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src/db/database.hpp

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/*
===========================================================================
oastat - a program for parsing log files and write the result to a database
Copyright (C) 2012 Poul Sander

This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program.  If not, see http://www.gnu.org/licenses/

Source information and contacts persons can be found at
http://code.google.com/p/oastat/
===========================================================================
*/

#ifndef _DATABASE_H
#define	_DATABASE_H

#include <string>
#include <iostream>
#include "../oastatstruct.h"

using namespace std;

/*
 This is the class that all database connections need to inherit to be able to recieve data from the program
 */
class Database
{
public:
	virtual void createTables() = 0;

	/**
	 * Starts a new game in the database might also start a transaction
	 *
	 * @param gametype - integer of the gametype DM=0,CTF=4, Elim=8 and so on
	 * @param mapname - the mapname used for this game
	 * @param basegame - the mod... normally baseoa
	 */
	virtual void startGame(int gametype, string mapname, string basegame, string servername, OaStatStruct *oss) = 0;

	/**
	 * Adds information about a cvar to the last started game
	 *
	 * @param cvar - The name of the cvar (limited to 100 chars)
	 * @param value - The value of the cvar as a string
	 */
	virtual void addGameCvar(string cvar, string value) = 0;

	/**
	 * Called then a game ends.
	 *
	 * @param second - relative time since game start
	 */
	virtual void endGame(int second) = 0;

	/**
	 * Document getGameNumber() here...
	 *
	 * @return the gamenumber that we are working on. Retrieved from the db.
	 */
	virtual int getGameNumber() = 0;

	/**
	 * If this is called the game will be not be written to the database. This is good for warmup or games ended prematurely.
	 */
	virtual void doNotCommit() = 0;

	/**
	 * Document setPlayerInfo(string,string,bool,int,int,string,string,int) here...
	 *
	 * @param guid - the hashed GUID of the player
	 * @param nickname - The players nickname
	 * @param isBot - true if a bot, false otherwise
	 * @param second - relative time for the event
	 * @param team - team number to join, -1 if leaving
	 * @param model - model used
	 * @param headmodel - headmodel used
	 * @param skill - bot skill, bots only
	 */
	virtual void setPlayerInfo(string guid, string nickname, bool isBot, int second, int team, string model, string headmodel, int skill, OaStatStruct *oss) = 0;

	/**
	 * Represents a kill
	 *
	 * @param second time of the kill
	 * @param attackerID hashed guid of the attacker
	 * @param targetID hashed guid of the victim
	 * @param type weapon number
	 */
	virtual void addKill(int second, string attackerID, string targetID, int type) = 0;

	/**
	 * A flag/skull capture or obelisk destruction
	 *
	 * @param second time of the event
	 * @param player guid of the player if any, empty if none
	 * @param team
	 */
	//virtual void addCapture(int second, string player, int team) = 0;

	/**
	 * Add an award: Like Defence, Excelent, Gauntlet and so on
	 *
	 * @param second time of the
	 * @param player hashed guid of the player
	 * @param award the award, numbers must be found in code
	 */
	virtual void addAward(int second, string player, int award) = 0;

	/**
	 * Adds information about a players score that is changing.
	 * Notice that the score is the total amount of points the
	 * player has for the entire match
	 *
	 * @param second time of the event
	 * @param player hashed guid of the player
	 * @param score the Total
	 */
	virtual void addScoreInfo(int second, string player, int score) = 0;

	/**
	 * Adds an event from a CTF-game.
	 *
	 * Note that event:
	 * 0 | Flag is taken
	 * 1 | Flag is captured
	 * 2 | Flag is returned
	 * 3 | Flagcarrier got killed
	 *
	 * @param second
	 * @param player
	 * @param team
	 * @param event
	 */
	virtual void addCtf(int second, string player, int team, int event) = 0;

	/**
	 * Adds an event from a 1FCTF-game.
	 *
	 * Note that event:
	 * 0 | Flag is taken
	 * 1 | Flag is captured
	 * 2 | Flag is returned (like timeout)
	 * 3 | Flagcarrier got killed
	 *
	 * @param second
	 * @param player
	 * @param team
	 * @param event
	 */
	virtual void addCtf1f(int second, string player, int team, int event) = 0;

	virtual void addElimination(int second, int roundnumber, int team, int event) = 0;

	/**
	 * Events for the CTF Elimination gametype
	 *
	 * @param second second from game start
	 * @param roundnumber the round number
	 * @param player the player the event is about. Possible blank
	 * @param team the team the event is about
	 * @param event the event type
	 */
	virtual void addCtfElimination(int second, int roundnumber, string player, int team, int event) = 0;

	/**
	 * Document addHarvester(int,string,string,int,int,int) here...
	 *
	 * @param second time from gamestart
	 * @param player1 the player the event is about
	 * @param player2 the second player the event is about (player2 is fragcarrier)
	 * @param team the team from the logging event
	 * @param event the event number
	 * @param score number of skulls brought in in one capture
	 */
	virtual void addHarvester(int second, string player1, string player2, int team, int event, int score) = 0;

	/**
	 * Add information about a scored challenge
	 *
	 * @param second time from gamestart
	 * @param player player getting the challenge
	 * @param challenge the challenge gotten (see challenges.h)
	 * @param amount normally 1
	 */
	virtual void addChallenge(int second, string player, int challenge, int amount) = 0;
	
	/**
	 * adds accuracy information.
     * @param secind Time the information was given. Usually not logged as the information is for the whole match
     * @param player Player that the information is recorded for
     * @param type The weapon type
     * @param shotsFired Number of shots fired in the match
     * @param shotsHit Number of hits
     */
	virtual void addAccuracy(int secind, string player, int type, int shotsFired, int shotsHit) = 0;
};

#endif //_DATABASE_H