ExecuteSQLUpdate: Difference between revisions

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__NOTOC__  
__NOTOC__
This function sets one or more rows in the registry. Since the registry is powered by a SQLite database, this function automatically executes an ''UPDATE'' query with the appropriate parameters.  
{{Server function}}
{{Deprecated|executeSQLQuery|See the examples at executeSQLQuery for equivalent UPDATE usage.}}


The registry is stored globally and can be read from and written to by all scripts in sessions. This is useful if you want to store data for your script.
This function updates one or more rows in the database, by using the set parameter and conditions to change field values in specific rows.


The actual SQL query that is executed will be the following:
The SQLite database contains globally stored data and can be used by scripts to store and retrieve data in a structured manner.


<pre>UPDATE <table> SET <set> WHERE <conditions></pre>
The executed SQL query is the following:
 
<syntaxhighlight lang="lua">UPDATE <table> SET <set> WHERE <conditions></syntaxhighlight>


==Syntax==  
==Syntax==  
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
bool setRegistryQuery ( string table, string set, [ string conditions ] )
bool executeSQLUpdate ( string tableName, string set, [ string conditions ] )
</syntaxhighlight>  
</syntaxhighlight>  


===Required Arguments===  
===Required Arguments===  
*'''table:''' The table you want to modify.
*'''tableName:''' The name of the table you want to modify.
*'''set:''' The query you want to execute on that table.
*'''set:''' The query you want to execute on that table. The default SQL syntax is used, which means that the = is used to set a value and the ' is used to specify a value (e.g. ''test = 'hi' ''). The , is used as a delimiter for multiple queries.


===Optional Arguments===
===Optional Arguments===
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===Returns===
===Returns===
The function returns a ''boolean'' which is ''true'' on success, and ''false'' on failure.
The function returns ''true'' on success, and ''false'' on failure.
 


==Example==  
==Example==
This example keeps track of the largest number of players playing at once on the server and announces each time the record has been broken.
This example creates a SQL table when a map loads, and stores info about a player to that database when he spawns.
<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
-- Trigger our function every time a player joins
function onMapLoad ()
addEventHandler ( "onPlayerJoin", getRootElement(), "maxPlayerCounter" )
-- create our table, if it doesn't already exist
function maxPlayerCounter ( )
executeSQLCreateTable ( "players", "clothes_head_texture TEXT, clothes_head_model TEXT, player TEXT" )
    getRegistryValue ( res, "myscript_stats", "mostplayers", "", 1 ) -- get the mostPlayers result from our global stats row
end
    getRegistryRow ( res, 0 ) -- get the actual mostPlayers value from the result-object
addEventHandler ( "onGamemodeMapStart", getRootElement(), onMapLoad )
    playerCount = getPlayerCount() -- get the number of players now
 
    if ( mostPlayers == false or playerCount > mostPlayers ) -- see if there was a previous record and if there was, see if we've broken it
function addInfoToSQL( theSpawnpoint, theTeam )
        outputChatBox ( "New player count record: " .. playerCount .. " players!" ) -- display a message in the chat box
sourcename = getPlayerName ( source ) -- get the player's name
        setRegistryValue ( "myscript_stats", "mostplayers = " .. playerCount ) -- store our new record
    end
-- try to retrieve the player data from the db
result = executeSQLSelect ( "players", "player", "player = '" .. sourcename .. "'" )
if ( result == false ) then -- see if any data was found at all
outputChatBox ( "This is your first time here! Welcome " .. sourcename .. "!", source )
executeSQLInsert ( "players", "'none', 'none', '" .. sourcename .. "'" )
else
outputChatBox ( "Welcome back " .. sourcename .. "!", source )
executeSQLUpdate ( "players", "clothes_head_texture = 'hairgreen', clothes_head_model = 'somehead'",
"player = '" .. sourcename .. "'" )
end
-- get the clothes data for the player
result = executeSQLSelect ( "players", "clothes_head_texture, clothes_head_model", "player = '" .. sourcename .. "'" )
outputChatBox ( "Your head texture is " .. result[1][1] )
outputChatBox ( "Your head model is " .. result[1][2] )
end
end
addEventHandler ( "onPlayerSpawn", getRootElement(), addInfoToSQL )
</syntaxhighlight>
</syntaxhighlight>


==See Also==
==See Also==
{{Registry_functions}}
{{Registry_functions}}

Latest revision as of 14:19, 9 October 2016

Emblem-important.png This function is deprecated. This means that its use is discouraged and that it might not exist in future versions.

Please use executeSQLQuery instead. See the examples at executeSQLQuery for equivalent UPDATE usage.


This function updates one or more rows in the database, by using the set parameter and conditions to change field values in specific rows.

The SQLite database contains globally stored data and can be used by scripts to store and retrieve data in a structured manner.

The executed SQL query is the following:

UPDATE <table> SET <set> WHERE <conditions>

Syntax

bool executeSQLUpdate ( string tableName, string set, [ string conditions ] )

Required Arguments

  • tableName: The name of the table you want to modify.
  • set: The query you want to execute on that table. The default SQL syntax is used, which means that the = is used to set a value and the ' is used to specify a value (e.g. test = 'hi' ). The , is used as a delimiter for multiple queries.

Optional Arguments

  • conditions: The conditions that need to be met before a specific row is changed.

Returns

The function returns true on success, and false on failure.


Example

This example creates a SQL table when a map loads, and stores info about a player to that database when he spawns.

function onMapLoad ()
	-- create our table, if it doesn't already exist
	executeSQLCreateTable ( "players", "clothes_head_texture TEXT, clothes_head_model TEXT, player TEXT" )
end
addEventHandler ( "onGamemodeMapStart", getRootElement(), onMapLoad )

function addInfoToSQL( theSpawnpoint, theTeam )	
	sourcename = getPlayerName ( source )	-- get the player's name
	
	-- try to retrieve the player data from the db
	result = executeSQLSelect ( "players", "player", "player = '" .. sourcename .. "'" )
	if ( result == false ) then	-- see if any data was found at all
		outputChatBox ( "This is your first time here! Welcome " .. sourcename .. "!", source )
		executeSQLInsert ( "players", "'none', 'none', '" .. sourcename .. "'" )
	else
		outputChatBox ( "Welcome back " .. sourcename .. "!", source )
		executeSQLUpdate ( "players", "clothes_head_texture = 'hairgreen', clothes_head_model = 'somehead'",
		"player = '" .. sourcename .. "'" )
	end	
	
	-- get the clothes data for the player
	result = executeSQLSelect ( "players", "clothes_head_texture, clothes_head_model", "player = '" .. sourcename .. "'" )
	outputChatBox ( "Your head texture is " .. result[1][1] )
	outputChatBox ( "Your head model is " .. result[1][2] )	
end
addEventHandler ( "onPlayerSpawn", getRootElement(), addInfoToSQL )

See Also