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https://github.com/darkrenaissance/darkfi.git
synced 2026-01-06 21:34:00 -05:00
moved .sql to new directory. deleted /res
This commit is contained in:
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@@ -1,13 +0,0 @@
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# Blender MTL File: 'None'
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# Material Count: 1
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newmtl Material.001
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Ns 225.000000
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Ka 1.000000 1.000000 1.000000
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Kd 0.800000 0.800000 0.800000
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Ks 0.500000 0.500000 0.500000
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Ke 0.000000 0.000000 0.000000
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Ni 1.450000
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d 1.000000
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illum 2
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map_Kd earth.jpg
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2071
res/model/earth.obj
2071
res/model/earth.obj
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Load Diff
@@ -1,8 +0,0 @@
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#version 450
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layout(location=0) in vec3 v_color;
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layout(location=0) out vec4 f_color;
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void main() {
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f_color = vec4(v_color, 1.0);
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}
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@@ -1,27 +0,0 @@
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#version 450
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layout(location=0) in vec3 a_position;
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layout(location=0) out vec3 v_color;
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layout(set=0, binding=0)
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uniform Uniforms {
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vec3 u_view_position; // unused
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mat4 u_view_proj;
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};
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layout(set=1, binding=0)
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uniform Light {
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vec3 u_position;
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vec3 u_color;
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};
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// Let's keep our light smaller than our other objects
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float scale = 0.25;
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void main() {
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vec3 v_position = a_position * scale + u_position;
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gl_Position = u_view_proj * vec4(v_position, 1);
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v_color = u_color;
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}
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@@ -1,47 +0,0 @@
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#version 450
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layout(location=0) in vec2 v_tex_coords;
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layout(location=1) in vec3 v_normal;
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layout(location=2) in vec3 v_position;
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layout(location=0) out vec4 f_color;
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layout(set = 0, binding = 0) uniform texture2D t_diffuse;
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layout(set = 0, binding = 1) uniform sampler s_diffuse;
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layout(set=1, binding=0)
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uniform Uniforms {
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vec3 u_view_position;
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mat4 u_view_proj; // unused
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};
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layout(set = 2, binding = 0) uniform Light {
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vec3 light_position;
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vec3 light_color;
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};
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void main() {
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vec4 object_color = texture(sampler2D(t_diffuse, s_diffuse), v_tex_coords);
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// We don't need (or want) much ambient light, so 0.1 is fine
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float ambient_strength = 0.1;
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vec3 ambient_color = light_color * ambient_strength;
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vec3 normal = normalize(v_normal);
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vec3 light_dir = normalize(light_position - v_position);
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float diffuse_strength = max(dot(normal, light_dir), 0.0);
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vec3 diffuse_color = light_color * diffuse_strength;
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vec3 view_dir = normalize(u_view_position - v_position);
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vec3 reflect_dir = reflect(-light_dir, normal);
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float specular_strength = pow(max(dot(view_dir, reflect_dir), 0.0), 32);
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vec3 specular_color = specular_strength * light_color;
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vec3 result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
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// Since lights don't typically (afaik) cast transparency, so we use
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// the alpha here at the end.
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f_color = vec4(result, object_color.a);
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}
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@@ -1,47 +0,0 @@
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#version 450
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layout(location=0) in vec2 v_tex_coords;
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layout(location=1) in vec3 v_normal;
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layout(location=2) in vec3 v_position;
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layout(location=0) out vec4 f_color;
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layout(set = 0, binding = 0) uniform texture2D t_diffuse;
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layout(set = 0, binding = 1) uniform sampler s_diffuse;
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layout(set=1, binding=0)
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uniform Uniforms {
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vec3 u_view_position;
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mat4 u_view_proj; // unused
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};
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layout(set=2, binding=0) uniform Light {
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vec3 light_position;
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vec3 light_color;
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};
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void main() {
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vec4 object_color = texture(sampler2D(t_diffuse, s_diffuse), v_tex_coords);
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// We don't need (or want) much ambient light, so 0.1 is fine
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float ambient_strength = 0.1;
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vec3 ambient_color = light_color * ambient_strength;
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vec3 normal = normalize(v_normal);
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vec3 light_dir = normalize(light_position - v_position);
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float diffuse_strength = max(dot(normal, light_dir), 0.0);
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vec3 diffuse_color = light_color * diffuse_strength;
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vec3 view_dir = normalize(u_view_position - v_position);
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vec3 half_dir = normalize(view_dir + light_dir);
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float specular_strength = pow(max(dot(normal, half_dir), 0.0), 32);
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vec3 specular_color = specular_strength * light_color;
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vec3 result = (ambient_color + diffuse_color + specular_color) * object_color.xyz;
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// Since lights don't typically (afaik) cast transparency, so we use
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// the alpha here at the end.
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f_color = vec4(result, object_color.a);
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}
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@@ -1,37 +0,0 @@
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#version 450
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layout(location=0) in vec3 a_position;
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layout(location=1) in vec2 a_tex_coords;
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layout(location=2) in vec3 a_normal;
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layout(location=0) out vec2 v_tex_coords;
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layout(location=1) out vec3 v_normal;
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layout(location=2) out vec3 v_position;
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layout(set=1, binding=0)
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uniform Uniforms {
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vec3 u_view_position; // unused
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mat4 u_view_proj;
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};
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layout(location=5) in vec4 model_matrix_0;
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layout(location=6) in vec4 model_matrix_1;
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layout(location=7) in vec4 model_matrix_2;
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layout(location=8) in vec4 model_matrix_3;
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void main() {
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mat4 model_matrix = mat4(
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model_matrix_0,
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model_matrix_1,
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model_matrix_2,
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model_matrix_3
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);
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v_tex_coords = a_tex_coords;
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mat3 normal_matrix = mat3(transpose(inverse(model_matrix)));
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v_normal = normal_matrix * a_normal;
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vec4 model_space = model_matrix * vec4(a_position, 1.0);
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v_position = model_space.xyz;
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gl_Position = u_view_proj * model_space;
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}
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@@ -1,11 +0,0 @@
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#version 450
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layout(location=0) in vec2 v_tex_coords;
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layout(location=0) out vec4 f_color;
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layout(set = 0, binding = 0) uniform texture2D t_diffuse;
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layout(set = 0, binding = 1) uniform sampler s_diffuse;
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void main() {
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f_color = texture(sampler2D(t_diffuse, s_diffuse), v_tex_coords);
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}
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@@ -1,11 +0,0 @@
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#version 450
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layout(location=0) in vec3 a_position;
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layout(location=1) in vec2 a_tex_coords;
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layout(location=0) out vec2 v_tex_coords;
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void main() {
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v_tex_coords = a_tex_coords;
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gl_Position = vec4(a_position, 1.0);
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}
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Binary file not shown.
@@ -35,7 +35,7 @@ impl CashierDb {
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pub fn init_db(&self) -> Result<()> {
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if !self.password.trim().is_empty() {
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let contents = include_str!("../../res/cashier.sql");
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let contents = include_str!("../../sql/cashier.sql");
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let conn = Connection::open(&self.path)?;
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debug!(target: "CASHIERDB", "Opened connection at path {:?}", self.path);
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conn.pragma_update(None, "key", &self.password)?;
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@@ -182,10 +182,10 @@ impl CashierDb {
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let mut stmt = conn.prepare(
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"SELECT coin_key_id FROM withdraw_keypairs WHERE d_key_public = :d_key_public AND asset_id = :asset_id",
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)?;
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let addr_iter =
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stmt.query_map::<Vec<u8>, _, _>(&[(":d_key_public", &d_key_public), (":asset_id", &asset_id)], |row| {
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Ok(row.get(0)?)
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})?;
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let addr_iter = stmt.query_map::<Vec<u8>, _, _>(
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&[(":d_key_public", &d_key_public), (":asset_id", &asset_id)],
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|row| Ok(row.get(0)?),
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)?;
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let mut coin_addresses = vec![];
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@@ -196,7 +196,11 @@ impl CashierDb {
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Ok(coin_addresses.pop())
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}
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pub fn delete_withdraw_key_record(&self, coin_address: &Vec<u8>, asset_id: &Vec<u8> ) -> Result<()> {
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pub fn delete_withdraw_key_record(
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&self,
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coin_address: &Vec<u8>,
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asset_id: &Vec<u8>,
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) -> Result<()> {
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debug!(target: "CASHIERDB", "Delete withdraw keys");
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// open connection
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@@ -42,7 +42,7 @@ impl WalletDb {
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pub fn init_db(&self) -> Result<()> {
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if !self.password.trim().is_empty() {
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let contents = include_str!("../../res/schema.sql");
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let contents = include_str!("../../sql/schema.sql");
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let conn = Connection::open(&self.path)?;
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debug!(target: "WALLETDB", "OPENED CONNECTION AT PATH {:?}", self.path);
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conn.pragma_update(None, "key", &self.password)?;
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