.log", FILogFile::kDontTimeStamp); pLog->WarningMsg(msg); CvAssertMsg(false, msg); } } } //GreatWorkSlots { typedef std::tr1::unordered_map<std::string, GreatWorkSlotType*> LookupTable; LookupTable kTypeLookupTable; kTypeLookupTable.insert(make_pair(std::string("GREAT_WORK_SLOT_ART_ARTIFACT"), &s_eGREAT_WORK_SLOT_ART_ARTIFACT)); kTypeLookupTable.insert(make_pair(std::string("GREAT_WORK_SLOT_LITERATURE"), &s_eGREAT_WORK_SLOT_LITERATURE)); kTypeLookupTable.insert(make_pair(std::string("GREAT_WORK_SLOT_MUSIC"), &s_eGREAT_WORK_SLOT_MUSIC)); Database::Results kResults; if(db.Execute(kResults, "SELECT Type, ID from GreatWorkSlots")) { while(kResults.Step()) { std::string strType = kResults.GetText(0); LookupTable::iterator it = kTypeLookupTable.find(strType); if(it != kTypeLookupTable.end()) { (*it->second) = static_cast<GreatWorkSlotType>(kResults.GetInt(1)); } } } for(LookupTable::iterator it = kTypeLookupTable.begin(); it != kTypeLookupTable.end(); ++it) { if((*it->second) == NO_GREAT_WORK_SLOT) { char msg[256] = {0}; sprintf_s(msg, "GreatWorkSlotType - %s is used in the DLL but does not exist in the database.", it->first.c_str()); FILogFile* pLog = LOGFILEMGR.GetLog("Gamecore.log", FILogFile::kDontTimeStamp); pLog->WarningMsg(msg); CvAssertMsg(false, msg); } } } //MissionTypes { typedef std::tr1::unordered_map<std::string, MissionTypes*> LookupTable; LookupTable kMissionTypesLookupTable; kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_MOVE_TO"), &s_eMISSION_MOVE_TO)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_ROUTE_TO"), &s_eMISSION_ROUTE_TO)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_MOVE_TO_UNIT"), &s_eMISSION_MOVE_TO_UNIT)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SWAP_UNITS"), &s_eMISSION_SWAP_UNITS)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SKIP"), &s_eMISSION_SKIP)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SLEEP"), &s_eMISSION_SLEEP)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_ALERT"), &s_eMISSION_ALERT)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_FORTIFY"), &s_eMISSION_FORTIFY)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_GARRISON"), &s_eMISSION_GARRISON)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SET_UP_FOR_RANGED_ATTACK"), &s_eMISSION_SET_UP_FOR_RANGED_ATTACK)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_EMBARK"), &s_eMISSION_EMBARK)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_DISEMBARK"), &s_eMISSION_DISEMBARK)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIRPATROL"), &s_eMISSION_AIRPATROL)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_HEAL"), &s_eMISSION_HEAL)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIRLIFT"), &s_eMISSION_AIRLIFT)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_NUKE"), &s_eMISSION_NUKE)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_PARADROP"), &s_eMISSION_PARADROP)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIR_SWEEP"), &s_eMISSION_AIR_SWEEP)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_REBASE"), &s_eMISSION_REBASE)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_RANGE_ATTACK"), &s_eMISSION_RANGE_ATTACK)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_PILLAGE"), &s_eMISSION_PILLAGE)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_FOUND"), &s_eMISSION_FOUND)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_JOIN"), &s_eMISSION_JOIN)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_CONSTRUCT"), &s_eMISSION_CONSTRUCT)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_DISCOVER"), &s_eMISSION_DISCOVER)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_HURRY"), &s_eMISSION_HURRY)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_TRADE"), &s_eMISSION_TRADE)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_BUY_CITY_STATE"), &s_eMISSION_BUY_CITY_STATE)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_REPAIR_FLEET"), &s_eMISSION_REPAIR_FLEET)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SPACESHIP"), &s_eMISSION_SPACESHIP)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_CULTURE_BOMB"), &s_eMISSION_CULTURE_BOMB)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_FOUND_RELIGION"), &s_eMISSION_FOUND_RELIGION)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_GOLDEN_AGE"), &s_eMISSION_GOLDEN_AGE)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_BUILD"), &s_eMISSION_BUILD)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_LEAD"), &s_eMISSION_LEAD)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_DIE_ANIMATION"), &s_eMISSION_DIE_ANIMATION)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_BEGIN_COMBAT"), &s_eMISSION_BEGIN_COMBAT)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_END_COMBAT"), &s_eMISSION_END_COMBAT)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_AIRSTRIKE"), &s_eMISSION_AIRSTRIKE)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SURRENDER"), &s_eMISSION_SURRENDER)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_CAPTURED"), &s_eMISSION_CAPTURED)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_IDLE"), &s_eMISSION_IDLE)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_DIE"), &s_eMISSION_DIE)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_DAMAGE"), &s_eMISSION_DAMAGE)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_MULTI_SELECT"), &s_eMISSION_MULTI_SELECT)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_MULTI_DESELECT"), &s_eMISSION_MULTI_DESELECT)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_WAIT_FOR"), &s_eMISSION_WAIT_FOR)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SPREAD_RELIGION"), &s_eMISSION_SPREAD_RELIGION)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_ENHANCE_RELIGION"), &s_eMISSION_ENHANCE_RELIGION)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_REMOVE_HERESY"), &s_eMISSION_REMOVE_HERESY)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_ESTABLISH_TRADE_ROUTE"), &s_eMISSION_ESTABLISH_TRADE_ROUTE)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_PLUNDER_TRADE_ROUTE"), &s_eMISSION_PLUNDER_TRADE_ROUTE)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_CREATE_GREAT_WORK"), &s_eMISSION_GREAT_WORK)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_CHANGE_TRADE_UNIT_HOME_CITY"), &s_eMISSION_CHANGE_TRADE_UNIT_HOME_CITY)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_SELL_EXOTIC_GOODS"), &s_eMISSION_SELL_EXOTIC_GOODS)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_GIVE_POLICIES"), &s_eMISSION_GIVE_POLICIES)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_ONE_SHOT_TOURISM"), &s_eMISSION_ONE_SHOT_TOURISM)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_CHANGE_ADMIRAL_PORT"), &s_eMISSION_CHANGE_ADMIRAL_PORT)); #ifdef Imperial_Combat_BomberMission_FireBombing kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_FIREBOMB_IMPROVEMENT"), &s_eMISSION_FIREBOMB_IMPROVEMENT)); kMissionTypesLookupTable.insert(make_pair(std::string("MISSION_FIREBOMB_BUILDING"), &s_eMISSION_FIREBOMB_BUILDING)); #endif Database::Results kResults; if(db.Execute(kResults, "SELECT Type, ID from Missions")) { while(kResults.Step()) { std::string strMissionType = kResults.GetText(0); LookupTable::iterator it = kMissionTypesLookupTable.find(strMissionType); if(it != kMissionTypesLookupTable.end()) { (*it->second) = static_cast<MissionTypes>(kResults.GetInt(1)); } } } int iNumTypes = db.Count("Missions", false); if(iNumTypes >= 0) { s_uiNUM_MISSION_TYPES = static_cast<unsigned int>(iNumTypes); } for(LookupTable::iterator it = kMissionTypesLookupTable.begin(); it != kMissionTypesLookupTable.end(); ++it) { if((*it->second) == NO_MISSION) { char msg[256] = {0}; sprintf_s(msg, "MissionType - %s is used in the DLL but does not exist in the database.", it->first.c_str()); FILogFile* pLog = LOGFILEMGR.GetLog("Gamecore.log", FILogFile::kDontTimeStamp); pLog->WarningMsg(msg); CvAssertMsg(false, msg); } } } }
//------------------------------------------------------------------------------ bool CvDllDatabaseUtility::ValidateGameDatabase() { //This function contains a suite of useful game database unit tests that will //ensure the database conforms to certain unique rules of Civ5. if(!gDLL->ShouldValidateGameDatabase()) { LogMsg("*** SKIPPING Game Database Validation. ****"); LogMsg("You can enable it by setting 'ValidateGameDatabase = 1' in config.ini"); return true; } cvStopWatch kPerfTest("Validating Game Database", "xml-perf.log"); bool bError = false; LogMsg("**** Validating Game Database *****"); //Test that all Tables w/ 'ID' column start at 0 and not 1. { cvStopWatch watch("Ensure All Tables with 'ID' column start at 0"); Database::Results kTables("name"); if(DB.SelectAt(kTables, "sqlite_master", "type", "table")) { while(kTables.Step()) { const char* szTableName = kTables.GetText(0); if(DB.Count(szTableName) > 0) { //Test if table has 'ID' column bool bHasIDColumn = false; { //Execute "select ID from <table_name> limit 1; //If there's a SQL error, it's most likely due to a lack of an 'id' column. char szSQL[512]; sprintf_s(szSQL, "pragma table_info(%s)", szTableName); Database::Results kResults; DB.Execute(kResults, szSQL); while(kResults.Step()) { const char* szName = kResults.GetText("name"); if(strcmp(szTableName, szName) == 0) { bHasIDColumn = true; break; } } } if(bHasIDColumn) { Database::SingleResult kTest; if(!DB.SelectAt(kTest, szTableName, "ID", 0)) { //Table has 'ID' column and contains data but does not use ID 0. char szError[512]; sprintf_s(szError, "Table '%s' contains 'ID' column that starts at 1 instead of 0.", szTableName); LogMsg(szError); bError = true; } } } } } } //Validate FK constraints { cvStopWatch watch("Validate FK Constraints"); DB.ValidateFKConstraints(); } LogMsg("Performing Localization Checks"); { cvStopWatch watch("Localization Checks"); LogMsg("Checking Tag Format..."); LogMsg("Note: Tags must only use [A-Z_] characters, start with 'TXT_KEY_', and be under 128 characters long."); Database::Results kLanguages; if(DB.SelectAll(kLanguages, "Languages")) { while(kLanguages.Step()) { const char* szTagColumnName = kLanguages.GetText("TagColumnName"); const char* szTableName = kLanguages.GetText("TableName"); Database::Results kResults; char szSQL[512]; sprintf_s(szSQL, "SELECT DISTINCT %s from %s", szTagColumnName, szTableName); if(DB.Execute(kResults, szSQL)) { bool bFirst = true; while(kResults.Step()) { const char* szTag = kResults.GetText(0); const size_t len = strlen(szTag); if(len > 128) { if(bFirst) { LogMsg("In table %s...", szTableName); bFirst = false; } bError = true; LogMsg("Tag (%s) has size greater than 127 characters.", szTag); } else { if(strncmp("TXT_KEY_", szTag, 8) != 0) { if(bFirst) { LogMsg("In table %s...", szTableName); bFirst = false; } bError = true; LogMsg("Tag (%s) does not start with 'TXT_KEY_'", szTag); } for(size_t i = 0; i < len; ++i) { char ch = szTag[i]; if(ch != '_' && !((ch >= 'A' && ch <= 'Z') || (ch >= '0' && ch <= '9'))) { if(bFirst) { LogMsg("In table %s...", szTableName); bFirst = false; } bError = true; LogMsg("Tag (%s) contains invalid character (%.1s)", szTag, &ch); } } } } } } } } LogMsg("Validating UnitGameplay2DScripts"); { cvStopWatch watch("Validating UnitGameplay2DScripts"); Database::Results kResults; if(DB.Execute(kResults, "Select Type from Units where not exists (select 1 from UnitGameplay2DScripts where UnitType = Units.Type limit 1)")) { while(kResults.Step()) { const char* szUnitType = kResults.GetText(0); LogMsg("Missing Entry for %s", szUnitType); bError = true; } } } if(bError) { LogMsg("**** VALIDATION FAILED *****"); } else { LogMsg("**** Validation Success *****"); } kPerfTest.EndPerfTest(); LogMsg("Validation Took %f seconds", kPerfTest.GetDeltaInSeconds()); return !bError; }
//------------------------------------------------------------------------------ bool CvDllDatabaseUtility::PrefetchGameData() { cvStopWatch kTest("PrefetchGameData", "xml-perf.log"); //Because Colors and PlayerColors are used everywhere during load //(by the translator) we load interface infos first. //Interface PrefetchCollection(GC.GetColorInfo(), "Colors"); PrefetchCollection(GC.GetPlayerColorInfo(), "PlayerColors"); PrefetchCollection(GC.getInterfaceModeInfo(), "InterfaceModes"); //AI PrefetchCollection(GC.getAICityStrategyInfo(), "AICityStrategies"); PrefetchCollection(GC.getEconomicAIStrategyInfo(), "AIEconomicStrategies"); PrefetchCollection(GC.getAIGrandStrategyInfo(), "AIGrandStrategies"); PrefetchCollection(GC.getMilitaryAIStrategyInfo(), "AIMilitaryStrategies"); PrefetchCollection(GC.getCitySpecializationInfo(), "CitySpecializations"); PrefetchCollection(GC.getTacticalMoveInfo(), "TacticalMoves"); //BasicInfos //AnimationOperators? //Attitudes? PrefetchCollection(GC.getUnitAIInfo(), "UnitAIInfos"); PrefetchCollection(GC.getUnitCombatClassInfo(), "UnitCombatInfos"); //Buildings PrefetchCollection(GC.getBuildingClassInfo(), "BuildingClasses"); PrefetchCollection(GC.getBuildingInfo(), "Buildings"); //GameInfo PrefetchCollection(GC.getEmphasisInfo(), "EmphasizeInfos"); PrefetchCollection(GC.getEraInfo(), "Eras"); PrefetchCollection(GC.getGameOptionInfo(), "GameOptions"); PrefetchCollection(GC.getGameSpeedInfo(), "GameSpeeds"); PrefetchCollection(GC.getHandicapInfo(), "HandicapInfos"); PrefetchCollection(GC.getHurryInfo(), "HurryInfos"); PrefetchCollection(GC.getMPOptionInfo(), "MultiplayerOptions"); PrefetchCollection(GC.getPlayerOptionInfo(), "PlayerOptions"); PrefetchCollection(GC.getPolicyInfo(), "Policies"); PrefetchCollection(GC.getPolicyBranchInfo(), "PolicyBranchTypes"); PrefetchCollection(GC.getProcessInfo(), "Processes"); PrefetchCollection(GC.getProjectInfo(), "Projects"); PrefetchCollection(GC.getSmallAwardInfo(), "SmallAwards"); PrefetchCollection(GC.getSpecialistInfo(), "Specialists"); PrefetchCollection(GC.getVictoryInfo(), "Victories"); PrefetchCollection(GC.getVoteInfo(), "Votes"); PrefetchCollection(GC.getVoteSourceInfo(), "VoteSources"); #if defined(MOD_BALANCE_CORE) PrefetchCollection(GC.getEventInfo(), "Events"); PrefetchCollection(GC.getEventChoiceInfo(), "EventChoices"); PrefetchCollection(GC.getCityEventInfo(), "CityEvents"); PrefetchCollection(GC.getCityEventChoiceInfo(), "CityEventChoices"); #endif PrefetchCollection(GC.getUnitDomainInfo(), "Domains"); #if defined(MOD_EVENTS_DIPLO_MODIFIERS) PrefetchCollection(GC.getDiploModifierInfo(), "DiploModifiers"); #endif //Leaders PrefetchCollection(GC.getLeaderHeadInfo(), "Leaders"); //Misc PrefetchCollection(GC.getRouteInfo(), "Routes"); CvNotificationXMLEntries* pkNotificationEntries = GC.GetNotificationEntries(); if(pkNotificationEntries != NULL) { PrefetchCollection(pkNotificationEntries->GetNotificationEntries(), "Notifications"); } //Technologies PrefetchCollection(GC.getTechInfo(), "Technologies"); //Terrain PrefetchCollection(GC.getFeatureInfo(), "Features"); PrefetchCollection(GC.getImprovementInfo(), "Improvements"); PrefetchCollection(GC.getResourceClassInfo(), "ResourceClasses"); PrefetchCollection(GC.getResourceInfo(), "Resources"); #if defined(MOD_API_PLOT_YIELDS) if (MOD_API_PLOT_YIELDS) { PrefetchCollection(GC.getPlotInfo(), "Plots"); } #endif #if defined(MOD_API_UNIFIED_YIELDS) if (MOD_API_UNIFIED_YIELDS) { PrefetchCollection(GC.getGreatPersonInfo(), "GreatPersons"); } #endif PrefetchCollection(GC.getTerrainInfo(), "Terrains"); PrefetchCollection(GC.getYieldInfo(), "Yields"); //Units PrefetchCollection(GC.getAutomateInfo(), "Automates"); PrefetchCollection(GC.getBuildInfo(), "Builds"); PrefetchCollection(GC.getCommandInfo(), "Commands"); PrefetchCollection(GC.getControlInfo(), "Controls"); PrefetchCollection(GC.getEntityEventInfo(), "EntityEvents"); PrefetchCollection(GC.getMissionInfo(), "Missions"); PrefetchCollection(GC.getMultiUnitFormationInfo(), "MultiUnitFormations"); PrefetchCollection(GC.getSpecialUnitInfo(), "SpecialUnits"); PrefetchCollection(GC.getUnitClassInfo(), "UnitClasses"); PrefetchCollection(GC.getPromotionInfo(), "UnitPromotions"); PrefetchCollection(GC.getUnitInfo(), "Units"); //Civilizations - must be after buildings and units PrefetchCollection(GC.getCivilizationInfo(), "Civilizations"); PrefetchCollection(GC.getMinorCivInfo(), "MinorCivilizations"); PrefetchCollection(GC.getTraitInfo(), "Traits"); PrefetchCollection(GC.getReligionInfo(), "Religions"); PrefetchCollection(GC.getBeliefInfo(), "Beliefs"); PrefetchCollection(GC.getLeagueSpecialSessionInfo(), "LeagueSpecialSessions"); PrefetchCollection(GC.getLeagueNameInfo(), "LeagueNames"); PrefetchCollection(GC.getLeagueProjectInfo(), "LeagueProjects"); PrefetchCollection(GC.getLeagueProjectRewardInfo(), "LeagueProjectRewards"); PrefetchCollection(GC.getResolutionInfo(), "Resolutions"); #if defined(MOD_API_ACHIEVEMENTS) || defined(ACHIEVEMENT_HACKS) PrefetchCollection(GC.getAchievementInfo(), "Achievements"); #endif #if defined(MOD_BALANCE_CORE) // Must be after buildings because this calls from Buildings PrefetchCollection(GC.getCorporationInfo(), "Corporations"); PrefetchCollection(GC.getContractInfo(), "Contracts"); #endif //Copy flavors into string array { CvDatabaseUtility kUtility; CvString*& paFlavors = GC.getFlavorTypes(); const int iNumFlavors = kUtility.MaxRows("Flavors"); //GC.getNumFlavorTypes() = iNumFlavors; GC.setNumFlavorTypes(iNumFlavors); paFlavors = FNEW(CvString[iNumFlavors], c_eCiv5GameplayDLL, 0); Database::Results kResults; if(DB.SelectWhere(kResults, "Flavors", "ID > -1")) { while(kResults.Step()) { const int iFlavor = kResults.GetInt("ID"); CvAssert(iFlavor >= 0 && iFlavor < iNumFlavors); if(iFlavor >= 0 && iFlavor < iNumFlavors) { paFlavors[iFlavor] = kResults.GetText("Type"); } } } else { CvAssertMsg(false, DB.ErrorMessage()); } } ValidatePrefetchProcess(); return true; }
//------------------------------------------------------------------------------ bool CvDllDatabaseUtility::PerformDatabasePostProcessing() { //Insert any database methods that you would like performed after the database //has been fully loaded. This method will execute every single time the game //is run. //Updates performed here are done AFTER the database has been built or read //from cache. Database::Connection* db = GC.GetGameDatabase(); //Update Defines table from references in PostDefines table db->BeginTransaction(); Database::Results kPostDefines; //Build insertion statement Database::Results kInsert; db->Execute(kInsert, "INSERT OR REPLACE INTO Defines(Name, Value) VALUES(?, ?)"); db->SelectAll(kPostDefines, "PostDefines"); while(kPostDefines.Step()) { const char* szName = kPostDefines.GetText("Name"); const char* szKeyName = kPostDefines.GetText("Key"); const char* szTableName = kPostDefines.GetText("Table"); char szSQL[512]; sprintf_s(szSQL, "select ROWID from %s where Type = '%s' LIMIT 1", szTableName, szKeyName); Database::Results kLookup; //Compile the command. if(db->Execute(kLookup, szSQL)) { //Run the command. if(kLookup.Step()) { //Perform insertion kInsert.Bind(1, szName); kInsert.Bind(2, kLookup.GetInt(0)); kInsert.Step(); kInsert.Reset(); } } } // ** Modify ResourceUsage of Resources table ** // Set ResourceUsage to 1 if it's referenced in Unit_ResourceQuantityRequirements // NOTE: This query could be simplified using the IN operator but when analyzed this // statement generates faster operations. const char* szStrategicResource = "UPDATE Resources SET ResourceUsage = 1 WHERE EXISTS (SELECT * FROM Unit_ResourceQuantityRequirements WHERE ResourceType = Type)"; db->Execute(szStrategicResource); // Set ResourceUsage to 2 if the Resource has a happiness value greater than 0 const char* szLuxoryResource = "UPDATE Resources SET ResourceUsage = 2 where Happiness > 0"; db->Execute(szLuxoryResource); //These are hard-coded GameDefines enum values, let's share them with the database so that they //get the same amount of love as the DB. Database::Results kInsertDefine; if(db->Execute(kInsertDefine, "INSERT OR REPLACE INTO Defines(Name, Value) VALUES(?, ?);")) { InsertGameDefine(kInsertDefine, "MAX_CIV_PLAYERS", MAX_CIV_PLAYERS); InsertGameDefine(kInsertDefine, "MAX_CIV_TEAMS", MAX_CIV_TEAMS); InsertGameDefine(kInsertDefine, "MAX_MAJOR_CIVS", MAX_MAJOR_CIVS); InsertGameDefine(kInsertDefine, "MAX_MINOR_CIVS", MAX_MINOR_CIVS); InsertGameDefine(kInsertDefine, "MAX_PLAYERS", MAX_PLAYERS); InsertGameDefine(kInsertDefine, "MAX_TEAMS", MAX_TEAMS); InsertGameDefine(kInsertDefine, "BARBARIAN_PLAYER", BARBARIAN_PLAYER); InsertGameDefine(kInsertDefine, "BARBARIAN_TEAM", BARBARIAN_TEAM); InsertGameDefine(kInsertDefine, "NUM_CITY_PLOTS", AVG_CITY_PLOTS); InsertGameDefine(kInsertDefine, "MIN_CITY_RADIUS", MIN_CITY_RADIUS); InsertGameDefine(kInsertDefine, "MAX_CITY_RADIUS", MAX_CITY_RADIUS); InsertGameDefine(kInsertDefine, "CITY_HOME_PLOT", CITY_HOME_PLOT); InsertGameDefine(kInsertDefine, "MAX_CITY_RADIUS", MAX_CITY_RADIUS); InsertGameDefine(kInsertDefine, "MAX_CITY_DIAMETER", (2*MAX_CITY_RADIUS+1)); } db->EndTransaction(); return true; }
//------------------------------------------------------------------------------ bool CvDllDatabaseUtility::CacheGameDatabaseData() { //Do not cache everything if we don't need to. if(m_bGameDatabaseNeedsCaching == false) return true; //The following code depends on a valid initialized database. bool bSuccess = true; //TODO: Figure out how to handle cases where Validation has failed. /*bSuccess &= */ ValidateGameDatabase(); //bSuccess &= PerformDatabasePostProcessing(); //HACK Legacy 'FindInfoByType' support. //In order to support the legacy code still using the old infos system, //all of the id/type pairs must be added to gc.m_infosMap //I apologize for this horrendous code, please remove it in the near future. GC.infoTypeFromStringReset(); Database::Results kTables("name"); if(DB.SelectAt(kTables, "sqlite_master", "type", "table")) { while(kTables.Step()) { Database::Results kTypes; if(DB.SelectAll(kTypes, kTables.GetText(0))) { bool bFirstStep = true; while(kTypes.Step()) { if(bFirstStep) { if(!kTypes.HasColumn("ID") || !kTypes.HasColumn("Type")) { break; } bFirstStep = false; } const int rowid = kTypes.GetInt("ID"); const char* szType = kTypes.GetText("Type"); if(szType) GC.setInfoTypeFromString(szType, rowid); } } } } bSuccess &= LoadGlobalDefines(); bSuccess &= PrefetchGameData(); bSuccess &= UpdatePlayableCivilizationCounts(); CvTypes::AcquireTypes(DB); bSuccess &= SetGlobalActionInfo(); //Clear out database cache and tune for runtime use. DB.ClearCountCache(); //Log Database Memory statistics LogMsg(DB.CalculateMemoryStats()); CvAssertMsg(bSuccess, "Failed to load Gameplay Database Data! Not Good!"); if(bSuccess) m_bGameDatabaseNeedsCaching = false; #if defined(CUSTOM_MODS_H) // Load up the CustomModOptions configuration gCustomMods.preloadCache(); #endif return bSuccess; }