本文整理汇总了C++中DBTransaction::begin方法的典型用法代码示例。如果您正苦于以下问题:C++ DBTransaction::begin方法的具体用法?C++ DBTransaction::begin怎么用?C++ DBTransaction::begin使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类DBTransaction
的用法示例。
在下文中一共展示了DBTransaction::begin方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: saveMap
bool IOMapSerialize::saveMap()
{
int64_t start = OTSYS_TIME();
Database* db = Database::getInstance();
std::ostringstream query;
//Start the transaction
DBTransaction transaction;
if (!transaction.begin()) {
return false;
}
//clear old tile data
if (!db->executeQuery("DELETE FROM `tile_store`")) {
return false;
}
DBInsert stmt;
stmt.setQuery("INSERT INTO `tile_store` (`house_id`, `data`) VALUES ");
PropWriteStream stream;
for (const auto& it : Houses::getInstance().getHouses()) {
//save house items
House* house = it.second;
for (HouseTile* tile : house->getTiles()) {
saveTile(stream, tile);
size_t attributesSize;
const char* attributes = stream.getStream(attributesSize);
if (attributesSize > 0) {
query << house->getId() << ',' << db->escapeBlob(attributes, attributesSize);
if (!stmt.addRow(query)) {
return false;
}
}
stream.clear();
}
}
if (!stmt.execute()) {
return false;
}
//End the transaction
bool success = transaction.commit();
std::cout << "> Saved house items in: " <<
(OTSYS_TIME() - start) / (1000.) << " s" << std::endl;
return success;
}
示例2: savePlayer
//.........这里部分代码省略.........
skull = SKULL_BLACK;
}
query << "`skull` = " << static_cast<uint32_t>(skull) << ',';
}
query << "`lastlogout` = " << player->getLastLogout() << ',';
query << "`balance` = " << player->bankBalance << ',';
query << "`offlinetraining_time` = " << player->getOfflineTrainingTime() / 1000 << ',';
query << "`offlinetraining_skill` = " << player->getOfflineTrainingSkill() << ',';
query << "`stamina` = " << player->getStaminaMinutes() << ',';
query << "`skill_fist` = " << player->skills[SKILL_FIST].level << ',';
query << "`skill_fist_tries` = " << player->skills[SKILL_FIST].tries << ',';
query << "`skill_club` = " << player->skills[SKILL_CLUB].level << ',';
query << "`skill_club_tries` = " << player->skills[SKILL_CLUB].tries << ',';
query << "`skill_sword` = " << player->skills[SKILL_SWORD].level << ',';
query << "`skill_sword_tries` = " << player->skills[SKILL_SWORD].tries << ',';
query << "`skill_axe` = " << player->skills[SKILL_AXE].level << ',';
query << "`skill_axe_tries` = " << player->skills[SKILL_AXE].tries << ',';
query << "`skill_dist` = " << player->skills[SKILL_DISTANCE].level << ',';
query << "`skill_dist_tries` = " << player->skills[SKILL_DISTANCE].tries << ',';
query << "`skill_shielding` = " << player->skills[SKILL_SHIELD].level << ',';
query << "`skill_shielding_tries` = " << player->skills[SKILL_SHIELD].tries << ',';
query << "`skill_fishing` = " << player->skills[SKILL_FISHING].level << ',';
query << "`skill_fishing_tries` = " << player->skills[SKILL_FISHING].tries << ',';
if (!player->isOffline()) {
query << "`onlinetime` = `onlinetime` + " << (time(nullptr) - player->lastLoginSaved) << ',';
}
query << "`blessings` = " << static_cast<uint32_t>(player->blessings);
query << " WHERE `id` = " << player->getGUID();
DBTransaction transaction;
if (!transaction.begin()) {
return false;
}
if (!db->executeQuery(query.str())) {
return false;
}
// learned spells
query.str("");
query << "DELETE FROM `player_spells` WHERE `player_id` = " << player->getGUID();
if (!db->executeQuery(query.str())) {
return false;
}
query.str("");
DBInsert spellsQuery("INSERT INTO `player_spells` (`player_id`, `name` ) VALUES ");
for (const std::string& spellName : player->learnedInstantSpellList) {
query << player->getGUID() << ',' << db->escapeString(spellName);
if (!spellsQuery.addRow(query)) {
return false;
}
}
if (!spellsQuery.execute()) {
return false;
}
//item saving
query << "DELETE FROM `player_items` WHERE `player_id` = " << player->getGUID();
if (!db->executeQuery(query.str())) {
return false;
示例3: saveHouseInfo
bool IOMapSerialize::saveHouseInfo()
{
Database& db = Database::getInstance();
DBTransaction transaction;
if (!transaction.begin()) {
return false;
}
if (!db.executeQuery("DELETE FROM `house_lists`")) {
return false;
}
std::ostringstream query;
for (const auto& it : g_game.map.houses.getHouses()) {
House* house = it.second;
query << "SELECT `id` FROM `houses` WHERE `id` = " << house->getId();
DBResult_ptr result = db.storeQuery(query.str());
if (result) {
query.str(std::string());
query << "UPDATE `houses` SET `owner` = " << house->getOwner() << ", `paid` = " << house->getPaidUntil() << ", `warnings` = " << house->getPayRentWarnings() << ", `name` = " << db.escapeString(house->getName()) << ", `town_id` = " << house->getTownId() << ", `rent` = " << house->getRent() << ", `size` = " << house->getTiles().size() << ", `beds` = " << house->getBedCount() << " WHERE `id` = " << house->getId();
} else {
query.str(std::string());
query << "INSERT INTO `houses` (`id`, `owner`, `paid`, `warnings`, `name`, `town_id`, `rent`, `size`, `beds`) VALUES (" << house->getId() << ',' << house->getOwner() << ',' << house->getPaidUntil() << ',' << house->getPayRentWarnings() << ',' << db.escapeString(house->getName()) << ',' << house->getTownId() << ',' << house->getRent() << ',' << house->getTiles().size() << ',' << house->getBedCount() << ')';
}
db.executeQuery(query.str());
query.str(std::string());
}
DBInsert stmt("INSERT INTO `house_lists` (`house_id` , `listid` , `list`) VALUES ");
for (const auto& it : g_game.map.houses.getHouses()) {
House* house = it.second;
std::string listText;
if (house->getAccessList(GUEST_LIST, listText) && !listText.empty()) {
query << house->getId() << ',' << GUEST_LIST << ',' << db.escapeString(listText);
if (!stmt.addRow(query)) {
return false;
}
listText.clear();
}
if (house->getAccessList(SUBOWNER_LIST, listText) && !listText.empty()) {
query << house->getId() << ',' << SUBOWNER_LIST << ',' << db.escapeString(listText);
if (!stmt.addRow(query)) {
return false;
}
listText.clear();
}
for (Door* door : house->getDoors()) {
if (door->getAccessList(listText) && !listText.empty()) {
query << house->getId() << ',' << door->getDoorId() << ',' << db.escapeString(listText);
if (!stmt.addRow(query)) {
return false;
}
listText.clear();
}
}
}
if (!stmt.execute()) {
return false;
}
return transaction.commit();
}
示例4: savePlayer
bool IOLoginData::savePlayer(Player* player)
{
if (player->getHealth() <= 0) {
player->changeHealth(1);
}
Database* db = Database::getInstance();
std::ostringstream query;
query << "SELECT `save` FROM `players` WHERE `id` = " << player->getGUID();
DBResult* result = db->storeQuery(query.str());
if (!result) {
return false;
}
if (result->getDataInt("save") == 0) {
db->freeResult(result);
query.str("");
query << "UPDATE `players` SET `lastlogin` = " << player->lastLoginSaved << ", `lastip` = " << player->lastIP << " WHERE `id` = " << player->getGUID();
return db->executeQuery(query.str());
}
db->freeResult(result);
//serialize conditions
PropWriteStream propWriteStream;
for (ConditionList::const_iterator it = player->conditions.begin(); it != player->conditions.end(); ++it) {
Condition* condition = *it;
if (condition->isPersistent()) {
if (!condition->serialize(propWriteStream)) {
return false;
}
propWriteStream.ADD_UCHAR(CONDITIONATTR_END);
}
}
uint32_t conditionsSize = 0;
const char* conditions = propWriteStream.getStream(conditionsSize);
//First, an UPDATE query to write the player itself
query.str("");
query << "UPDATE `players` SET ";
query << "`level` = " << player->level << ", ";
query << "`group_id` = " << player->groupId << ", ";
query << "`vocation` = " << (int32_t)player->getVocationId() << ", ";
query << "`health` = " << player->health << ", ";
query << "`healthmax` = " << player->healthMax << ", ";
query << "`experience` = " << player->experience << ", ";
query << "`lookbody` = " << (int32_t)player->defaultOutfit.lookBody << ", ";
query << "`lookfeet` = " << (int32_t)player->defaultOutfit.lookFeet << ", ";
query << "`lookhead` = " << (int32_t)player->defaultOutfit.lookHead << ", ";
query << "`looklegs` = " << (int32_t)player->defaultOutfit.lookLegs << ", ";
query << "`looktype` = " << (int32_t)player->defaultOutfit.lookType << ", ";
query << "`lookaddons` = " << (int32_t)player->defaultOutfit.lookAddons << ", ";
query << "`maglevel` = " << player->magLevel << ", ";
query << "`mana` = " << player->mana << ", ";
query << "`manamax` = " << player->manaMax << ", ";
query << "`manaspent` = " << player->manaSpent << ", ";
query << "`soul` = " << player->soul << ", ";
query << "`town_id` = " << player->town << ", ";
const Position& loginPosition = player->getLoginPosition();
query << "`posx` = " << loginPosition.x << ", ";
query << "`posy` = " << loginPosition.y << ", ";
query << "`posz` = " << loginPosition.z << ", ";
query << "`cap` = " << player->getCapacity() << ", ";
query << "`sex` = " << player->sex << ", ";
if (player->lastLoginSaved != 0) {
query << "`lastlogin` = " << player->lastLoginSaved << ", ";
}
if (player->lastIP != 0) {
query << "`lastip` = " << player->lastIP << ", ";
}
query << "`conditions` = " << db->escapeBlob(conditions, conditionsSize) << ", ";
if (g_game.getWorldType() != WORLD_TYPE_PVP_ENFORCED) {
int32_t skullTime = 0;
if (player->skullTicks > 0) {
skullTime = time(NULL) + player->skullTicks / 1000;
}
query << "`skulltime` = " << skullTime << ", ";
int32_t skull = 0;
if (player->skull == SKULL_RED) {
skull = SKULL_RED;
} else if (player->skull == SKULL_BLACK) {
skull = SKULL_BLACK;
}
//.........这里部分代码省略.........