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authorTor Andersson <tor@ccxvii.net>2023-05-21 11:53:02 +0200
committerTor Andersson <tor@ccxvii.net>2023-05-23 01:48:09 +0200
commitbd6644214c757a08c1c533048352a902fdefe4ae (patch)
tree6f511e147ab648dee286afd2d79c79b9ba18267b /server.js
parent649fcc09f6addf06dda10862a0f8ff5da19d536e (diff)
downloadserver-bd6644214c757a08c1c533048352a902fdefe4ae.tar.gz
Improve replay id handling.
Use a without rowid table and create the replay_id dynamically. This saves a lot of database space and performance as it removes the need for a separate index.
Diffstat (limited to 'server.js')
-rw-r--r--server.js9
1 files changed, 6 insertions, 3 deletions
diff --git a/server.js b/server.js
index 8dbf871..4ff7c7a 100644
--- a/server.js
+++ b/server.js
@@ -1096,7 +1096,8 @@ const SQL_UPDATE_GAME_STATE = SQL("INSERT OR REPLACE INTO game_state (game_id,st
const SQL_UPDATE_GAME_RESULT = SQL("UPDATE games SET status=?, result=? WHERE game_id=?")
const SQL_UPDATE_GAME_PRIVATE = SQL("UPDATE games SET is_private=1 WHERE game_id=?")
-const SQL_INSERT_REPLAY = SQL("INSERT INTO game_replay (game_id,role,action,arguments) VALUES (?,?,?,?)")
+const SQL_INSERT_REPLAY = SQL("insert into game_replay (game_id,replay_id,role,action,arguments) values (?, (select count(1) + 1 from game_replay where game_id=?), ?,?,?)")
+const SQL_DELETE_REPLAY = SQL("delete from game_replay where game_id=?")
const SQL_SELECT_REPLAY = SQL(`
select json_object(
@@ -2059,7 +2060,7 @@ function put_game_state(game_id, state, old_active) {
function put_replay(game_id, role, action, args) {
if (args !== undefined && args !== null)
args = JSON.stringify(args)
- SQL_INSERT_REPLAY.run(game_id, role, action, args)
+ SQL_INSERT_REPLAY.run(game_id, game_id, role, action, args)
}
function on_action(socket, action, arg) {
@@ -2210,8 +2211,10 @@ function on_restore(socket, state_text) {
SQL_UPDATE_GAME_RESULT.run(1, null, socket.game_id)
SQL_UPDATE_GAME_STATE.run(socket.game_id, state_text, state.active)
put_replay(socket.game_id, null, 'debug-restore', state_text)
- for (let other of game_clients[socket.game_id])
+ for (let other of game_clients[socket.game_id]) {
+ other.seen = 0
send_state(other, state)
+ }
} catch (err) {
console.log(err)
return send_message(socket, 'error', err.toString())