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initial commit for connection pools
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36
common/server_database_interface.h
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36
common/server_database_interface.h
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#ifndef SERVER_DATABASE_INTERFACE_H
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#define SERVER_DATABASE_INTERFACE_H
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#include <QObject>
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#include "server.h"
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class Server_DatabaseInterface : public QObject {
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Q_OBJECT
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private:
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int nextGameId, nextReplayId;
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public:
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Server_DatabaseInterface();
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virtual AuthenticationResult checkUserPassword(Server_ProtocolHandler *handler, const QString &user, const QString &password, QString &reasonStr, int &secondsLeft) = 0;
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virtual bool userExists(const QString &user) { return false; }
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virtual QMap<QString, ServerInfo_User> getBuddyList(const QString &name) { return QMap<QString, ServerInfo_User>(); }
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virtual QMap<QString, ServerInfo_User> getIgnoreList(const QString &name) { return QMap<QString, ServerInfo_User>(); }
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virtual bool isInBuddyList(const QString &whoseList, const QString &who) { return false; }
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virtual bool isInIgnoreList(const QString &whoseList, const QString &who) { return false; }
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virtual ServerInfo_User getUserData(const QString &name, bool withId = false) = 0;
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virtual qint64 startSession(const QString &userName, const QString &address) { return 0; }
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public slots:
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virtual void endSession(qint64 sessionId) { }
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public:
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virtual int getNextGameId() { return nextGameId++; }
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virtual int getNextReplayId() { return nextReplayId++; }
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virtual void clearSessionTables() { }
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virtual void lockSessionTables() { }
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virtual void unlockSessionTables() { }
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virtual bool userSessionExists(const QString &userName) { return false; }
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};
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#endif
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