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Player data to Database (#5475)
* Player data to Database Add player data into databases (SQLite3 & PG only) PostgreSQL & SQLite: better POO Design for databases Add --migrate-players argument to server + deprecation warning * Remove players directory if empty
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31 changed files with 1555 additions and 378 deletions
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@ -20,8 +20,10 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#ifndef DATABASE_SQLITE3_HEADER
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#define DATABASE_SQLITE3_HEADER
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#include <cstring>
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#include <string>
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#include "database.h"
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#include "exceptions.h"
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extern "C" {
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#include "sqlite3.h"
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@ -30,37 +32,97 @@ extern "C" {
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class Database_SQLite3 : public Database
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{
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public:
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Database_SQLite3(const std::string &savedir);
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~Database_SQLite3();
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virtual ~Database_SQLite3();
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void beginSave();
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void endSave();
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bool saveBlock(const v3s16 &pos, const std::string &data);
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void loadBlock(const v3s16 &pos, std::string *block);
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bool deleteBlock(const v3s16 &pos);
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void listAllLoadableBlocks(std::vector<v3s16> &dst);
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bool initialized() const { return m_initialized; }
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protected:
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Database_SQLite3(const std::string &savedir, const std::string &dbname);
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private:
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// Open the database
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void openDatabase();
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// Create the database structure
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void createDatabase();
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// Open and initialize the database if needed
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void verifyDatabase();
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void bindPos(sqlite3_stmt *stmt, const v3s16 &pos, int index = 1);
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// Convertors
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inline void str_to_sqlite(sqlite3_stmt *s, int iCol, const std::string &str) const
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{
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sqlite3_vrfy(sqlite3_bind_text(s, iCol, str.c_str(), str.size(), NULL));
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}
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inline void str_to_sqlite(sqlite3_stmt *s, int iCol, const char *str) const
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{
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sqlite3_vrfy(sqlite3_bind_text(s, iCol, str, strlen(str), NULL));
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}
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inline void int_to_sqlite(sqlite3_stmt *s, int iCol, int val) const
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{
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sqlite3_vrfy(sqlite3_bind_int(s, iCol, val));
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}
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inline void int64_to_sqlite(sqlite3_stmt *s, int iCol, s64 val) const
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{
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sqlite3_vrfy(sqlite3_bind_int64(s, iCol, (sqlite3_int64) val));
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}
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inline void double_to_sqlite(sqlite3_stmt *s, int iCol, double val) const
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{
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sqlite3_vrfy(sqlite3_bind_double(s, iCol, val));
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}
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inline std::string sqlite_to_string(sqlite3_stmt *s, int iCol)
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{
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const char* text = reinterpret_cast<const char*>(sqlite3_column_text(s, iCol));
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return std::string(text ? text : "");
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}
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inline s32 sqlite_to_int(sqlite3_stmt *s, int iCol)
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{
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return sqlite3_column_int(s, iCol);
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}
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inline u32 sqlite_to_uint(sqlite3_stmt *s, int iCol)
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{
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return (u32) sqlite3_column_int(s, iCol);
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}
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inline float sqlite_to_float(sqlite3_stmt *s, int iCol)
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{
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return (float) sqlite3_column_double(s, iCol);
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}
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inline const v3f sqlite_to_v3f(sqlite3_stmt *s, int iCol)
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{
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return v3f(sqlite_to_float(s, iCol), sqlite_to_float(s, iCol + 1),
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sqlite_to_float(s, iCol + 2));
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}
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// Query verifiers helpers
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inline void sqlite3_vrfy(int s, const std::string &m = "", int r = SQLITE_OK) const
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{
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if (s != r)
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throw DatabaseException(m + ": " + sqlite3_errmsg(m_database));
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}
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inline void sqlite3_vrfy(const int s, const int r, const std::string &m = "") const
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{
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sqlite3_vrfy(s, m, r);
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}
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// Create the database structure
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virtual void createDatabase() = 0;
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virtual void initStatements() = 0;
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sqlite3 *m_database;
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private:
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// Open the database
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void openDatabase();
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bool m_initialized;
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std::string m_savedir;
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std::string m_dbname;
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sqlite3 *m_database;
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sqlite3_stmt *m_stmt_read;
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sqlite3_stmt *m_stmt_write;
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sqlite3_stmt *m_stmt_list;
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sqlite3_stmt *m_stmt_delete;
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sqlite3_stmt *m_stmt_begin;
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sqlite3_stmt *m_stmt_end;
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static int busyHandler(void *data, int count);
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};
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class MapDatabaseSQLite3 : private Database_SQLite3, public MapDatabase
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{
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public:
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MapDatabaseSQLite3(const std::string &savedir);
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virtual ~MapDatabaseSQLite3();
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bool saveBlock(const v3s16 &pos, const std::string &data);
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void loadBlock(const v3s16 &pos, std::string *block);
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bool deleteBlock(const v3s16 &pos);
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void listAllLoadableBlocks(std::vector<v3s16> &dst);
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void beginSave() { Database_SQLite3::beginSave(); }
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void endSave() { Database_SQLite3::endSave(); }
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protected:
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virtual void createDatabase();
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virtual void initStatements();
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private:
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void bindPos(sqlite3_stmt *stmt, const v3s16 &pos, int index = 1);
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// Map
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sqlite3_stmt *m_stmt_read;
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sqlite3_stmt *m_stmt_write;
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sqlite3_stmt *m_stmt_list;
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sqlite3_stmt *m_stmt_delete;
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};
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class PlayerDatabaseSQLite3 : private Database_SQLite3, public PlayerDatabase
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{
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public:
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PlayerDatabaseSQLite3(const std::string &savedir);
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virtual ~PlayerDatabaseSQLite3();
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void savePlayer(RemotePlayer *player);
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bool loadPlayer(RemotePlayer *player, PlayerSAO *sao);
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bool removePlayer(const std::string &name);
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void listPlayers(std::vector<std::string> &res);
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protected:
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virtual void createDatabase();
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virtual void initStatements();
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private:
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bool playerDataExists(const std::string &name);
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// Players
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sqlite3_stmt *m_stmt_player_load;
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sqlite3_stmt *m_stmt_player_add;
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sqlite3_stmt *m_stmt_player_update;
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sqlite3_stmt *m_stmt_player_remove;
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sqlite3_stmt *m_stmt_player_list;
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sqlite3_stmt *m_stmt_player_load_inventory;
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sqlite3_stmt *m_stmt_player_load_inventory_items;
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sqlite3_stmt *m_stmt_player_add_inventory;
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sqlite3_stmt *m_stmt_player_add_inventory_items;
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sqlite3_stmt *m_stmt_player_remove_inventory;
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sqlite3_stmt *m_stmt_player_remove_inventory_items;
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sqlite3_stmt *m_stmt_player_metadata_load;
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sqlite3_stmt *m_stmt_player_metadata_remove;
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sqlite3_stmt *m_stmt_player_metadata_add;
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};
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#endif
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