Handle blank blocks in database

Fix screwed-up indentation
This commit is contained in:
kwolekr 2013-11-17 10:57:45 -05:00
parent a439aea9ba
commit aa172bdda4

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