Game updates improvements
* Added a set of tables which define game updates and their targets. These definitions replace the old enumerate type. Added a set of triggers which automatically create specific update tables, insert missing entries, etc... when game update types are being manipulated. * Removed manual insertion of game updates from empire creation function and universe generator. * Added registration of core update targets (i.e. planets and empires), updated all existing game update processing functions and added type registrations * Created Maven project for game updates control components, moved existing components from the -simple project, rewritten most of what they contained, added new components for server-side update batch processing
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legacyworlds-server-data/db-structure/tests/admin/050-updates/015-empire-resources
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@ -2,6 +2,12 @@
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* Test the sys.process_empire_resources_updates() function
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*/
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BEGIN;
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/* Start by deleting all update types except for the one
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* we're interested in.
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*/
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DELETE FROM sys.update_types
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WHERE updtype_name <> 'EmpireResources';
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/* We need:
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* - three types of resources,
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* - two empire with resources records, and the corresponding update
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@ -35,14 +41,15 @@ BEGIN;
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/* Make sure update 0 is set to be processed for testEmp1 */
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UPDATE sys.updates
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SET status = 'PROCESSING' , last_tick = 0;
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SET update_state = 'PROCESSING' , update_last = 0;
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/* Create testEmp2 empire, make sure it will not be processed */
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SELECT emp.create_empire( _get_emp_name( 'testEmp2' ) , _get_map_name( 'testPlanet2' ) , 1 );
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UPDATE sys.updates _su
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SET status = 'PROCESSED' , last_tick = 0
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FROM emp.updates _eu
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WHERE _eu.update_id = _su.id AND _eu.empire_id = _get_emp_name( 'testEmp2' );
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SET update_state = 'PROCESSED' , update_last = 0
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FROM emp.empires_updates _eu
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WHERE _eu.update_id = _su.update_id
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AND _eu.name_id = _get_emp_name( 'testEmp2' );
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/****** TESTS BEGIN HERE ******/
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SELECT plan( 19 );
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