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Altering database structure #152
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Because I could write a function which stores old data in dictionaries and adds it as rows to a new db but what if the user is 2 alterations behind? feels like it will get cumbersome quickly |
Hello @Kriso23, Other users have devised methods to update their databases depending on a version entry in their database. This can either be implemented in GDScript or in C++, the choice is yours. Unfortunately this feature is not part of the scope of godot-sqlite and no native method will ever be implemented in this repository. |
@Kriso23 if you're looking for some code for migrations: First have a migrations table. CREATE TABLE migrations
(
migration_name TEXT NOT NULL
PRIMARY KEY,
applied TEXT NOT NULL
); Second, where you manage your database, keep a GDScript Array of Dictionaries of migration names and functions. var migrations: Array[Dictionary] = [
{
'name': '001_save_meta',
'apply': migration_001_save_meta,
},
...
] Then after you load your database, you can check where that file has been migrated and move it along. func migrate() -> void:
# Checks what migrations we have applied and apply any missing
var db_results := query('SELECT migration_name FROM migrations')
var applied: Array[String] = []
for result in db_results:
applied.append(result['migration_name'])
var ok: bool
for migration in migrations:
if !applied.has(migration['name']):
query('BEGIN TRANSACTION')
ok = migration['apply'].call()
if ok:
query('INSERT INTO migrations (migration_name, applied) VALUES (?, ?)', [migration['name'], Time.get_datetime_string_from_system()])
query('COMMIT TRANSACTION')
else:
query('ROLLBACK TRANSACTION')
push_error('Could not upgrade save file. Failed at %s' % migration['name'])
# TODO: Show user error
return In this case, And Hope that helps! |
Hi there,
Wondering if there is any way for me to alter my database structure that is persistent?
For example I'm making a game with future planned features and I want to be able to add columns or split tables into 2 etc.
What methods are available to me to do this?
I guess what I'm asking is how does migration work with this addon?
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