engine/engine/server/sv_sql.c

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#include "quakedef.h"
//SQLITE:
//should probably be compiled with -DSQLITE_OMIT_ATTACH -DSQLITE_OMIT_LOAD_EXTENSION which would mean we don't need to override authorisation.
#ifdef SQL
#include "sv_sql.h"
#ifdef USE_MYSQL
static void (VARGS *qmysql_library_end)(void);
static int (VARGS *qmysql_library_init)(int argc, char **argv, char **groups);
static my_ulonglong (VARGS *qmysql_affected_rows)(MYSQL *mysql);
static void (VARGS *qmysql_close)(MYSQL *sock);
static void (VARGS *qmysql_data_seek)(MYSQL_RES *result, my_ulonglong offset);
static unsigned int (VARGS *qmysql_errno)(MYSQL *mysql);
static const char *(VARGS *qmysql_error)(MYSQL *mysql);
static MYSQL_FIELD *(VARGS *qmysql_fetch_field_direct)(MYSQL_RES *res, unsigned int fieldnr);
static MYSQL_ROW (VARGS *qmysql_fetch_row)(MYSQL_RES *result);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
static unsigned long *(VARGS *qmysql_fetch_lengths)(MYSQL_RES *result);
static unsigned int (VARGS *qmysql_field_count)(MYSQL *mysql);
static void (VARGS *qmysql_free_result)(MYSQL_RES *result);
static const char *(VARGS *qmysql_get_client_info)(void);
static MYSQL *(VARGS *qmysql_init)(MYSQL *mysql);
static MYSQL_RES *(VARGS *qmysql_store_result)(MYSQL *mysql);
static unsigned int (VARGS *qmysql_num_fields)(MYSQL_RES *res);
static my_ulonglong (VARGS *qmysql_num_rows)(MYSQL_RES *res);
static int (VARGS *qmysql_options)(MYSQL *mysql, enum mysql_option option, const char *arg);
static int (VARGS *qmysql_query)(MYSQL *mysql, const char *q);
static MYSQL *(VARGS *qmysql_real_connect)(MYSQL *mysql, const char *host, const char *user, const char *passwd, const char *db, unsigned int port, const char *unix_socket, unsigned long clientflag);
static unsigned long (VARGS *qmysql_real_escape_string)(MYSQL *mysql, char *to, const char *from, unsigned long length);
static void (VARGS *qmysql_thread_end)(void);
static my_bool (VARGS *qmysql_thread_init)(void);
static unsigned int (VARGS *qmysql_thread_safe)(void);
static dllfunction_t mysqlfuncs[] =
{
{(void*)&qmysql_library_end, "mysql_server_end"}, /* written as a define alias in mysql.h */
{(void*)&qmysql_library_init, "mysql_server_init"}, /* written as a define alias in mysql.h */
{(void*)&qmysql_affected_rows, "mysql_affected_rows"},
{(void*)&qmysql_close, "mysql_close"},
{(void*)&qmysql_data_seek, "mysql_data_seek"},
{(void*)&qmysql_errno, "mysql_errno"},
{(void*)&qmysql_error, "mysql_error"},
{(void*)&qmysql_fetch_field_direct, "mysql_fetch_field_direct"},
{(void*)&qmysql_fetch_row, "mysql_fetch_row"},
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
{(void*)&qmysql_fetch_lengths, "mysql_fetch_lengths"},
{(void*)&qmysql_field_count, "mysql_field_count"},
{(void*)&qmysql_free_result, "mysql_free_result"},
{(void*)&qmysql_get_client_info, "mysql_get_client_info"},
{(void*)&qmysql_init, "mysql_init"},
{(void*)&qmysql_store_result, "mysql_store_result"},
{(void*)&qmysql_num_fields, "mysql_num_fields"},
{(void*)&qmysql_num_rows, "mysql_num_rows"},
{(void*)&qmysql_options, "mysql_options"},
{(void*)&qmysql_query, "mysql_query"},
{(void*)&qmysql_real_connect, "mysql_real_connect"},
{(void*)&qmysql_real_escape_string, "mysql_real_escape_string"},
{(void*)&qmysql_thread_end, "mysql_thread_end"},
{(void*)&qmysql_thread_init, "mysql_thread_init"},
{(void*)&qmysql_thread_safe, "mysql_thread_safe"},
{NULL}
};
dllhandle_t *mysqlhandle;
#endif
#ifdef USE_SQLITE
#include "sqlite3.h"
SQLITE_API int (QDECL *qsqlite3_open)(const char *zFilename, sqlite3 **ppDb);
SQLITE_API const char *(QDECL *qsqlite3_libversion)(void);
SQLITE_API int (QDECL *qsqlite3_set_authorizer)(sqlite3*, int (QDECL *xAuth)(void*,int,const char*,const char*,const char*,const char*), void *pUserData);
SQLITE_API int (QDECL *qsqlite3_enable_load_extension)(sqlite3 *db, int onoff);
SQLITE_API const char *(QDECL *qsqlite3_errmsg)(sqlite3 *db);
SQLITE_API int (QDECL *qsqlite3_close)(sqlite3 *db);
SQLITE_API int (QDECL *qsqlite3_prepare)(sqlite3 *db, const char *zSql, int nBytes, sqlite3_stmt **ppStmt, const char **pzTail);
SQLITE_API int (QDECL *qsqlite3_column_count)(sqlite3_stmt *pStmt);
SQLITE_API const char *(QDECL *qsqlite3_column_name)(sqlite3_stmt *pStmt, int N);
SQLITE_API int (QDECL *qsqlite3_step)(sqlite3_stmt *pStmt);
SQLITE_API const unsigned char *(QDECL *qsqlite3_column_text)(sqlite3_stmt *pStmt, int i);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
SQLITE_API int (QDECL *qsqlite3_column_bytes)(sqlite3_stmt*, int iCol);
SQLITE_API int (QDECL *qsqlite3_finalize)(sqlite3_stmt *pStmt);
static dllfunction_t sqlitefuncs[] =
{
{(void*)&qsqlite3_open, "sqlite3_open"}, /* written as a define alias in mysql.h */
{(void*)&qsqlite3_libversion, "sqlite3_libversion"}, /* written as a define alias in mysql.h */
{(void*)&qsqlite3_set_authorizer, "sqlite3_set_authorizer"},
{(void*)&qsqlite3_enable_load_extension, "sqlite3_enable_load_extension"},
{(void*)&qsqlite3_errmsg, "sqlite3_errmsg"},
{(void*)&qsqlite3_close, "sqlite3_close"},
{(void*)&qsqlite3_prepare, "sqlite3_prepare"},
{(void*)&qsqlite3_column_count, "sqlite3_column_count"},
{(void*)&qsqlite3_column_name, "sqlite3_column_name"},
{(void*)&qsqlite3_step, "sqlite3_step"},
{(void*)&qsqlite3_column_text, "sqlite3_column_text"},
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
{(void*)&qsqlite3_column_bytes, "sqlite3_column_bytes"},
{(void*)&qsqlite3_finalize, "sqlite3_finalize"},
{NULL}
};
dllhandle_t *sqlitehandle;
#endif
cvar_t sql_driver = CVARF("sv_sql_driver", "", CVAR_NOUNSAFEEXPAND);
cvar_t sql_host = CVARF("sv_sql_host", "127.0.0.1", CVAR_NOUNSAFEEXPAND);
cvar_t sql_username = CVARF("sv_sql_username", "", CVAR_NOUNSAFEEXPAND);
cvar_t sql_password = CVARF("sv_sql_password", "", CVAR_NOUNSAFEEXPAND);
cvar_t sql_defaultdb = CVARF("sv_sql_defaultdb", "", CVAR_NOUNSAFEEXPAND);
void SQL_PushResult(sqlserver_t *server, queryresult_t *qres)
{
Sys_LockMutex(server->resultlock);
qres->next = NULL;
if (!server->resultslast)
server->results = server->resultslast = qres;
else
server->resultslast = server->resultslast->next = qres;
Sys_UnlockMutex(server->resultlock);
}
queryresult_t *SQL_PullResult(sqlserver_t *server)
{
queryresult_t *qres;
Sys_LockMutex(server->resultlock);
qres = server->results;
if (qres)
{
server->results = qres->next;
if (!server->results)
server->resultslast = NULL;
}
Sys_UnlockMutex(server->resultlock);
return qres;
}
//called by main thread
void SQL_PushRequest(sqlserver_t *server, queryrequest_t *qreq)
{
qreq->state = SR_PENDING;
Sys_LockConditional(server->requestcondv);
qreq->nextqueue = NULL;
if (!server->requestslast)
server->requestqueue = server->requestslast = qreq;
else
server->requestslast = server->requestslast->nextqueue = qreq;
Sys_UnlockConditional(server->requestcondv);
}
//called by sql worker thread
queryrequest_t *SQL_PullRequest(sqlserver_t *server, qboolean lock)
{
queryrequest_t *qreq;
if (lock)
Sys_LockConditional(server->requestcondv);
qreq = server->requestqueue;
if (qreq)
{
server->requestqueue = qreq->nextqueue;
if (!server->requestqueue)
server->requestslast = NULL;
}
Sys_UnlockConditional(server->requestcondv);
return qreq;
}
struct
{
void *owner;
sqlserver_t *handle;
} *sqlservers;
static int sqlservercount;
static int sqlavailable;
static int sqlinited;
#ifdef USE_SQLITE
//this is to try to sandbox sqlite so it can only edit the file its originally opened with.
int QDECL mysqlite_authorizer(void *ctx, int action, const char *detail0, const char *detail1, const char *detail2, const char *detail3)
{
if (action == SQLITE_PRAGMA)
{
Sys_Printf("SQL: Rejecting pragma \"%s\"\n", detail0);
return SQLITE_DENY;
}
if (action == SQLITE_ATTACH)
{
Sys_Printf("SQL: Rejecting attach to \"%s\"\n", detail0);
return SQLITE_DENY;
}
return SQLITE_OK;
}
#endif
int sql_serverworker(void *sref)
{
sqlserver_t *server = (sqlserver_t *)sref;
const char *error = NULL;
int i;
qboolean needlock = false;
qboolean allokay = true;
#ifdef USE_MYSQL
int tinit = -1;
#endif
switch(server->driver)
{
#ifdef USE_MYSQL
case SQLDRV_MYSQL:
{
my_bool reconnect = 1;
if (!qmysql_thread_init)
error = "MYSQL library not available";
else if (tinit = qmysql_thread_init())
error = "MYSQL thread init failed";
else if (!(server->mysql = qmysql_init(NULL)))
error = "MYSQL init failed";
else if (qmysql_options(server->mysql, MYSQL_OPT_RECONNECT, &reconnect))
error = "MYSQL reconnect options set failed";
else
{
int port = 0;
char *colon;
colon = strchr(server->connectparams[0], ':');
if (colon)
{
*colon = '\0';
port = atoi(colon + 1);
}
if (!(server->mysql = qmysql_real_connect(server->mysql, server->connectparams[0], server->connectparams[1], server->connectparams[2], server->connectparams[3], port, 0, 0)))
error = "MYSQL initial connect attempt failed";
if (colon)
*colon = ':';
}
}
break;
#endif
#ifdef USE_SQLITE
case SQLDRV_SQLITE:
if (qsqlite3_open(server->connectparams[3], &server->sqlite))
{
error = qsqlite3_errmsg(server->sqlite);
}
else
{
//disable extension loading, set up an authorizer hook.
qsqlite3_enable_load_extension(server->sqlite, false);
qsqlite3_set_authorizer(server->sqlite, mysqlite_authorizer, server);
}
break;
#endif
default:
error = "That driver is not enabled in this build.";
break;
}
if (error)
allokay = false;
while (allokay)
{
Sys_LockConditional(server->requestcondv);
if (!server->requestqueue) // this is needed for thread startup and to catch any "lost" changes
Sys_ConditionWait(server->requestcondv);
needlock = false; // so we don't try to relock first round
while (1)
{
queryrequest_t *qreq = NULL;
queryresult_t *qres;
int columns = -1;
if (!(qreq = SQL_PullRequest(server, needlock)))
{
if (!server->active)
allokay = false;
break;
}
// pullrequest makes sure our condition is unlocked but we'll need
// a lock next round
needlock = true;
switch(server->driver)
{
default:
error = "Bad database driver";
allokay = false;
break;
#ifdef USE_MYSQL
case SQLDRV_MYSQL:
{
void *res = NULL;
int qesize = 0;
int rows = -1;
const char *qerror = NULL;
// perform the query and fill out the result structure
if (qmysql_query(server->mysql, qreq->query))
qerror = qmysql_error(server->mysql);
else // query succeeded
{
res = qmysql_store_result(server->mysql);
if (res) // result set returned
{
rows = qmysql_num_rows(res);
columns = qmysql_num_fields(res);
}
else if (qmysql_field_count(server->mysql) == 0) // no result set
{
rows = qmysql_affected_rows(server->mysql);
if (rows < 0)
rows = 0;
columns = 0;
}
else // error
qerror = qmysql_error(server->mysql);
}
if (qerror)
qesize = Q_strlen(qerror);
qres = (queryresult_t *)ZF_Malloc(sizeof(queryresult_t) + qesize);
if (qres)
{
if (qerror)
Q_strncpyz(qres->error, qerror, qesize);
qres->result = res;
qres->rows = rows;
qres->columns = columns;
qres->request = qreq;
qres->eof = true; // store result has no more rows to read afterwards
SQL_PushResult(server, qres);
}
else // we're screwed here so bomb out
{
server->active = false;
error = "MALLOC ERROR! Unable to allocate query result!";
break;
}
}
break;
#endif
#ifdef USE_SQLITE
case SQLDRV_SQLITE:
{
int rc;
sqlite3_stmt *pStmt;
const char *trailingstring;
char *statementstring = qreq->query;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
sqliteresult_t *mat;
int rowspace;
int totalrows = 0;
qboolean keeplooping = true;
// Sys_Printf("processing %s\n", statementstring);
// qsqlite3_mutex_enter(server->sqlite->mutex);
// while(*statementstring)
// {
if (qsqlite3_prepare(server->sqlite, statementstring, -1, &pStmt, &trailingstring) == SQLITE_OK)
{ //sql statement is valid, apparently.
columns = qsqlite3_column_count(pStmt);
rc = qsqlite3_step(pStmt);
while(keeplooping)
{
rowspace = 65;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
qres = (queryresult_t *)ZF_Malloc(sizeof(queryresult_t) + columns * sizeof(sqliteresult_t) * rowspace);
mat = (sqliteresult_t*)(qres + 1);
if (qres)
{
qres->result = mat;
qres->rows = 0;
qres->columns = columns;
qres->request = qreq;
qres->firstrow = totalrows;
qres->eof = false;
qreq->nextqueue = NULL;
//headers technically take a row.
for (i = 0; i < columns; i++)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
mat[i].ptr = strdup(qsqlite3_column_name(pStmt, i));
mat[i].len = 0;
}
rowspace--;
mat += columns;
while(1)
{
if (rc == SQLITE_ROW)
{
if (!rowspace)
break;
//generate the row info
for (i = 0; i < columns; i++)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
{
const char *data = qsqlite3_column_text(pStmt, i);
mat[i].len = qsqlite3_column_bytes(pStmt, i);
mat[i].ptr = malloc(mat[i].len+1);
memcpy(mat[i].ptr, data, mat[i].len);
mat[i].ptr[mat[i].len] = 0; //make sure blobs are null terminated, in case someone reads them as a string.
}
qres->rows++;
totalrows++;
rowspace--;
mat += columns;
}
else if (rc == SQLITE_DONE)
{
//no more data to get.
keeplooping = false;
qres->eof = true; //this one was the ender.
break;
}
else
{
Sys_Printf("sqlite error code %i: %s\n", rc, statementstring);
keeplooping = false;
qres->eof = true; //this one was the ender.
if (!qres->columns)
qres->columns = -1;
break;
}
rc = qsqlite3_step(pStmt);
}
}
else
keeplooping = false;
SQL_PushResult(server, qres);
}
qsqlite3_finalize(pStmt);
}
else
{
qres = (queryresult_t *)ZF_Malloc(sizeof(queryresult_t) + 18 + strlen(statementstring));
if (qres)
{
strcpy(qres->error, "Bad SQL statement ");
strcpy(qres->error+18, statementstring);
qres->result = NULL;
qres->rows = 0;
qres->columns = -1;
qres->firstrow = totalrows;
qres->request = qreq;
qres->eof = true;
qreq->nextqueue = NULL;
SQL_PushResult(server, qres);
}
break;
}
// statementstring = trailingstring;
// }
// qsqlite3_mutex_leave(server->sqlite->mutex);
}
break;
#endif
}
}
}
server->active = false;
switch(server->driver)
{
#ifdef USE_MYSQL
case SQLDRV_MYSQL:
if (server->mysql)
qmysql_close(server->mysql);
break;
#endif
#ifdef USE_SQLITE
case SQLDRV_SQLITE:
qsqlite3_close(server->sqlite);
server->sqlite = NULL;
break;
#endif
default:
break;
}
// if we have a server error we still need to put it on the queue
if (error)
{
int esize = Q_strlen(error);
queryresult_t *qres = (queryresult_t *)Z_Malloc(sizeof(queryresult_t) + esize);
if (qres)
{ // hopefully the qmysql_close gained us some memory otherwise we're pretty screwed
qres->rows = qres->columns = -1;
Q_strncpyz(qres->error, error, esize);
SQL_PushResult(server, qres);
}
}
#ifdef USE_MYSQL
if (!tinit)
qmysql_thread_end();
#endif
server->terminated = true;
return 0;
}
sqlserver_t *SQL_GetServer (void *owner, int serveridx, qboolean inactives)
{
if (serveridx < 0 || serveridx >= sqlservercount)
return NULL;
if (owner && sqlservers[serveridx].owner != owner)
return NULL;
if (!sqlservers[serveridx].handle)
return NULL;
if (!inactives && sqlservers[serveridx].handle->active == false)
return NULL;
return sqlservers[serveridx].handle;
}
queryrequest_t *SQL_GetQueryRequest (sqlserver_t *server, int queryidx)
{
queryrequest_t *qreq;
for (qreq = server->requests; qreq; qreq = qreq->nextreq)
{
if (qreq->num == queryidx)
return qreq;
}
return NULL;
}
queryresult_t *SQL_GetQueryResult (sqlserver_t *server, int queryidx, int row)
{
queryresult_t *qres;
queryrequest_t *qreq;
qreq = SQL_GetQueryRequest(server, queryidx);
for (qres = qreq->results; qres; qres = qres->next)
if (qres->request && qres->request->num == queryidx && (row >= qres->firstrow || (row == -1 && !qres->firstrow)) && row < qres->firstrow + qres->rows)
return qres;
return NULL;
}
static void SQL_DeallocResult(sqlserver_t *server, queryresult_t *qres)
{
// deallocate current result
switch(server->driver)
{
default:
break;
#ifdef USE_MYSQL
case SQLDRV_MYSQL:
if (qres->result)
qmysql_free_result(qres->result);
break;
#endif
#ifdef USE_SQLITE
case SQLDRV_SQLITE:
if (qres->result)
{
sqliteresult_t *mat = qres->result;
int i;
for (i = 0; i < qres->columns * (qres->rows+1); i++)
free(mat[i].ptr);
}
break;
#endif
}
Z_Free(qres);
}
static void SQL_CloseRequestResult(sqlserver_t *server, queryresult_t *qres)
{
queryresult_t *prev, *cur;
prev = qres->request->results;
if (prev == qres)
{
qres->request->results = prev->next;
SQL_DeallocResult(server, prev);
return;
}
for (cur = prev->next; cur; prev = cur, cur = prev->next)
{
if (cur == qres)
{
prev = cur->next;
SQL_DeallocResult(server, cur);
return;
}
}
}
//MT only. flush a result without discarding the request. will result in gaps.
void SQL_CloseResult(sqlserver_t *server, queryresult_t *qres)
{
if (!qres)
return;
/* if (qres == server->currentresult)
{
SQL_DeallocResult(server, server->currentresult);
server->currentresult = NULL;
return;
}
*/
// else we have a persistant query
SQL_CloseRequestResult(server, qres);
}
//MT only. releases the request.
void SQL_CloseRequest(sqlserver_t *server, queryrequest_t *qreq, qboolean force)
{
while(qreq->results)
{
SQL_CloseResult(server, qreq->results);
}
//if the worker thread is still active with it for whatever reason, flag it as aborted but keep it otherwise valid. actually close it later on when we get the results back.
if (qreq->state != SR_FINISHED && qreq->state != SR_NEW && !force)
qreq->state = SR_ABORTED;
else
{
queryrequest_t *prev, *cur;
//unlink and free it now that its complete.
prev = server->requests;
if (prev == qreq)
server->requests = prev->nextreq;
else
{
for (cur = prev->nextreq; cur; prev = cur, cur = prev->nextreq)
{
if (cur == qreq)
{
prev->nextreq = cur->nextreq;
break;
}
}
}
Z_Free(qreq);
}
}
void SQL_CloseAllRequests(sqlserver_t *server)
{
queryresult_t *oldqres, *qres;
//we assume lock is either held or the thread has already died. this function isn't (worker)thread safe.
// close pending results
qres = server->results;
while (qres)
{
oldqres = qres;
qres = qres->next;
SQL_DeallocResult(server, oldqres);
}
//now terminate all the requests
while(server->requests)
{
SQL_CloseRequest(server, server->requests, true);
}
// close server result
if (server->serverresult)
{
SQL_DeallocResult(server, server->serverresult);
server->serverresult = NULL;
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
char *SQL_ReadField (sqlserver_t *server, queryresult_t *qres, int row, int col, qboolean fields, size_t *resultsize)
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
if (resultsize)
*resultsize = 0;
if (!qres->result)
return NULL;
else
{ // store_result query
row -= qres->firstrow;
if (qres->rows < row || qres->columns < col || col < 0)
return NULL;
if (row < 0)
{ // fetch field name
if (fields) // but only if we asked for them
{
switch(server->driver)
{
#ifdef USE_MYSQL
case SQLDRV_MYSQL:
{
MYSQL_FIELD *field = qmysql_fetch_field_direct(qres->result, col);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
if (resultsize)
*resultsize = 0;
if (!field)
return NULL;
else
return field->name;
}
#endif
#ifdef USE_SQLITE
case SQLDRV_SQLITE:
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
sqliteresult_t *mat = qres->result;
if (mat)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
{
if (resultsize)
*resultsize = mat[col].len;
return mat[col].ptr;
}
}
return NULL;
#endif
default:
return NULL;
}
}
else
return NULL;
}
else
{ // fetch data
switch(server->driver)
{
#ifdef USE_MYSQL
case SQLDRV_MYSQL:
{
MYSQL_ROW sqlrow;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
unsigned long *lengths;
qmysql_data_seek(qres->result, row);
sqlrow = qmysql_fetch_row(qres->result);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
lengths = qmysql_fetch_lengths(qres->result);
if (resultsize)
*resultsize = lengths?lengths[col]:0;
if (!sqlrow || !sqlrow[col])
return NULL;
else
return sqlrow[col];
}
#endif
#ifdef USE_SQLITE
case SQLDRV_SQLITE:
{
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
sqliteresult_t *mat = qres->result;
col += qres->columns * (row+1);
if (mat)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
{
if (resultsize)
*resultsize = mat[col].len;
return mat[col].ptr;
}
}
return NULL;
#endif
default:
return NULL;
}
}
}
}
void SQL_CleanupServer(sqlserver_t *server)
{
int i;
queryrequest_t *qreq, *oldqreq;
server->active = false; // set thread to kill itself
if (server->requestcondv)
Sys_ConditionBroadcast(server->requestcondv); // force condition check
if (server->thread)
Sys_WaitOnThread(server->thread); // wait on thread to die
// server resource deallocation (TODO: should this be done in the thread itself?)
if (server->requestcondv)
Sys_DestroyConditional(server->requestcondv);
if (server->resultlock)
Sys_DestroyMutex(server->resultlock);
// close orphaned requests
qreq = server->requestqueue;
while (qreq)
{
oldqreq = qreq;
qreq = qreq->nextqueue;
Z_Free(oldqreq);
}
SQL_CloseAllRequests(server);
for (i = SQL_CONNECT_STRUCTPARAMS; i < SQL_CONNECT_PARAMS; i++)
Z_Free(server->connectparams[i]);
if (server->connectparams)
BZ_Free(server->connectparams);
Z_Free(server);
}
int SQL_NewServer(void *owner, const char *driver, const char **paramstr)
{
sqlserver_t *server;
int serverref;
int drvchoice;
int paramsize[SQL_CONNECT_PARAMS];
char nativepath[MAX_OSPATH];
int i, tsize;
//name matches
if (Q_strcasecmp(driver, "mysql") == 0)
drvchoice = SQLDRV_MYSQL;
else if (Q_strcasecmp(driver, "sqlite") == 0)
drvchoice = SQLDRV_SQLITE;
else if (!*driver && (sqlavailable & (1u<<SQLDRV_SQLITE)))
drvchoice = SQLDRV_SQLITE;
else if (!*driver && (sqlavailable & (1u<<SQLDRV_MYSQL)))
drvchoice = SQLDRV_MYSQL;
else // invalid driver choice so we bomb out
return -1;
if (!SQL_Available()) //also makes sure the drivers are actually loaded.
return -1;
if (!(sqlavailable & (1u<<drvchoice)))
return -1;
if (drvchoice == SQLDRV_SQLITE)
{
//sqlite can be sandboxed.
//explicitly allow 'temp' and 'memory' databases
if (*paramstr[3] && strcmp(paramstr[3], ":memory:"))
{
//anything else is sandboxed into a subdir/database.
char *qname = va("sqlite/%s.db", paramstr[3]);
if (!FS_NativePath(qname, FS_GAMEONLY, nativepath, sizeof(nativepath)))
return -1;
paramstr[3] = nativepath;
FS_CreatePath(qname, FS_GAMEONLY);
}
}
for (i = 0; i < SQL_CONNECT_PARAMS; i++)
paramsize[i] = Q_strlen(paramstr[i]);
// alloc or realloc sql servers array
if (sqlservers == NULL)
{
serverref = 0;
sqlservercount = 1;
sqlservers = BZ_Malloc(sizeof(*sqlservers));
}
else
{
serverref = sqlservercount;
sqlservercount++;
sqlservers = BZ_Realloc(sqlservers, sizeof(*sqlservers) * sqlservercount);
}
// assemble server structure
tsize = 0;
for (i = 0; i < SQL_CONNECT_STRUCTPARAMS; i++)
tsize += paramsize[i] + 1; // allocate extra space for host and user only
server = (sqlserver_t *)Z_Malloc(sizeof(sqlserver_t) + tsize);
server->connectparams = (char **)BZ_Malloc(sizeof(char *) * SQL_CONNECT_PARAMS);
tsize = 0;
for (i = 0; i < SQL_CONNECT_STRUCTPARAMS; i++)
{
server->connectparams[i] = ((char *)(server + 1)) + tsize;
Q_strncpyz(server->connectparams[i], paramstr[i], paramsize[i]);
// string should be null-terminated due to Z_Malloc
tsize += paramsize[i] + 1;
}
for (i = SQL_CONNECT_STRUCTPARAMS; i < SQL_CONNECT_PARAMS; i++)
{
server->connectparams[i] = (char *)Z_Malloc(sizeof(char) * (paramsize[i] + 1));
Q_strncpyz(server->connectparams[i], paramstr[i], paramsize[i]);
// string should be null-terminated due to Z_Malloc
}
sqlservers[serverref].owner = owner;
sqlservers[serverref].handle = server;
server->driver = (sqldrv_t)drvchoice;
server->querynum = 1;
server->active = true;
server->requestcondv = Sys_CreateConditional();
server->resultlock = Sys_CreateMutex();
if (!server->requestcondv || !server->resultlock)
{
if (server->requestcondv)
Sys_DestroyConditional(server->requestcondv);
if (server->resultlock)
Sys_DestroyMutex(server->resultlock);
Z_Free(server);
sqlservercount--;
return -1;
}
server->thread = Sys_CreateThread("sqlworker", sql_serverworker, (void *)server, THREADP_NORMAL, 1024);
if (!server->thread)
{
Z_Free(server);
sqlservercount--;
return -1;
}
return serverref;
}
int SQL_NewQuery(sqlserver_t *server, qboolean (*callback)(queryrequest_t *req, int firstrow, int numrows, int numcols, qboolean eof), const char *str, queryrequest_t **reqout)
{
int qsize = Q_strlen(str);
queryrequest_t *qreq;
int querynum;
qreq = (queryrequest_t *)ZF_Malloc(sizeof(queryrequest_t) + qsize);
if (qreq)
{
qreq->state = SR_NEW;
querynum = qreq->num = server->querynum;
// prevent the reference num from getting too big to prevent FP problems
while(1)
{
if (++server->querynum > (1<<21))
server->querynum = 1;
if (!SQL_GetQueryRequest(server, server->querynum))
break;
}
qreq->callback = callback;
Q_strncpyz(qreq->query, str, qsize);
qreq->nextreq = server->requests;
server->requests = qreq;
SQL_PushRequest(server, qreq);
Sys_ConditionSignal(server->requestcondv);
if (reqout)
*reqout = qreq;
return querynum;
}
if (reqout)
*reqout = NULL;
return -1;
}
void SQL_Disconnect(sqlserver_t *server)
{
server->active = false;
// force the threads to reiterate requests and hopefully terminate
Sys_ConditionBroadcast(server->requestcondv);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
void SQL_Escape(sqlserver_t *server, const char *src, char *dst, int dstlen)
{
switch (server->driver)
{
#ifdef USE_MYSQL
case SQLDRV_MYSQL:
{
int srclen = strlen(dst);
if (srclen > (dstlen / 2 - 1))
dst[0] = '\0';
else
qmysql_real_escape_string(server->mysql, dst, src, srclen);
}
break;
#endif
#ifdef USE_SQLITE
case SQLDRV_SQLITE:
{
dstlen--;
while (dstlen > 2 && *src)
{
if (*src == '\'')
{
*dst++ = *src;
dstlen--;
}
*dst++ = *src++;
dstlen--;
}
*dst = '\0';
}
break;
#endif
default:
dst[0] = '\0';
}
}
const char *SQL_Info(sqlserver_t *server)
{
switch (server->driver)
{
#ifdef USE_MYSQL
case SQLDRV_MYSQL:
if (qmysql_get_client_info)
return va("mysql: %s", qmysql_get_client_info());
else
return "ERROR: mysql library not loaded";
break;
#endif
#ifdef USE_SQLITE
case SQLDRV_SQLITE:
if (qsqlite3_libversion)
return va("sqlite: %s", qsqlite3_libversion());
else
return "ERROR: sqlite library not loaded";
#endif
default:
return "unknown";
}
}
qboolean SQL_Available(void)
{
if (!sqlinited)
{
sqlinited = true;
#ifdef USE_MYSQL
//mysql pokes network etc. there's no sandbox. people can use quake clients to pry upon private databases.
if (COM_CheckParm("-mysql"))
if (SQL_MYSQLInit())
sqlavailable |= 1u<<SQLDRV_MYSQL;
#endif
#ifdef USE_SQLITE
//our sqlite implementation is sandboxed. we block database attachments, and restrict the master database name.
#ifdef _WIN32
sqlitehandle = Sys_LoadLibrary("sqlite3", sqlitefuncs);
#else
sqlitehandle = Sys_LoadLibrary("libsqlite3.so.0", sqlitefuncs); //at least on debian.
#endif
if (sqlitehandle)
{
sqlavailable |= 1u<<SQLDRV_SQLITE;
}
#endif
}
return !!sqlavailable;
}
/* SQL related commands */
void SQL_Status_f(void)
{
int i;
char *stat;
SQL_Available(); //also ensures any drivers are loaded.
#ifdef USE_MYSQL
if (!COM_CheckParm("-mysql"))
Con_Printf("mysql: %s\n", "requires -mysql cmdline argument");
else
Con_Printf("mysql: %s\n", (sqlavailable&(1u<<SQLDRV_MYSQL))?"loaded":"unavailable");
#else
Con_Printf("mysql: %s\n", "disabled at compile time");
#endif
#ifdef USE_SQLITE
Con_Printf("sqlite: %s\n", (sqlavailable&(1u<<SQLDRV_SQLITE))?"loaded":"unavailable");
#else
Con_Printf("sqlite: %s\n", "disabled at compile time");
#endif
Con_Printf("%i connections\n", sqlservercount);
for (i = 0; i < sqlservercount; i++)
{
int reqnum = 0;
int resnum = 0;
queryrequest_t *qreq;
queryresult_t *qres;
sqlserver_t *server = sqlservers[i].handle;
if (!server)
continue;
Sys_LockMutex(server->resultlock);
Sys_LockConditional(server->requestcondv);
for (qreq = server->requests; qreq; qreq = qreq->nextreq)
reqnum++;
for (qres = server->results; qres; qres = qres->next)
resnum++;
switch(server->driver)
{
case SQLDRV_MYSQL:
Con_Printf("#%i %s@%s: %s\n",
i,
server->connectparams[1],
server->connectparams[0],
server->active ? "active" : "inactive");
break;
case SQLDRV_SQLITE:
Con_Printf("#%i %s: %s\n",
i,
server->connectparams[3],
server->active ? "active" : "inactive");
break;
default:
Con_Printf("Bad driver\n");
break;
}
if (reqnum)
{
Con_Printf ("- %i requests\n", reqnum);
for (qreq = server->requests; qreq; qreq = qreq->nextqueue)
{
switch (qreq->state)
{
case SR_NEW: stat = "new"; break;
case SR_PENDING: stat = "pending"; break;
case SR_PARTIAL: stat = "partial"; break;
case SR_FINISHED: stat = "finished"; break;
case SR_ABORTED: stat = "aborted"; break;
default: stat = "???"; break;
}
Con_Printf (" query #%i (%s): %s\n",
qreq->num,
stat,
qreq->query);
// TODO: function lookup?
}
}
if (resnum)
{
Con_Printf ("- %i pending results\n", resnum);
for (qres = server->results; qres; qres = qres->next)
{
Con_Printf (" * %i rows, %i columns",
qres->rows,
qres->columns);
if (qres->error[0])
Con_Printf(", error %s\n", qres->error);
else
Con_Printf("\n");
// TODO: request info?
}
}
if (server->serverresult)
Con_Printf ("server result: error %s\n", server->serverresult->error);
// TODO: list all requests, results here
Sys_UnlockMutex(server->resultlock);
Sys_UnlockConditional(server->requestcondv);
}
}
void SQL_Kill_f (void)
{
sqlserver_t *server;
if (Cmd_Argc() < 2)
{
Con_Printf ("Syntax: %s serverid\n", Cmd_Argv(0));
return;
}
server = SQL_GetServer(NULL, atoi(Cmd_Argv(1)), false);
if (server)
{
server->active = false;
Sys_ConditionBroadcast(server->requestcondv);
return;
}
}
void SQL_Killall_f (void)
{
SQL_KillServers(NULL);
}
void SQL_ServerCycle (void)
{
int i;
for (i = 0; i < sqlservercount; i++)
{
sqlserver_t *server = sqlservers[i].handle;
queryresult_t *qres;
queryrequest_t *qreq;
if (!server)
continue;
while ((qres = SQL_PullResult(server)))
{
qreq = qres->request;
qres->next = NULL;
if (qreq && qreq->callback)
{
qboolean persist;
//save it for later.
qres->next = qreq->results;
qreq->results = qres;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
if (developer.ival)
if (*qres->error)
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 01:55:06 -07:00
Con_Printf("%s\n", qres->error);
if (qreq->state == SR_ABORTED)
{
persist = false;
if (qres->eof)
SQL_CloseRequest(server, qreq, true);
}
else
{
if (qreq->state == SR_FINISHED)
Sys_Error("SQL: Results after finished!\n");
if (qreq->state == SR_PENDING)
qreq->state = SR_PARTIAL;
if (qres->eof)
qreq->state = SR_FINISHED;
persist = qreq->callback(qreq, qres->firstrow, qres->rows, qres->columns, qres->eof);
}
if (!persist)
{
SQL_CloseResult(server, qres);
if (qreq->state == SR_FINISHED)
SQL_CloseRequest(server, qreq, false);
}
}
else // error or server-only result
{
if (server->serverresult)
SQL_CloseResult(server, server->serverresult);
server->serverresult = qres;
}
}
if (server->terminated)
{
sqlservers[i].handle = NULL;
SQL_CleanupServer(server);
continue;
}
}
}
#ifdef USE_MYSQL
qboolean SQL_MYSQLInit(void)
{
if ((mysqlhandle = Sys_LoadLibrary("libmysql", mysqlfuncs)))
{
if (qmysql_thread_safe())
{
if (!qmysql_library_init(0, NULL, NULL))
{
Con_Printf("MYSQL backend loaded\n");
return true;
}
else
Con_Printf("MYSQL library init failed!\n");
}
else
Con_Printf("MYSQL client is not thread safe!\n");
Sys_CloseLibrary(mysqlhandle);
}
else
{
Con_Printf("mysql client didn't load\n");
}
return false;
}
#endif
void SQL_Init(void)
{
sqlavailable = 0;
Cmd_AddCommand ("sqlstatus", SQL_Status_f);
Cmd_AddCommand ("sqlkill", SQL_Kill_f);
Cmd_AddCommand ("sqlkillall", SQL_Killall_f);
Cvar_Register(&sql_driver, SQLCVAROPTIONS);
Cvar_Register(&sql_host, SQLCVAROPTIONS);
Cvar_Register(&sql_username, SQLCVAROPTIONS);
Cvar_Register(&sql_password, SQLCVAROPTIONS);
Cvar_Register(&sql_defaultdb, SQLCVAROPTIONS);
}
void SQL_KillServers(void *owner)
{
int i;
for (i = sqlservercount; i-- > 0; )
{
if (!owner || sqlservers[i].owner == owner)
{
sqlserver_t *server = sqlservers[i].handle;
sqlservers[i].handle = NULL;
sqlservers[i].owner = NULL;
if (server)
SQL_CleanupServer(server);
if (sqlservercount == i+1)
sqlservercount--;
}
}
if (!sqlservercount)
{
if (sqlservers)
Z_Free(sqlservers);
sqlservers = NULL;
}
}
void SQL_DeInit(void)
{
sqlavailable = 0;
SQL_KillServers(NULL);
sqlinited = false;
#ifdef USE_MYSQL
if (qmysql_library_end)
qmysql_library_end();
if (mysqlhandle)
Sys_CloseLibrary(mysqlhandle);
#endif
#ifdef USE_SQLITE
if (sqlitehandle)
Sys_CloseLibrary(sqlitehandle);
#endif
}
#endif