mirror of
https://github.com/TrinityCore/TrinityCore.git
synced 2026-01-21 09:44:45 +01:00
Core/DBLayer: More generic implementation of callback chains, instead of using this functionality local to CharacterCreatInfo class. Will be used in other places as well.
This commit is contained in:
@@ -394,7 +394,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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This is much more efficient than synchronous requests on packet handler, and much less DoS prone.
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It also prevents data syncrhonisation errors.
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*/
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switch (createInfo->Stage)
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switch (_charCreateCallback.GetStage())
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{
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case 0:
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{
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@@ -404,8 +404,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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data << uint8(CHAR_CREATE_NAME_IN_USE);
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SendPacket(&data);
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delete createInfo;
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_charCreateCallback.SetParam(NULL);
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_charCreateCallback.FreeResult();
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_charCreateCallback.Reset();
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return;
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}
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@@ -416,8 +415,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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_charCreateCallback.FreeResult();
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_charCreateCallback.SetFutureResult(LoginDatabase.AsyncQuery(stmt));
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createInfo->Stage++;
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_charCreateCallback.NextStage();
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}
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break;
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case 1:
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@@ -438,8 +436,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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data << uint8(CHAR_CREATE_ACCOUNT_LIMIT);
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SendPacket(&data);
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delete createInfo;
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_charCreateCallback.SetParam(NULL);
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_charCreateCallback.FreeResult();
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_charCreateCallback.Reset();
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return;
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}
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@@ -451,8 +448,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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_charCreateCallback.FreeResult();
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_charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
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createInfo->Stage++;
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_charCreateCallback.NextStage();
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}
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break;
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case 2:
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@@ -468,8 +464,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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data << uint8(CHAR_CREATE_SERVER_LIMIT);
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SendPacket(&data);
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delete createInfo;
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_charCreateCallback.SetParam(NULL);
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_charCreateCallback.FreeResult();
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_charCreateCallback.Reset();
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return;
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}
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}
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@@ -485,11 +480,11 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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stmt->setUInt32(0, GetAccountId());
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stmt->setUInt32(1, (skipCinematics == 1 || createInfo->Class == CLASS_DEATH_KNIGHT) ? 10 : 1);
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_charCreateCallback.SetFutureResult(CharacterDatabase.AsyncQuery(stmt));
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createInfo->Stage++;
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_charCreateCallback.NextStage();
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return;
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}
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createInfo->Stage++;
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_charCreateCallback.NextStage();
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HandleCharCreateCallback(PreparedQueryResult(NULL), createInfo); // Will jump to case 3
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}
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break;
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@@ -523,8 +518,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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data << uint8(CHAR_CREATE_UNIQUE_CLASS_LIMIT);
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SendPacket(&data);
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delete createInfo;
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_charCreateCallback.SetParam(NULL);
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_charCreateCallback.FreeResult();
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_charCreateCallback.Reset();
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return;
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}
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}
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@@ -551,8 +545,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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data << uint8(CHAR_CREATE_PVP_TEAMS_VIOLATION);
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SendPacket(&data);
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delete createInfo;
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_charCreateCallback.SetParam(NULL);
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_charCreateCallback.FreeResult();
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_charCreateCallback.Reset();
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return;
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}
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}
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@@ -584,8 +577,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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data << uint8(CHAR_CREATE_UNIQUE_CLASS_LIMIT);
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SendPacket(&data);
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delete createInfo;
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_charCreateCallback.SetParam(NULL);
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_charCreateCallback.FreeResult();
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_charCreateCallback.Reset();
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return;
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}
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}
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@@ -606,8 +598,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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data << uint8(CHAR_CREATE_LEVEL_REQUIREMENT);
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SendPacket(&data);
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delete createInfo;
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_charCreateCallback.SetParam(NULL);
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_charCreateCallback.FreeResult();
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_charCreateCallback.Reset();
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return;
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}
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@@ -628,8 +619,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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data << uint8(CHAR_CREATE_ERROR);
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SendPacket(&data);
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delete createInfo;
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_charCreateCallback.SetParam(NULL);
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_charCreateCallback.FreeResult();
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_charCreateCallback.Reset();
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return;
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}
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@@ -670,8 +660,7 @@ void WorldSession::HandleCharCreateCallback(PreparedQueryResult result, Characte
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sWorld->AddCharacterNameData(newChar.GetGUIDLow(), std::string(newChar.GetName()), newChar.getGender(), newChar.getRace(), newChar.getClass());
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delete createInfo;
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_charCreateCallback.SetParam(NULL);
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_charCreateCallback.FreeResult();
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_charCreateCallback.Reset();
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}
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break;
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}
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@@ -184,7 +184,7 @@ class CharacterCreateInfo
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protected:
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CharacterCreateInfo(std::string name, uint8 race, uint8 cclass, uint8 gender, uint8 skin, uint8 face, uint8 hairStyle, uint8 hairColor, uint8 facialHair, uint8 outfitId,
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WorldPacket& data) : Name(name), Race(race), Class(cclass), Gender(gender), Skin(skin), Face(face), HairStyle(hairStyle), HairColor(hairColor), FacialHair(facialHair),
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OutfitId(outfitId), Data(data), CharCount(0), Stage(0)
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OutfitId(outfitId), Data(data), CharCount(0)
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{}
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/// User specified variables
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@@ -203,9 +203,6 @@ class CharacterCreateInfo
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/// Server side data
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uint8 CharCount;
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/// Internal
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uint8 Stage; // Stage of the callback chain
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private:
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virtual ~CharacterCreateInfo(){};
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};
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@@ -904,7 +901,7 @@ class WorldSession
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QueryCallback<QueryResult, uint32> _unstablePetCallback;
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QueryCallback<QueryResult, uint32> _stableSwapCallback;
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QueryCallback<QueryResult, uint64> _sendStabledPetCallback;
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QueryCallback<PreparedQueryResult, CharacterCreateInfo*> _charCreateCallback;
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QueryCallback<PreparedQueryResult, CharacterCreateInfo*, true> _charCreateCallback;
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QueryResultHolderFuture _charLoginCallback;
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private:
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@@ -29,109 +29,177 @@ typedef ACE_Future<PreparedQueryResult> PreparedQueryResultFuture;
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issued the request. <ParamType> is variable type of parameter that is used as parameter
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for the callback function.
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*/
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template <typename Result, typename ParamType>
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#define CALLBACK_STAGE_INVALID uint8(-1)
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template <typename Result, typename ParamType, bool chain = false>
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class QueryCallback
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{
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public:
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QueryCallback() {}
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QueryCallback() : _stage(chain ? 0 : CALLBACK_STAGE_INVALID) {}
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//! The parameter of this function should be a resultset returned from either .AsyncQuery or .AsyncPQuery
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void SetFutureResult(ACE_Future<Result> value)
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{
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result = value;
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_result = value;
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}
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ACE_Future<Result> GetFutureResult()
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{
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return result;
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return _result;
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}
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int IsReady()
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{
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return result.ready();
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return _result.ready();
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}
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void GetResult(Result& res)
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{
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result.get(res);
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_result.get(res);
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}
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void FreeResult()
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{
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result.cancel();
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_result.cancel();
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}
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void SetParam(ParamType value)
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{
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param = value;
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_param = value;
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}
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ParamType GetParam()
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{
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return param;
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return _param;
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}
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//! Resets the stage of the callback chain
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void ResetStage()
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{
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if (!chain)
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return;
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_stage = 0;
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}
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//! Advances the callback chain to the next stage, so upper level code can act on its results accordingly
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void NextStage()
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{
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if (!chain)
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return;
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++_stage;
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}
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//! Returns the callback stage (or CALLBACK_STAGE_INVALID if invalid)
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uint8 GetStage()
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{
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return _stage;
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}
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//! Resets all underlying variables (param, result and stage)
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void Reset()
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{
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SetParam(NULL);
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FreeResult();
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ResetStage();
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}
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private:
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ACE_Future<Result> result;
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ParamType param;
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ACE_Future<Result> _result;
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ParamType _param;
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uint8 _stage;
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};
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template <typename Result, typename ParamType1, typename ParamType2>
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template <typename Result, typename ParamType1, typename ParamType2, bool chain = false>
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class QueryCallback_2
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{
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public:
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QueryCallback_2() {}
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QueryCallback_2() : _stage(chain ? 0 : CALLBACK_STAGE_INVALID) {}
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//! The parameter of this function should be a resultset returned from either .AsyncQuery or .AsyncPQuery
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void SetFutureResult(ACE_Future<Result> value)
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{
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result = value;
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_result = value;
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}
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ACE_Future<Result> GetFutureResult()
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{
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return result;
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return _result;
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}
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int IsReady()
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{
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return result.ready();
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return _result.ready();
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}
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void GetResult(Result& res)
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{
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result.get(res);
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_result.get(res);
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}
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void FreeResult()
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{
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result.cancel();
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_result.cancel();
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}
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void SetFirstParam(ParamType1 value)
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{
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param_1 = value;
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_param_1 = value;
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}
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void SetSecondParam(ParamType2 value)
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{
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param_2 = value;
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_param_2 = value;
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}
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ParamType1 GetFirstParam()
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{
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return param_1;
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return _param_1;
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}
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ParamType2 GetSecondParam()
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{
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return param_2;
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return _param_2;
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}
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//! Resets the stage of the callback chain
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void ResetStage()
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{
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if (!chain)
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return;
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_stage = 0;
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}
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//! Advances the callback chain to the next stage, so upper level code can act on its results accordingly
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void NextStage()
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{
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if (!chain)
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return;
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++_stage;
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}
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//! Returns the callback stage (or CALLBACK_STAGE_INVALID if invalid)
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uint8 GetStage()
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{
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return _stage;
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}
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//! Resets all underlying variables (param, result and stage)
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void Reset()
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{
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SetParam(NULL);
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FreeResult();
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ResetStage();
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}
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private:
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ACE_Future<Result> result;
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ParamType1 param_1;
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ParamType2 param_2;
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ACE_Future<Result> _result;
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ParamType1 _param_1;
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ParamType2 _param_2;
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uint8 _stage;
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};
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#endif
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