这里主要实现LOLWUT相关的命令函数,不难。
- /*
- * Copyright (c) 2018, Salvatore Sanfilippo <antirez at gmail dot com>
- * All rights reserved.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- *
- * * Redistributions of source code must retain the above copyright notice,
- * this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of Redis nor the names of its contributors may be used
- * to endorse or promote products derived from this software without
- * specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
- * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
- * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
- * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
- * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
- * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
- * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
- * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
- * POSSIBILITY OF SUCH DAMAGE.
- *
- * ----------------------------------------------------------------------------
- *
- * This file implements the LOLWUT command. The command should do something
- * fun and interesting, and should be replaced by a new implementation at
- * each new version of Redis.
- */
-
- #include "server.h"
- #include "lolwut.h"
- #include <math.h>
-
- void lolwut5Command(client *c);
- void lolwut6Command(client *c);
-
- /* The default target for LOLWUT if no matching version was found.
- * This is what unstable versions of Redis will display. */
- void lolwutUnstableCommand(client *c) {
- sds rendered = sdsnew("Redis ver. ");
- rendered = sdscat(rendered,REDIS_VERSION);
- rendered = sdscatlen(rendered,"\n",1);
- addReplyVerbatim(c,rendered,sdslen(rendered),"txt");
- sdsfree(rendered);
- }
-
- /* LOLWUT [VERSION <version>] [... version specific arguments ...] */
- void lolwutCommand(client *c) {
- char *v = REDIS_VERSION;
- char verstr[64];
-
- if (c->argc >= 3 && !strcasecmp(c->argv[1]->ptr,"version")) {
- long ver;
- if (getLongFromObjectOrReply(c,c->argv[2],&ver,NULL) != C_OK) return;
- snprintf(verstr,sizeof(verstr),"%u.0.0",(unsigned int)ver);
- v = verstr;
-
- /* Adjust argv/argc to filter the "VERSION ..." option, since the
- * specific LOLWUT version implementations don't know about it
- * and expect their arguments. */
- c->argv += 2;
- c->argc -= 2;
- }
-
- if ((v[0] == '5' && v[1] == '.' && v[2] != '9') ||
- (v[0] == '4' && v[1] == '.' && v[2] == '9'))
- lolwut5Command(c);
- else if ((v[0] == '6' && v[1] == '.' && v[2] != '9') ||
- (v[0] == '5' && v[1] == '.' && v[2] == '9'))
- lolwut6Command(c);
- else
- lolwutUnstableCommand(c);
-
- /* Fix back argc/argv in case of VERSION argument. */
- if (v == verstr) {
- c->argv -= 2;
- c->argc += 2;
- }
- }
-
- /* ========================== LOLWUT Canvase ===============================
- * Many LOLWUT versions will likely print some computer art to the screen.
- * This is the case with LOLWUT 5 and LOLWUT 6, so here there is a generic
- * canvas implementation that can be reused. */
-
- /* Allocate and return a new canvas of the specified size. */
- lwCanvas *lwCreateCanvas(int width, int height, int bgcolor) {
- lwCanvas *canvas = zmalloc(sizeof(*canvas));
- canvas->width = width;
- canvas->height = height;
- canvas->pixels = zmalloc((size_t)width*height);
- memset(canvas->pixels,bgcolor,(size_t)width*height);
- return canvas;
- }
-
- /* Free the canvas created by lwCreateCanvas(). */
- void lwFreeCanvas(lwCanvas *canvas) {
- zfree(canvas->pixels);
- zfree(canvas);
- }
-
- /* Set a pixel to the specified color. Color is 0 or 1, where zero means no
- * dot will be displayed, and 1 means dot will be displayed.
- * Coordinates are arranged so that left-top corner is 0,0. You can write
- * out of the size of the canvas without issues. */
- void lwDrawPixel(lwCanvas *canvas, int x, int y, int color) {
- if (x < 0 || x >= canvas->width ||
- y < 0 || y >= canvas->height) return;
- canvas->pixels[x+y*canvas->width] = color;
- }
-
- /* Return the value of the specified pixel on the canvas. */
- int lwGetPixel(lwCanvas *canvas, int x, int y) {
- if (x < 0 || x >= canvas->width ||
- y < 0 || y >= canvas->height) return 0;
- return canvas->pixels[x+y*canvas->width];
- }
-
- /* Draw a line from x1,y1 to x2,y2 using the Bresenham algorithm. */
- void lwDrawLine(lwCanvas *canvas, int x1, int y1, int x2, int y2, int color) {
- int dx = abs(x2-x1);
- int dy = abs(y2-y1);
- int sx = (x1 < x2) ? 1 : -1;
- int sy = (y1 < y2) ? 1 : -1;
- int err = dx-dy, e2;
-
- while(1) {
- lwDrawPixel(canvas,x1,y1,color);
- if (x1 == x2 && y1 == y2) break;
- e2 = err*2;
- if (e2 > -dy) {
- err -= dy;
- x1 += sx;
- }
- if (e2 < dx) {
- err += dx;
- y1 += sy;
- }
- }
- }
-
- /* Draw a square centered at the specified x,y coordinates, with the specified
- * rotation angle and size. In order to write a rotated square, we use the
- * trivial fact that the parametric equation:
- *
- * x = sin(k)
- * y = cos(k)
- *
- * Describes a circle for values going from 0 to 2*PI. So basically if we start
- * at 45 degrees, that is k = PI/4, with the first point, and then we find
- * the other three points incrementing K by PIhttps://files.jxasp.com/image/2 (90 degrees), we'll have the
- * points of the square. In order to rotate the square, we just start with
- * k = PI/4 + rotation_angle, and we are done.
- *
- * Of course the vanilla equations above will describe the square inside a
- * circle of radius 1, so in order to draw larger squares we'll have to
- * multiply the obtained coordinates, and then translate them. However this
- * is much simpler than implementing the abstract concept of 2D shape and then
- * performing the rotation/translation transformation, so for LOLWUT it's
- * a good approach. */
- void lwDrawSquare(lwCanvas *canvas, int x, int y, float size, float angle, int color) {
- int px[4], py[4];
-
- /* Adjust the desired size according to the fact that the square inscribed
- * into a circle of radius 1 has the side of length SQRT(2). This way
- * size becomes a simple multiplication factor we can use with our
- * coordinates to magnify them. */
- size /= 1.4142135623;
- size = round(size);
-
- /* Compute the four points. */
- float k = M_PI/4 + angle;
- for (int j = 0; j < 4; j++) {
- px[j] = round(sin(k) * size + x);
- py[j] = round(cos(k) * size + y);
- k += M_PI/2;
- }
-
- /* Draw the square. */
- for (int j = 0; j < 4; j++)
- lwDrawLine(canvas,px[j],py[j],px[(j+1)%4],py[(j+1)%4],color);
- }