parent
a439aea9ba
commit
aa172bdda4
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@ -208,93 +208,104 @@ void Database_SQLite3::saveBlock(MapBlock *block)
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MapBlock* Database_SQLite3::loadBlock(v3s16 blockpos)
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{
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v2s16 p2d(blockpos.X, blockpos.Z);
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verifyDatabase();
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if(sqlite3_bind_int64(m_database_read, 1, getBlockAsInteger(blockpos)) != SQLITE_OK)
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infostream<<"WARNING: Could not bind block position for load: "
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<<sqlite3_errmsg(m_database)<<std::endl;
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if(sqlite3_step(m_database_read) == SQLITE_ROW) {
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/*
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Make sure sector is loaded
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*/
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MapSector *sector = srvmap->createSector(p2d);
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/*
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Load block
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*/
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const char * data = (const char *)sqlite3_column_blob(m_database_read, 0);
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size_t len = sqlite3_column_bytes(m_database_read, 0);
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std::string datastr(data, len);
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// srvmap->loadBlock(&datastr, blockpos, sector, false);
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verifyDatabase();
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if (sqlite3_bind_int64(m_database_read, 1, getBlockAsInteger(blockpos)) != SQLITE_OK) {
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infostream << "WARNING: Could not bind block position for load: "
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<< sqlite3_errmsg(m_database)<<std::endl;
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}
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if (sqlite3_step(m_database_read) == SQLITE_ROW) {
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/*
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Make sure sector is loaded
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*/
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MapSector *sector = srvmap->createSector(p2d);
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/*
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Load block
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*/
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const char *data = (const char *)sqlite3_column_blob(m_database_read, 0);
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size_t len = sqlite3_column_bytes(m_database_read, 0);
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if (data == NULL || len == 0) {
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errorstream << "Blank block data in database (data == NULL || len"
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" == 0) (" << blockpos.X << "," << blockpos.Y << ","
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<< blockpos.Z << ")" << std::endl;
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if (g_settings->getBool("ignore_world_load_errors")) {
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errorstream << "Ignoring block load error. Duck and cover! "
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<< "(ignore_world_load_errors)" << std::endl;
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} else {
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throw SerializationError("Blank block data in database");
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}
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}
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std::string datastr(data, len);
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//srvmap->loadBlock(&datastr, blockpos, sector, false);
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try {
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std::istringstream is(datastr, std::ios_base::binary);
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u8 version = SER_FMT_VER_INVALID;
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is.read((char*)&version, 1);
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std::istringstream is(datastr, std::ios_base::binary);
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if(is.fail())
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throw SerializationError("ServerMap::loadBlock(): Failed"
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" to read MapBlock version");
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u8 version = SER_FMT_VER_INVALID;
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is.read((char*)&version, 1);
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MapBlock *block = NULL;
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bool created_new = false;
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block = sector->getBlockNoCreateNoEx(blockpos.Y);
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if(block == NULL)
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{
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block = sector->createBlankBlockNoInsert(blockpos.Y);
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created_new = true;
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}
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// Read basic data
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block->deSerialize(is, version, true);
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// If it's a new block, insert it to the map
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if(created_new)
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sector->insertBlock(block);
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/*
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Save blocks loaded in old format in new format
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*/
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if (is.fail())
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throw SerializationError("ServerMap::loadBlock(): Failed"
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" to read MapBlock version");
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//if(version < SER_FMT_VER_HIGHEST || save_after_load)
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// Only save if asked to; no need to update version
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//if(save_after_load)
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// saveBlock(block);
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// We just loaded it from, so it's up-to-date.
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block->resetModified();
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MapBlock *block = NULL;
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bool created_new = false;
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block = sector->getBlockNoCreateNoEx(blockpos.Y);
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if (block == NULL)
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{
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block = sector->createBlankBlockNoInsert(blockpos.Y);
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created_new = true;
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}
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}
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catch(SerializationError &e)
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{
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errorstream<<"Invalid block data in database"
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<<" ("<<blockpos.X<<","<<blockpos.Y<<","<<blockpos.Z<<")"
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<<" (SerializationError): "<<e.what()<<std::endl;
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// TODO: Block should be marked as invalid in memory so that it is
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// not touched but the game can run
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// Read basic data
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block->deSerialize(is, version, true);
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if(g_settings->getBool("ignore_world_load_errors")){
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errorstream<<"Ignoring block load error. Duck and cover! "
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<<"(ignore_world_load_errors)"<<std::endl;
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} else {
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throw SerializationError("Invalid block data in database");
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//assert(0);
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}
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}
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// If it's a new block, insert it to the map
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if (created_new)
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sector->insertBlock(block);
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/*
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Save blocks loaded in old format in new format
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*/
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//if(version < SER_FMT_VER_HIGHEST || save_after_load)
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// Only save if asked to; no need to update version
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//if(save_after_load)
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// saveBlock(block);
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sqlite3_step(m_database_read);
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// We should never get more than 1 row, so ok to reset
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sqlite3_reset(m_database_read);
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// We just loaded it from, so it's up-to-date.
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block->resetModified();
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}
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catch(SerializationError &e)
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{
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errorstream << "Invalid block data in database"
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<< " (" << blockpos.X << "," << blockpos.Y << "," << blockpos.Z << ")"
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<< " (SerializationError): " << e.what() << std::endl;
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return srvmap->getBlockNoCreateNoEx(blockpos); // should not be using this here
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}
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sqlite3_reset(m_database_read);
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return(NULL);
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// TODO: Block should be marked as invalid in memory so that it is
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// not touched but the game can run
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if (g_settings->getBool("ignore_world_load_errors")) {
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errorstream << "Ignoring block load error. Duck and cover! "
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<< "(ignore_world_load_errors)" << std::endl;
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} else {
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throw SerializationError("Invalid block data in database");
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//assert(0);
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}
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}
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sqlite3_step(m_database_read);
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// We should never get more than 1 row, so ok to reset
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sqlite3_reset(m_database_read);
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return srvmap->getBlockNoCreateNoEx(blockpos); // should not be using this here
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}
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sqlite3_reset(m_database_read);
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return NULL;
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}
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void Database_SQLite3::createDatabase()
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