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Add dummy and LevelDB database backends
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148 changed files with 26766 additions and 242 deletions
163
src/database-leveldb.cpp
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163
src/database-leveldb.cpp
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#include "config.h"
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#if USE_LEVELDB
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/*
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LevelDB databases
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*/
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#include "map.h"
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#include "mapsector.h"
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#include "mapblock.h"
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#include "main.h"
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#include "filesys.h"
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#include "voxel.h"
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#include "porting.h"
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#include "mapgen.h"
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#include "nodemetadata.h"
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#include "settings.h"
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#include "log.h"
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#include "profiler.h"
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#include "nodedef.h"
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#include "gamedef.h"
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#include "util/directiontables.h"
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#include "rollback_interface.h"
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#include "database-leveldb.h"
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#include "leveldb/db.h"
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Database_LevelDB::Database_LevelDB(ServerMap *map, std::string savedir)
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{
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leveldb::Options options;
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options.create_if_missing = true;
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leveldb::Status status = leveldb::DB::Open(options, savedir + DIR_DELIM + "map.db", &m_database);
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assert(status.ok());
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srvmap = map;
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}
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int Database_LevelDB::Initialized(void)
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{
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return 1;
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}
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void Database_LevelDB::beginSave() {}
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void Database_LevelDB::endSave() {}
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void Database_LevelDB::saveBlock(MapBlock *block)
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{
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DSTACK(__FUNCTION_NAME);
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/*
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Dummy blocks are not written
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*/
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if(block->isDummy())
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{
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return;
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}
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// Format used for writing
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u8 version = SER_FMT_VER_HIGHEST;
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// Get destination
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v3s16 p3d = block->getPos();
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/*
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[0] u8 serialization version
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[1] data
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*/
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std::ostringstream o(std::ios_base::binary);
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o.write((char*)&version, 1);
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// Write basic data
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block->serialize(o, version, true);
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// Write block to database
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std::string tmp = o.str();
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m_database->Put(leveldb::WriteOptions(), i64tos(getBlockAsInteger(p3d)), tmp);
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// We just wrote it to the disk so clear modified flag
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block->resetModified();
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}
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MapBlock* Database_LevelDB::loadBlock(v3s16 blockpos)
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{
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v2s16 p2d(blockpos.X, blockpos.Z);
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std::string datastr;
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leveldb::Status s = m_database->Get(leveldb::ReadOptions(), i64tos(getBlockAsInteger(blockpos)), &datastr);
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if(s.ok()) {
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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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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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if(is.fail())
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throw SerializationError("ServerMap::loadBlock(): Failed"
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" to read MapBlock version");
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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(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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}
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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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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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return srvmap->getBlockNoCreateNoEx(blockpos); // should not be using this here
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}
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return(NULL);
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}
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void Database_LevelDB::listAllLoadableBlocks(core::list<v3s16> &dst)
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{
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leveldb::Iterator* it = m_database->NewIterator(leveldb::ReadOptions());
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for (it->SeekToFirst(); it->Valid(); it->Next()) {
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dst.push_back(getIntegerAsBlock(stoi64(it->key().ToString())));
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}
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assert(it->status().ok()); // Check for any errors found during the scan
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delete it;
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}
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Database_LevelDB::~Database_LevelDB()
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{
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delete m_database;
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}
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#endif
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