本文整理汇总了C++中DatabaseSet类的典型用法代码示例。如果您正苦于以下问题:C++ DatabaseSet类的具体用法?C++ DatabaseSet怎么用?C++ DatabaseSet使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了DatabaseSet类的9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: openDatabaseMapLock
void DatabaseTracker::interruptAllDatabasesForContext(const ScriptExecutionContext* context)
{
Vector<RefPtr<AbstractDatabase> > openDatabases;
{
MutexLocker openDatabaseMapLock(m_openDatabaseMapGuard);
if (!m_openDatabaseMap)
return;
DatabaseNameMap* nameMap = m_openDatabaseMap->get(context->securityOrigin());
if (!nameMap)
return;
DatabaseNameMap::const_iterator dbNameMapEndIt = nameMap->end();
for (DatabaseNameMap::const_iterator dbNameMapIt = nameMap->begin(); dbNameMapIt != dbNameMapEndIt; ++dbNameMapIt) {
DatabaseSet* databaseSet = dbNameMapIt->second;
DatabaseSet::const_iterator dbSetEndIt = databaseSet->end();
for (DatabaseSet::const_iterator dbSetIt = databaseSet->begin(); dbSetIt != dbSetEndIt; ++dbSetIt) {
if ((*dbSetIt)->scriptExecutionContext() == context)
openDatabases.append(*dbSetIt);
}
}
}
Vector<RefPtr<AbstractDatabase> >::const_iterator openDatabasesEndIt = openDatabases.end();
for (Vector<RefPtr<AbstractDatabase> >::const_iterator openDatabasesIt = openDatabases.begin(); openDatabasesIt != openDatabasesEndIt; ++openDatabasesIt)
(*openDatabasesIt)->interrupt();
}
示例2: openDatabaseMapLock
void DatabaseTracker::removeOpenDatabase(Database* database)
{
{
MutexLocker openDatabaseMapLock(m_openDatabaseMapGuard);
String originString = database->getSecurityOrigin()->toRawString();
ASSERT(m_openDatabaseMap);
DatabaseNameMap* nameMap = m_openDatabaseMap->get(originString);
if (!nameMap)
return;
String name(database->stringIdentifier());
DatabaseSet* databaseSet = nameMap->get(name);
if (!databaseSet)
return;
DatabaseSet::iterator found = databaseSet->find(database);
if (found == databaseSet->end())
return;
databaseSet->remove(found);
if (databaseSet->isEmpty()) {
nameMap->remove(name);
delete databaseSet;
if (nameMap->isEmpty()) {
m_openDatabaseMap->remove(originString);
delete nameMap;
}
}
}
databaseClosed(database);
}
示例3: openDatabaseMapLock
void DatabaseTracker::addOpenDatabase(DatabaseBackendBase* database)
{
if (!database)
return;
{
MutexLocker openDatabaseMapLock(m_openDatabaseMapGuard);
if (!m_openDatabaseMap)
m_openDatabaseMap = adoptPtr(new DatabaseOriginMap);
String name(database->stringIdentifier());
DatabaseNameMap* nameMap = m_openDatabaseMap->get(database->securityOrigin());
if (!nameMap) {
nameMap = new DatabaseNameMap;
m_openDatabaseMap->set(database->securityOrigin()->isolatedCopy(), nameMap);
}
DatabaseSet* databaseSet = nameMap->get(name);
if (!databaseSet) {
databaseSet = new DatabaseSet;
nameMap->set(name.isolatedCopy(), databaseSet);
}
databaseSet->add(database);
LOG(StorageAPI, "Added open Database %s (%p)\n", database->stringIdentifier().ascii().data(), database);
}
}
示例4: fullPathForDatabase
// deleteDatabaseFile has to release locks between looking up the list of databases to close and closing them. While this is in progress, the caller
// is responsible for making sure no new databases are opened in the file to be deleted.
bool DatabaseTracker::deleteDatabaseFile(SecurityOrigin* origin, const String& name, DeletionMode deletionMode)
{
String fullPath = fullPathForDatabase(origin, name, false);
if (fullPath.isEmpty())
return true;
#ifndef NDEBUG
{
LockHolder lockDatabase(m_databaseGuard);
ASSERT(isDeletingDatabaseOrOriginFor(origin, name));
}
#endif
Vector<RefPtr<Database>> deletedDatabases;
// Make sure not to hold the any locks when calling
// Database::markAsDeletedAndClose(), since that can cause a deadlock
// during the synchronous DatabaseThread call it triggers.
{
LockHolder openDatabaseMapLock(m_openDatabaseMapGuard);
if (m_openDatabaseMap) {
// There are some open databases, lets check if they are for this origin.
DatabaseNameMap* nameMap = m_openDatabaseMap->get(origin);
if (nameMap && nameMap->size()) {
// There are some open databases for this origin, let's check
// if they are this database by name.
DatabaseSet* databaseSet = nameMap->get(name);
if (databaseSet && databaseSet->size()) {
// We have some database open with this name. Mark them as deleted.
for (auto& database : *databaseSet)
deletedDatabases.append(database);
}
}
}
}
for (auto& database : deletedDatabases)
database->markAsDeletedAndClose();
#if PLATFORM(IOS)
if (deletionMode == DeletionMode::Deferred) {
// On the phone, other background processes may still be accessing this database. Deleting the database directly
// would nuke the POSIX file locks, potentially causing Safari/WebApp to corrupt the new db if it's running in the background.
// We'll instead truncate the database file to 0 bytes. If another process is operating on this same database file after
// the truncation, it should get an error since the database file is no longer valid. When Safari is launched
// next time, it'll go through the database files and clean up any zero-bytes ones.
SQLiteDatabase database;
if (!database.open(fullPath))
return false;
return SQLiteFileSystem::truncateDatabaseFile(database.sqlite3Handle());
}
#else
UNUSED_PARAM(deletionMode);
#endif
return SQLiteFileSystem::deleteDatabaseFile(fullPath);
}
示例5: lock
void DatabaseThread::databaseThread()
{
{
// Wait for DatabaseThread::start() to complete.
LockHolder lock(m_threadCreationMutex);
LOG(StorageAPI, "Started DatabaseThread %p", this);
}
while (auto task = m_queue.waitForMessage()) {
AutodrainedPool pool;
task->performTask();
}
// Clean up the list of all pending transactions on this database thread
m_transactionCoordinator->shutdown();
LOG(StorageAPI, "About to detach thread %i and clear the ref to DatabaseThread %p, which currently has %i ref(s)", m_threadID, this, refCount());
// Close the databases that we ran transactions on. This ensures that if any transactions are still open, they are rolled back and we don't leave the database in an
// inconsistent or locked state.
DatabaseSet openSetCopy;
{
LockHolder lock(m_openDatabaseSetMutex);
if (m_openDatabaseSet.size() > 0) {
// As the call to close will modify the original set, we must take a copy to iterate over.
openSetCopy.swap(m_openDatabaseSet);
}
}
for (auto& openDatabase : openSetCopy)
openDatabase->close();
// Detach the thread so its resources are no longer of any concern to anyone else
detachThread(m_threadID);
DatabaseTaskSynchronizer* cleanupSync = m_cleanupSync;
// Clear the self refptr, possibly resulting in deletion
m_selfRef = nullptr;
if (cleanupSync) // Someone wanted to know when we were done cleaning up.
cleanupSync->taskCompleted();
}
示例6: fullPathForDatabase
// deleteDatabaseFile has to release locks between looking up the list of databases to close and closing them. While this is in progress, the caller
// is responsible for making sure no new databases are opened in the file to be deleted.
bool DatabaseTracker::deleteDatabaseFile(SecurityOrigin* origin, const String& name)
{
String fullPath = fullPathForDatabase(origin, name, false);
if (fullPath.isEmpty())
return true;
#ifndef NDEBUG
{
MutexLocker lockDatabase(m_databaseGuard);
ASSERT(isDeletingDatabaseOrOriginFor(origin, name));
}
#endif
Vector<RefPtr<DatabaseBackendBase>> deletedDatabases;
// Make sure not to hold the any locks when calling
// Database::markAsDeletedAndClose(), since that can cause a deadlock
// during the synchronous DatabaseThread call it triggers.
{
MutexLocker openDatabaseMapLock(m_openDatabaseMapGuard);
if (m_openDatabaseMap) {
// There are some open databases, lets check if they are for this origin.
DatabaseNameMap* nameMap = m_openDatabaseMap->get(origin);
if (nameMap && nameMap->size()) {
// There are some open databases for this origin, let's check
// if they are this database by name.
DatabaseSet* databaseSet = nameMap->get(name);
if (databaseSet && databaseSet->size()) {
// We have some database open with this name. Mark them as deleted.
DatabaseSet::const_iterator end = databaseSet->end();
for (DatabaseSet::const_iterator it = databaseSet->begin(); it != end; ++it)
deletedDatabases.append(*it);
}
}
}
}
for (unsigned i = 0; i < deletedDatabases.size(); ++i)
deletedDatabases[i]->markAsDeletedAndClose();
return SQLiteFileSystem::deleteDatabaseFile(fullPath);
}
示例7: lock
void* DatabaseThread::databaseThread()
{
{
// Wait for DatabaseThread::start() to complete.
MutexLocker lock(m_threadCreationMutex);
LOG(StorageAPI, "Started DatabaseThread %p", this);
}
AutodrainedPool pool;
while (true) {
RefPtr<DatabaseTask> task;
if (!m_queue.waitForMessage(task))
break;
task->performTask();
pool.cycle();
}
LOG(StorageAPI, "About to detach thread %i and clear the ref to DatabaseThread %p, which currently has %i ref(s)", m_threadID, this, refCount());
// Close the databases that we ran transactions on. This ensures that if any transactions are still open, they are rolled back and we don't leave the database in an
// inconsistent or locked state.
if (m_openDatabaseSet.size() > 0) {
// As the call to close will modify the original set, we must take a copy to iterate over.
DatabaseSet openSetCopy;
openSetCopy.swap(m_openDatabaseSet);
DatabaseSet::iterator end = openSetCopy.end();
for (DatabaseSet::iterator it = openSetCopy.begin(); it != end; ++it)
(*it)->close();
}
// Detach the thread so its resources are no longer of any concern to anyone else
detachThread(m_threadID);
// Clear the self refptr, possibly resulting in deletion
m_selfRef = 0;
return 0;
}
示例8: IsValid
// Returns:
// false - invalid move tx
// true - non-move tx or valid tx
bool IsValid(const CTransaction& tx, Move &outMove)
{
if (tx.nVersion != NAMECOIN_TX_VERSION)
return true;
std::vector<vchType> vvchArgs;
int op, nOut;
if (!DecodeNameTx (tx, op, nOut, vvchArgs))
return error ("GameStepValidator: could not decode a name tx");
vchType vchName, vchValue;
switch (op)
{
case OP_NAME_FIRSTUPDATE:
vchName = vvchArgs[0];
vchValue = vvchArgs[2];
break;
case OP_NAME_UPDATE:
vchName = vvchArgs[0];
vchValue = vvchArgs[1];
break;
case OP_NAME_NEW:
return true;
default:
return error ("GameStepValidator: invalid name tx found");
}
const std::string sName = stringFromVch(vchName);
const std::string sValue = stringFromVch(vchValue);
if (dup.count(sName))
return error ("GameStepValidator: duplicate player name %s",
sName.c_str ());
dup.insert(sName);
Move m;
m.Parse(sName, sValue);
if (!m)
return error("GameStepValidator: cannot parse move %s for player %s", sValue.c_str(), sName.c_str());
if (!m.IsValid(*pstate))
return error("GameStepValidator: invalid move for the game state: move %s for player %s", sValue.c_str(), sName.c_str());
/* If this is a spawn move, find out the coin's value and set
the spawned player's value to it. */
if (m.IsSpawn ())
{
if (op != OP_NAME_FIRSTUPDATE)
return error ("GameStepValidator: spawn is not firstupdate");
m.coinAmount = tx.vout[nOut].nValue;
}
else if (op != OP_NAME_UPDATE)
return error ("GameStepValidator: name_firstupdate is not spawn");
std::string addressLock = m.AddressOperationPermission(*pstate);
if (!addressLock.empty())
{
// If one of inputs has address equal to addressLock, then that input has been signed by the address owner
// and thus authorizes the address change operation
bool found = false;
if (!pdbset)
{
pdbset = new DatabaseSet("r");
fOwnDb = true;
}
for (int i = 0; i < tx.vin.size(); i++)
{
COutPoint prevout = tx.vin[i].prevout;
CTransaction txPrev;
CTxIndex txindex;
if (!pdbset->tx ().ReadTxIndex (prevout.hash, txindex)
|| txindex.pos == CDiskTxPos(1,1,1))
continue;
else if (!txPrev.ReadFromDisk(txindex.pos))
continue;
if (prevout.n >= txPrev.vout.size())
continue;
const CTxOut &vout = txPrev.vout[prevout.n];
std::string address;
if (ExtractDestination(vout.scriptPubKey, address) && address == addressLock)
{
found = true;
break;
}
}
if (!found)
return error("GameStepValidator: address operation permission denied: move %s for player %s", sValue.c_str(), sName.c_str());
}
outMove = m;
return true;
}
示例9: GetGameState
// pindex must belong to the main branch, i.e. corresponding blocks must be connected
// Returns a copy of the game state
bool
GetGameState (DatabaseSet& dbset, CBlockIndex *pindex, GameState &outState)
{
if (!pindex)
{
outState = GameState();
return true;
}
/* See if we have the block in the state cache. */
if (stateCache.query (*pindex->phashBlock, outState))
return true;
// Get the latest saved state
CGameDB gameDb("r", dbset.tx ());
if (gameDb.Read(pindex->nHeight, outState))
{
if (outState.nHeight != pindex->nHeight)
return error("GetGameState: wrong height");
if (outState.hashBlock != *pindex->phashBlock)
return error("GetGameState: wrong hash");
return true;
}
if (!pindex->IsInMainChain())
return error("GetGameState called for non-main chain");
printf("%s ", DateTimeStrFormat("%x %H:%M:%S", GetTime()).c_str());
printf("GetGameState: need to integrate state for height %d (current %d)\n",
pindex->nHeight, nBestHeight);
CBlockIndex *plast = pindex;
GameState lastState;
for (; plast->pprev; plast = plast->pprev)
{
if (stateCache.query (*plast->pprev->phashBlock, lastState))
break;
if (gameDb.Read(plast->pprev->nHeight, lastState))
break;
}
printf("%s ", DateTimeStrFormat("%x %H:%M:%S", GetTime()).c_str());
printf("GetGameState: last saved block has height %d\n", lastState.nHeight);
// Integrate steps starting from the last saved state
// FIXME: Might want to store intermediate steps in stateCache, too.
loop
{
std::vector<CTransaction> vgametx;
CBlock block;
block.ReadFromDisk(plast);
int64 nTax;
if (!PerformStep (dbset.name (), lastState, &block, nTax,
outState, vgametx))
return false;
if (block.vgametx != vgametx)
{
printf("Error: GetGameState: computed vgametx is different from the stored one\n");
printf(" block %s (height = %d) vgametx:\n", block.GetHash().ToString().c_str(), plast->nHeight);
BOOST_FOREACH (const CTransaction &tx, block.vgametx)
{
printf(" ");
tx.print();
}
printf(" computed vgametx (height = %d):\n", outState.nHeight);
BOOST_FOREACH (const CTransaction &tx, vgametx)
{
printf(" ");
tx.print();
}
return false;
}