示例#1
0
// The Simple Query Protocol
// Fix mis-split bug: Previously, this function assumes there are multiple
// queries in the string and split it by ';', which would cause one containing
// ';' being split into multiple queries.
// However, the multi-statement queries has been split by the psql client and
// there is no need to split the query again.
void PacketManager::ExecQueryMessage(InputPacket *pkt, const size_t thread_id) {
  std::string query;
  PacketGetString(pkt, pkt->len, query);

  // pop out the last character if it is ';'
  if (query.back() == ';') {
    query.pop_back();
  }
  boost::trim(query);

  if (!query.empty()) {
    std::vector<StatementResult> result;
    std::vector<FieldInfo> tuple_descriptor;
    std::string error_message;
    int rows_affected = 0;

    std::string query_type_string_;
    Statement::ParseQueryTypeString(query, query_type_string_);

    QueryType query_type;
    Statement::MapToQueryType(query_type_string_, query_type);
    std::stringstream stream(query_type_string_);

    switch (query_type) {
      case QueryType::QUERY_PREPARE:
      {
        std::string statement_name;
        stream >> statement_name;
        std::size_t pos = query.find("AS");
        std::string statement_query = query.substr(pos + 3);
        boost::trim(statement_query);

        // Prepare statement
        std::shared_ptr<Statement> statement(nullptr);

        LOG_DEBUG("PrepareStatement[%s] => %s", statement_name.c_str(),
                statement_query.c_str());

        statement = traffic_cop_->PrepareStatement(statement_name, statement_query,
                                                 error_message);
        if (statement.get() == nullptr) {
          skipped_stmt_ = true;
          SendErrorResponse(
              {{NetworkMessageType::HUMAN_READABLE_ERROR, error_message}});
          LOG_TRACE("ExecQuery Error");
          return;
        }

        auto entry = std::make_pair(statement_name, statement);
        statement_cache_.insert(entry);
        for (auto table_id : statement->GetReferencedTables()) {
          table_statement_cache_[table_id].push_back(statement.get());
        }
        break;
      }
      case QueryType::QUERY_EXECUTE:
      {
        std::string statement_name;
        std::shared_ptr<Statement> statement;
        std::vector<type::Value> param_values;
        bool unnamed = false;
        std::vector<std::string> tokens;

        boost::split(tokens, query, boost::is_any_of("(), "));

        statement_name = tokens.at(1);
        auto statement_cache_itr = statement_cache_.find(statement_name);
        if (statement_cache_itr != statement_cache_.end()) {
          statement = *statement_cache_itr;
        }
        // Did not find statement with same name
        else {
          std::string error_message = "The prepared statement does not exist";
          LOG_ERROR("%s", error_message.c_str());
          SendErrorResponse(
              {{NetworkMessageType::HUMAN_READABLE_ERROR, error_message}});
          SendReadyForQuery(NetworkTransactionStateType::IDLE);
          return;
        }

        std::vector<int> result_format(statement->GetTupleDescriptor().size(), 0);

        for (std::size_t idx = 2; idx < tokens.size(); idx++) {
          std::string param_str = tokens.at(idx);
          boost::trim(param_str);
          if (param_str.empty()) {
            continue;
          }
          param_values.push_back(type::ValueFactory::GetVarcharValue(param_str));
        }

        if (param_values.size() > 0) {
          statement->GetPlanTree()->SetParameterValues(&param_values);
        }

        auto status =
                traffic_cop_->ExecuteStatement(statement, param_values, unnamed, nullptr, result_format,
                             result, rows_affected, error_message, thread_id);

        if (status == ResultType::SUCCESS) {
          tuple_descriptor = statement->GetTupleDescriptor();
        } else {
          SendErrorResponse(
                {{NetworkMessageType::HUMAN_READABLE_ERROR, error_message}});
          SendReadyForQuery(NetworkTransactionStateType::IDLE);
          return;
        }
      	break;
      }
      default:
      {
        // execute the query using tcop
        auto status = traffic_cop_->ExecuteStatement(
            query, result, tuple_descriptor, rows_affected, error_message,
            thread_id);

      // check status
        if (status == ResultType::FAILURE) {
          SendErrorResponse(
            {{NetworkMessageType::HUMAN_READABLE_ERROR, error_message}});
          SendReadyForQuery(NetworkTransactionStateType::IDLE);
          return;
        }
      }
    }

    // send the attribute names
    PutTupleDescriptor(tuple_descriptor);

    // send the result rows
    SendDataRows(result, tuple_descriptor.size(), rows_affected);

    // The response to the SimpleQueryCommand is the query string.
    CompleteCommand(query, query_type, rows_affected);
  } else {
示例#2
0
文件: Universe.cpp 项目: insolite/RPG
bool Universe::Run()
{
	bool continueFlag; //Continue game or not
	char inPacket[256]; //Holds the input packet
	char outPacket[256]; //Holds the output packet
	int iResult; //The result of 'Receive' and 'Send'

	continueFlag = true;

	connectSocket = new ClientSocket(serverAddress, serverPort);
	printf("Connected to the server\n");
	CreatePacket(outPacket, LogIn, "%s%s", login, password);
	connectSocket->Send(outPacket);

	game = NULL;
	currentCharacter = NULL;
	
	ClientGUIInit();

	//variables for camera
	cameraY = 50.0f;
	ISceneNode* camPos=render->smgr->addEmptySceneNode();
	camPos->setPosition(vector3df(50.0f,cameraY,10.0f));
	camera=render->smgr->addCameraSceneNode(NULL, vector3df(50.0f, 50.0f, 10.0f), vector3df(50.0f, 0.0f, 40.0f));

	scene::ISceneNode* lnode; 
	lnode = render->smgr->addLightSceneNode(NULL, camPos->getPosition(), video::SColorf(1.0f, 1.0f, 1.0f, 1.0f), 800.0f);
	render->smgr->setAmbientLight(video::SColor(0, 60, 60, 60));
	
	state = Continue;

	int lastUpdate = render->device->getTimer()->getTime();

	while (render->device->run() && state == Continue)
	{
		//Receving packet from the server
		iResult = connectSocket->Receive(inPacket);
		if (iResult)
		{
			if (iResult > 0)
			{ //Packet received
				switch (GetPacketType(inPacket))
				{
					case LoggedIn:
						char gameName[256];
						int locationId;
						ScanPacket(inPacket, "%s%i", gameName, &locationId);
						game = new Game(gameName, Client);
						printf("Game %s initialized\n", game->name);
						currentLocation = game->data->GetLocation(locationId);
						DrawScene();
						break;
					case NPCSpawned:
						currentLocation->SpawnNPC(new CurrentNPC(inPacket));
						break;
					case StaticSpawned:
					{
						CurrentStatic* currentStatic = new CurrentStatic(inPacket);
						currentLocation->SpawnStatic(currentStatic);
						break;
					}
					case ItemSpawned:
						char spawnType; //TODO: SpawnType as char
						ScanPacket(inPacket, "%i%i%f%f%b", NULL, NULL, NULL, NULL, &spawnType);
						switch(spawnType)
						{
							case Ground:
								currentLocation->SpawnItem(new CurrentItem(inPacket));
								break;
							case Inventory:
								currentCharacter->SpawnItem(new CurrentItem(inPacket));
								break;
						}
						break;
					case CharacterSpawned:
						if (!currentCharacter)
						{
							currentCharacter = new CurrentCharacter(inPacket);
							currentLocation->SpawnCharacter(currentCharacter);
						}
						else
						{
							currentLocation->SpawnCharacter(new CurrentCharacter(inPacket));
						}
						break;
					case SkillSpawned:
						currentCharacter->SpawnSkill(new CurrentSkill(inPacket));
						break;
					case NPCUnspawned:
						currentLocation->UnSpawnNPC(currentLocation->GetNPC(PacketGetInt(inPacket, 1)));
						break;
					case StaticUnspawned:
						currentLocation->UnSpawnStatic(currentLocation->GetStatic(PacketGetInt(inPacket, 1)));
						break;
					case ItemUnspawned:
						switch(PacketGetByte(inPacket, 5))
						{
							case Ground:
								currentLocation->UnSpawnItem(currentLocation->GetItem(PacketGetInt(inPacket, 1)));
								break;
							case Inventory:
								//currentCharacter->UnSpawnItem(currentCharacter->GetItem(PacketGetInt(inPacket, 1)));
								break;
						}
						break;
					case CharacterUnspawned:
						currentLocation->UnSpawnCharacter(currentLocation->GetCharacter(PacketGetInt(inPacket, 1)));
						break;
					case Say:
					{
						IGUIElement* eb = guienv->getRootGUIElement()->getElementFromId(ChatBox)->getElementFromId(ChatEditBox);
						char messageType; //TODO: MessageType as char
						int senderCurrentCharacterId;
						wchar_t messageText[CHAT_MESSAGE_MAX_LENGTH];
						ScanPacket(inPacket, "%b%i%ws", &messageType, &senderCurrentCharacterId, messageText);
						CurrentCharacter* sender = game->data->GetCharacter(senderCurrentCharacterId);
						
						wchar_t wLogin[64];
						mbstowcs(wLogin, sender->login, 63);
						
						int offset = wcslen(eb->getText()) + wcslen(wLogin) + wcslen(messageText) + 3 - (CHAT_MAX_LENGTH - 1);
						if (offset < 0)
							offset = 0;
						else if (offset >= CHAT_MAX_LENGTH)
							offset = CHAT_MAX_LENGTH - 1;

						wchar_t wstr[CHAT_MAX_LENGTH];
						swprintf(wstr, L"%ls\n%ls: %ls", eb->getText() + offset, wLogin, messageText);
						eb->setText(wstr);
						//delete wstr;
						break;
					}
					case CharacterMoving:
					{
						int currentCharacterId;
						f32 x, y;
						ScanPacket(inPacket, "%i%f%f", &currentCharacterId, &x, &y);
						CurrentCharacter* movingCurrentCharacter = currentLocation->GetCharacter(currentCharacterId);
						movingCurrentCharacter->setAnimation(EMAT_RUN);
						render->moveNode(movingCurrentCharacter->node, vector3df(x * CELL_SIZE, 0, y * CELL_SIZE), movingCurrentCharacter->base->speed);
						//TEST
						movingCurrentCharacter->x = x;
						movingCurrentCharacter->y = y;
						break;
					}
					case HpChanged:
					{
						int characterId, changedHp;
						CurrentCharacter *character;
						ScanPacket(inPacket, "%i%i", &characterId, &changedHp);

						if (character = currentLocation->GetCharacter(characterId))
							character->hp = changedHp;
						
						break;

					}
					case CharacterDied:
					{
						//okay	
						break;
					}
					case CharacterMoved:
					{
						int characterId;
						f32 whereX, whereY;

						ScanPacket(inPacket, "%i%f%f", &characterId, &whereX, &whereY);

						printf("CLIENT CHAR ID: %d\n", characterId);
						printf("CLIENT WHERE X: %.f\n", whereX);
						printf("CLIENT WHERE Y: %.f\n", whereY);
						CurrentCharacter *character = currentLocation->GetCharacter(characterId);

						if (character)
						{
							printf("CLIENT TEST 1\n");
							
							//character->node->setPosition(vector3df(whereX * CELL_SIZE, character->node->getPosition().Y, whereY * CELL_SIZE)); //TODO: Why setPosition is not working?!!
							render->moveNode(character->node, vector3df(whereX * CELL_SIZE, character->node->getPosition().Y, whereY * CELL_SIZE), 1000000.0f);

							printf("CLIENT TEST 2\n");
							character->x = whereX;
							character->y = whereY;
						}

						break;
					}
					case DialogOpened:
					{
						char title[256];
						char text[4096];
						wchar_t wstr[512];

						//npcID = PacketGetInt(inPacket, 1);
						//strcpy(title, PacketGetString(inPacket, 5));
						sprintf(title, "[%d] %s", PacketGetInt(inPacket, 1), PacketGetString(inPacket, 5));
						strcpy(text, PacketGetString(inPacket, strlen(PacketGetString(inPacket, 5)) + 5 + 1));

						mbstowcs(wstr, title, 255);
						IGUIWindow* wnd = guienv->addWindow(rect<s32>(256, 128, 256 + 256, 128 + 320), false, wstr, NULL, -1);
						
						char patterns[][256] = {
							"<p\\s+rect\\s*=\\s*\\\"(.*?);(.*?);(.*?);(.*?)\\\">(.*?)</p>",
							"<button\\s+rect\\s*=\\s*\\\"(.*?);(.*?);(.*?);(.*?)\\\"\\s+onclick\\s*=\\s*\\\"(.*?)\\\">(.*?)</button>",
							/*
							"<p>(.*?)</p>",
							"<p>(.*?)</p>",
							"<p>(.*?)</p>",*/
							};
						char** result;
						int patternsCount = 2;
						const char *error;
						int erroffset;
						int count;
						int ovector[30];
						
						const unsigned char *tables = NULL;
						tables = pcre_maketables();

						for (int i = 0; i < patternsCount; i++)
						{
							pcre *re = pcre_compile ((char*)patterns[i], 0, &error, &erroffset, NULL);
							count = pcre_exec(re, NULL, (char*)text, strlen(text), 0, NULL, ovector, 30);
							if (count > 0)
							{
								result = new char*[count];
								for (int c = 0; c < 2 * count; c += 2)
								{
									if (ovector[c] >= 0)
									{
										result[c / 2] = new char[ovector[c + 1] - ovector[c] + 1];
										memcpy(result[c / 2], text + ovector[c], ovector[c + 1] - ovector[c]);
										result[c / 2][ovector[c + 1] - ovector[c]] = '\0';
										//printf("%d, %d\n", ovector[c], ovector[c + 1]);
										//printf("%s\n", result[c / 2]);
									}
									else
									{
										result[c / 2] = NULL;
									}
								}

								switch (i)
								{
									case 0: //p
									{
										wchar_t wstr[1024];
										mbstowcs(wstr, result[5], 1023);
										guienv->addStaticText(wstr, rect<s32>(atoi(result[1]), atoi(result[2]), atoi(result[1]) + atoi(result[3]), atoi(result[2]) + atoi(result[4])), false, true, wnd, DialogElement, false);
										break;
									}
									case 1: //button
									{
										wchar_t wstr[256];
										mbstowcs(wstr, result[6], 255);
										guienv->addButton(rect<s32>(atoi(result[1]), atoi(result[2]), atoi(result[1]) + atoi(result[3]), atoi(result[2]) + atoi(result[4])), wnd, DialogElement + atoi(result[5]), wstr, NULL);
										break;
									}
								}
								
								for (int j = 0; j < count; j++)
									if (result[j])
										delete result[j];
								delete result;
							}
						}
						break;
					}
					case PlayEffect:
					{
						CurrentMapObject<MapObject>* currentMapObject;
						int currentMapObjectId = PacketGetInt(inPacket, 2);
						int skillId = PacketGetInt(inPacket, 6);
						switch (PacketGetByte(inPacket, 1))
						{
							case 0: //NPC
								currentMapObject = (CurrentMapObject<MapObject>*)currentLocation->GetNPC(currentMapObjectId);
								break;
							case 3: //Character
								currentMapObject = (CurrentMapObject<MapObject>*)currentLocation->GetCharacter(currentMapObjectId);
								break;
						}
						render->PlayEffect(currentMapObject->node, game->resources->GetSkill(skillId)->effectTextures);
						break;
					}
					case PlayAdvancedEffect:
						int skillId = PacketGetInt(inPacket, 1);
						f32 xStart = PacketGetInt(inPacket, 5) * CELL_SIZE;
						f32 yStart = PacketGetInt(inPacket, 9) * CELL_SIZE;
						f32 xEnd = PacketGetInt(inPacket, 13) * CELL_SIZE;
						f32 yEnd = PacketGetInt(inPacket, 17) * CELL_SIZE;
						render->Effect2(vector3df(xStart, 5.0f, yStart), vector3df(xEnd, 5.0f, yEnd)); //TEST
						break;
				}
			}
			else if (iResult == -1)
			{ //Disconnected from the server
				printf("Disconnected from the server\n");
				delete Universe::instance->login;
				delete Universe::instance->password;
				Universe::instance->login = NULL;
				Universe::instance->password = NULL;
				Universe::instance->state = NextLevel;
			}
			else
			{ //Wrong packet from the client
				printf("Warning! Wrong packet from server. Error code: %d\n", iResult);
			}
		}

		//Drawing

		if ((render->device->getTimer()->getTime() - lastUpdate) > 30)
		{
			lastUpdate = render->device->getTimer()->getTime();
			if (game)
			{
				if (currentCharacter)
				{
					render->Km = camPos->getPosition();
					render->Kt = camera->getTarget();
					//Kt.X = currentCharacter->x * CELL_SIZE;
					//Kt.Z = currentCharacter->y * CELL_SIZE;
					vector3df pos = currentCharacter->node->getPosition();
					render->Kt.X = pos.X;
					render->Kt.Z = pos.Z;
					render->Km.X = render->Kt.X;
					render->Km.Z = render->Kt.Z - 30;
					render->Km.Y = cameraY;

					camera->setPosition(render->Km);
					camera->setTarget(render->Kt);

					//vector3df lPos = camera->getPosition();
					vector3df lPos = currentCharacter->node->getPosition();
					lPos.Y = 15;
					//lPos.Z += 20;
					lnode->setPosition(lPos);
				}
				
				

				render->driver->beginScene(true, true, SColor(255,100,101,140));
					render->smgr->drawAll();
					guienv->drawAll();
				render->driver->endScene();
			}
		}
	}

	ClientGUIDestroy();

	delete connectSocket;
	if (game)
	{
		delete game;
		render->smgr->clear();
	}

	if (state == NextLevel)
		return false;
	return true;
}