Files
UnrealEngineUWP/Engine/Source/Runtime/SQLiteSupport/Private/SQLiteDatabaseConnection.cpp
ben marsh 2e1769a893 Fix IWYU issues with SQLite support.
#jira UE-64523
#rb none

#ROBOMERGE-SOURCE: CL 4403136 in //UE4/Release-4.21/...
#ROBOMERGE-BOT: RELEASE (Release-4.21 -> Release-Staging-4.21)

[CL 4403137 by ben marsh in Staging-4.21 branch]
2018-09-27 16:41:01 -04:00

98 lines
2.1 KiB
C++

// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
#include "SQLiteDatabaseConnection.h"
THIRD_PARTY_INCLUDES_START
#include "sqlite3.h"
THIRD_PARTY_INCLUDES_END
bool FSQLiteDatabase::Execute(const TCHAR* CommandString, FSQLiteResultSet*& RecordSet)
{
//Compile the statement/query
sqlite3_stmt* PreparedStatement;
int32 PrepareStatus = sqlite3_prepare_v2(DbHandle, TCHAR_TO_UTF8(CommandString), -1, &PreparedStatement, NULL);
if (PrepareStatus == SQLITE_OK)
{
//Initialize records from compiled query
RecordSet = new FSQLiteResultSet(PreparedStatement);
return true;
}
else
{
RecordSet = NULL;
return false;
}
}
bool FSQLiteDatabase::Execute(const TCHAR* CommandString)
{
//Compile the statement/query
sqlite3_stmt* PreparedStatement;
int32 PrepareStatus = sqlite3_prepare_v2(DbHandle, TCHAR_TO_UTF8(CommandString), -1, &PreparedStatement, NULL);
if (PrepareStatus == SQLITE_OK)
{
int32 StepStatus = SQLITE_ERROR;
//Execute the statement until it is done or we get an error
do
{
StepStatus = sqlite3_step(PreparedStatement);
} while ((StepStatus != SQLITE_ERROR) && (StepStatus != SQLITE_CONSTRAINT) && (StepStatus != SQLITE_DONE));
//Did we make it all the way through the query without an error?
if (StepStatus == SQLITE_DONE)
{
return true;
}
else
{
return false;
}
}
else
{
return false;
}
}
bool FSQLiteDatabase::Execute(const TCHAR* CommandString, FDataBaseRecordSet*& RecordSet)
{
return Execute(CommandString, (FSQLiteResultSet*&)RecordSet);
}
void FSQLiteDatabase::Close()
{
if (DbHandle)
{
sqlite3_close(DbHandle);
DbHandle = nullptr;
}
}
bool FSQLiteDatabase::Open(const TCHAR* ConnectionString, const TCHAR* RemoteConnectionIP, const TCHAR* RemoteConnectionStringOverride)
{
if (DbHandle)
{
return false;
}
int32 Result = sqlite3_open(TCHAR_TO_UTF8(ConnectionString), &DbHandle);
return Result == SQLITE_OK;
}
FString FSQLiteDatabase::GetLastError()
{
TCHAR* ErrorString = NULL;
ErrorString = (TCHAR*) UTF8_TO_TCHAR(sqlite3_errmsg(DbHandle));
if (ErrorString)
{
return FString(ErrorString);
}
else
{
return FString();
}
}