minetest/src/database-leveldb.cpp

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#include "config.h"
#if USE_LEVELDB
/*
LevelDB databases
*/
#include "map.h"
#include "mapsector.h"
#include "mapblock.h"
#include "main.h"
#include "filesys.h"
#include "voxel.h"
#include "porting.h"
#include "mapgen.h"
#include "nodemetadata.h"
#include "settings.h"
#include "log.h"
#include "profiler.h"
#include "nodedef.h"
#include "gamedef.h"
#include "util/directiontables.h"
#include "rollback_interface.h"
#include "database-leveldb.h"
#include "leveldb/db.h"
Database_LevelDB::Database_LevelDB(ServerMap *map, std::string savedir)
{
leveldb::Options options;
options.create_if_missing = true;
leveldb::Status status = leveldb::DB::Open(options, savedir + DIR_DELIM + "map.db", &m_database);
assert(status.ok());
srvmap = map;
}
int Database_LevelDB::Initialized(void)
{
return 1;
}
void Database_LevelDB::beginSave() {}
void Database_LevelDB::endSave() {}
void Database_LevelDB::saveBlock(MapBlock *block)
{
DSTACK(__FUNCTION_NAME);
/*
Dummy blocks are not written
*/
if(block->isDummy())
{
return;
}
// Format used for writing
u8 version = SER_FMT_VER_HIGHEST;
// Get destination
v3s16 p3d = block->getPos();
/*
[0] u8 serialization version
[1] data
*/
std::ostringstream o(std::ios_base::binary);
o.write((char*)&version, 1);
// Write basic data
block->serialize(o, version, true);
// Write block to database
std::string tmp = o.str();
m_database->Put(leveldb::WriteOptions(), i64tos(getBlockAsInteger(p3d)), tmp);
// We just wrote it to the disk so clear modified flag
block->resetModified();
}
MapBlock* Database_LevelDB::loadBlock(v3s16 blockpos)
{
v2s16 p2d(blockpos.X, blockpos.Z);
std::string datastr;
leveldb::Status s = m_database->Get(leveldb::ReadOptions(), i64tos(getBlockAsInteger(blockpos)), &datastr);
if(s.ok()) {
/*
Make sure sector is loaded
*/
MapSector *sector = srvmap->createSector(p2d);
try {
std::istringstream is(datastr, std::ios_base::binary);
u8 version = SER_FMT_VER_INVALID;
is.read((char*)&version, 1);
if(is.fail())
throw SerializationError("ServerMap::loadBlock(): Failed"
" to read MapBlock version");
MapBlock *block = NULL;
bool created_new = false;
block = sector->getBlockNoCreateNoEx(blockpos.Y);
if(block == NULL)
{
block = sector->createBlankBlockNoInsert(blockpos.Y);
created_new = true;
}
// Read basic data
block->deSerialize(is, version, true);
// If it's a new block, insert it to the map
if(created_new)
sector->insertBlock(block);
/*
Save blocks loaded in old format in new format
*/
//if(version < SER_FMT_VER_HIGHEST || save_after_load)
// Only save if asked to; no need to update version
//if(save_after_load)
// saveBlock(block);
// We just loaded it from, so it's up-to-date.
block->resetModified();
}
catch(SerializationError &e)
{
errorstream<<"Invalid block data in database"
<<" ("<<blockpos.X<<","<<blockpos.Y<<","<<blockpos.Z<<")"
<<" (SerializationError): "<<e.what()<<std::endl;
// TODO: Block should be marked as invalid in memory so that it is
// not touched but the game can run
if(g_settings->getBool("ignore_world_load_errors")){
errorstream<<"Ignoring block load error. Duck and cover! "
<<"(ignore_world_load_errors)"<<std::endl;
} else {
throw SerializationError("Invalid block data in database");
//assert(0);
}
}
return srvmap->getBlockNoCreateNoEx(blockpos); // should not be using this here
}
return(NULL);
}
void Database_LevelDB::listAllLoadableBlocks(core::list<v3s16> &dst)
{
leveldb::Iterator* it = m_database->NewIterator(leveldb::ReadOptions());
for (it->SeekToFirst(); it->Valid(); it->Next()) {
dst.push_back(getIntegerAsBlock(stoi64(it->key().ToString())));
}
assert(it->status().ok()); // Check for any errors found during the scan
delete it;
}
Database_LevelDB::~Database_LevelDB()
{
delete m_database;
}
#endif