Add LevelDB player database (#9982)

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luk3yx 2020-06-13 04:54:20 +12:00 committed by GitHub
parent 3f0cbbc372
commit 982a030f33
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4 changed files with 138 additions and 4 deletions

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@ -105,12 +105,12 @@ Migrate from current map backend to another. Possible values are sqlite3,
leveldb, redis, postgresql, and dummy.
.TP
.B \-\-migrate-auth <value>
Migrate from current auth backend to another. Possible values are sqlite3 and
files.
Migrate from current auth backend to another. Possible values are sqlite3,
leveldb, and files.
.TP
.B \-\-migrate-players <value>
Migrate from current players backend to another. Possible values are sqlite3,
postgresql, dummy, and files.
leveldb, postgresql, dummy, and files.
.TP
.B \-\-terminal
Display an interactive terminal over ncurses during execution.

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@ -26,6 +26,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "log.h"
#include "filesys.h"
#include "exceptions.h"
#include "remoteplayer.h"
#include "server/player_sao.h"
#include "util/serialize.h"
#include "util/string.h"
@ -98,6 +100,116 @@ void Database_LevelDB::listAllLoadableBlocks(std::vector<v3s16> &dst)
delete it;
}
PlayerDatabaseLevelDB::PlayerDatabaseLevelDB(const std::string &savedir)
{
leveldb::Options options;
options.create_if_missing = true;
leveldb::Status status = leveldb::DB::Open(options,
savedir + DIR_DELIM + "players.db", &m_database);
ENSURE_STATUS_OK(status);
}
PlayerDatabaseLevelDB::~PlayerDatabaseLevelDB()
{
delete m_database;
}
void PlayerDatabaseLevelDB::savePlayer(RemotePlayer *player)
{
/*
u8 version = 1
u16 hp
v3f position
f32 pitch
f32 yaw
u16 breath
u32 attribute_count
for each attribute {
std::string name
std::string (long) value
}
std::string (long) serialized_inventory
*/
std::ostringstream os;
writeU8(os, 1);
PlayerSAO *sao = player->getPlayerSAO();
sanity_check(sao);
writeU16(os, sao->getHP());
writeV3F32(os, sao->getBasePosition());
writeF32(os, sao->getLookPitch());
writeF32(os, sao->getRotation().Y);
writeU16(os, sao->getBreath());
StringMap stringvars = sao->getMeta().getStrings();
writeU32(os, stringvars.size());
for (const auto &it : stringvars) {
os << serializeString(it.first);
os << serializeLongString(it.second);
}
player->inventory.serialize(os);
leveldb::Status status = m_database->Put(leveldb::WriteOptions(),
player->getName(), os.str());
ENSURE_STATUS_OK(status);
player->onSuccessfulSave();
}
bool PlayerDatabaseLevelDB::removePlayer(const std::string &name)
{
leveldb::Status s = m_database->Delete(leveldb::WriteOptions(), name);
return s.ok();
}
bool PlayerDatabaseLevelDB::loadPlayer(RemotePlayer *player, PlayerSAO *sao)
{
std::string raw;
leveldb::Status s = m_database->Get(leveldb::ReadOptions(),
player->getName(), &raw);
if (!s.ok())
return false;
std::istringstream is(raw);
if (readU8(is) > 1)
return false;
sao->setHPRaw(readU16(is));
sao->setBasePosition(readV3F32(is));
sao->setLookPitch(readF32(is));
sao->setPlayerYaw(readF32(is));
sao->setBreath(readU16(is), false);
u32 attribute_count = readU32(is);
for (u32 i = 0; i < attribute_count; i++) {
std::string name = deSerializeString(is);
std::string value = deSerializeLongString(is);
sao->getMeta().setString(name, value);
}
sao->getMeta().setModified(false);
// This should always be last.
try {
player->inventory.deSerialize(is);
} catch (SerializationError &e) {
errorstream << "Failed to deserialize player inventory. player_name="
<< player->getName() << " " << e.what() << std::endl;
}
return true;
}
void PlayerDatabaseLevelDB::listPlayers(std::vector<std::string> &res)
{
leveldb::Iterator* it = m_database->NewIterator(leveldb::ReadOptions());
res.clear();
for (it->SeekToFirst(); it->Valid(); it->Next()) {
res.push_back(it->key().ToString());
}
delete it;
}
AuthDatabaseLevelDB::AuthDatabaseLevelDB(const std::string &savedir)
{
leveldb::Options options;

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@ -45,6 +45,21 @@ private:
leveldb::DB *m_database;
};
class PlayerDatabaseLevelDB : public PlayerDatabase
{
public:
PlayerDatabaseLevelDB(const std::string &savedir);
~PlayerDatabaseLevelDB();
void savePlayer(RemotePlayer *player);
bool loadPlayer(RemotePlayer *player, PlayerSAO *sao);
bool removePlayer(const std::string &name);
void listPlayers(std::vector<std::string> &res);
private:
leveldb::DB *m_database;
};
class AuthDatabaseLevelDB : public AuthDatabase
{
public:

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@ -2089,6 +2089,7 @@ PlayerDatabase *ServerEnvironment::openPlayerDatabase(const std::string &name,
if (name == "dummy")
return new Database_Dummy();
#if USE_POSTGRESQL
if (name == "postgresql") {
std::string connect_string;
@ -2096,6 +2097,12 @@ PlayerDatabase *ServerEnvironment::openPlayerDatabase(const std::string &name,
return new PlayerDatabasePostgreSQL(connect_string);
}
#endif
#if USE_LEVELDB
if (name == "leveldb")
return new PlayerDatabaseLevelDB(savedir);
#endif
if (name == "files")
return new PlayerDatabaseFiles(savedir + DIR_DELIM + "players");
@ -2116,7 +2123,7 @@ bool ServerEnvironment::migratePlayersDatabase(const GameParams &game_params,
if (!world_mt.exists("player_backend")) {
errorstream << "Please specify your current backend in world.mt:"
<< std::endl
<< " player_backend = {files|sqlite3|postgresql}"
<< " player_backend = {files|sqlite3|leveldb|postgresql}"
<< std::endl;
return false;
}