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Add LevelDB player database (#9982)
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@ -105,12 +105,12 @@ Migrate from current map backend to another. Possible values are sqlite3,
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leveldb, redis, postgresql, and dummy.
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.TP
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.B \-\-migrate-auth <value>
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Migrate from current auth backend to another. Possible values are sqlite3 and
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files.
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Migrate from current auth backend to another. Possible values are sqlite3,
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leveldb, and files.
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.TP
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.B \-\-migrate-players <value>
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Migrate from current players backend to another. Possible values are sqlite3,
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postgresql, dummy, and files.
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leveldb, postgresql, dummy, and files.
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.TP
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.B \-\-terminal
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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.,
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#include "log.h"
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#include "filesys.h"
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#include "exceptions.h"
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#include "remoteplayer.h"
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#include "server/player_sao.h"
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#include "util/serialize.h"
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#include "util/string.h"
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@ -98,6 +100,116 @@ void Database_LevelDB::listAllLoadableBlocks(std::vector<v3s16> &dst)
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delete it;
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}
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PlayerDatabaseLevelDB::PlayerDatabaseLevelDB(const 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,
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savedir + DIR_DELIM + "players.db", &m_database);
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ENSURE_STATUS_OK(status);
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}
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PlayerDatabaseLevelDB::~PlayerDatabaseLevelDB()
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{
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delete m_database;
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}
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void PlayerDatabaseLevelDB::savePlayer(RemotePlayer *player)
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{
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/*
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u8 version = 1
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u16 hp
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v3f position
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f32 pitch
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f32 yaw
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u16 breath
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u32 attribute_count
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for each attribute {
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std::string name
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std::string (long) value
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}
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std::string (long) serialized_inventory
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*/
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std::ostringstream os;
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writeU8(os, 1);
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PlayerSAO *sao = player->getPlayerSAO();
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sanity_check(sao);
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writeU16(os, sao->getHP());
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writeV3F32(os, sao->getBasePosition());
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writeF32(os, sao->getLookPitch());
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writeF32(os, sao->getRotation().Y);
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writeU16(os, sao->getBreath());
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StringMap stringvars = sao->getMeta().getStrings();
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writeU32(os, stringvars.size());
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for (const auto &it : stringvars) {
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os << serializeString(it.first);
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os << serializeLongString(it.second);
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}
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player->inventory.serialize(os);
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leveldb::Status status = m_database->Put(leveldb::WriteOptions(),
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player->getName(), os.str());
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ENSURE_STATUS_OK(status);
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player->onSuccessfulSave();
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}
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bool PlayerDatabaseLevelDB::removePlayer(const std::string &name)
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{
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leveldb::Status s = m_database->Delete(leveldb::WriteOptions(), name);
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return s.ok();
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}
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bool PlayerDatabaseLevelDB::loadPlayer(RemotePlayer *player, PlayerSAO *sao)
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{
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std::string raw;
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leveldb::Status s = m_database->Get(leveldb::ReadOptions(),
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player->getName(), &raw);
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if (!s.ok())
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return false;
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std::istringstream is(raw);
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if (readU8(is) > 1)
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return false;
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sao->setHPRaw(readU16(is));
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sao->setBasePosition(readV3F32(is));
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sao->setLookPitch(readF32(is));
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sao->setPlayerYaw(readF32(is));
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sao->setBreath(readU16(is), false);
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u32 attribute_count = readU32(is);
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for (u32 i = 0; i < attribute_count; i++) {
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std::string name = deSerializeString(is);
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std::string value = deSerializeLongString(is);
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sao->getMeta().setString(name, value);
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}
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sao->getMeta().setModified(false);
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// This should always be last.
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try {
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player->inventory.deSerialize(is);
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} catch (SerializationError &e) {
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errorstream << "Failed to deserialize player inventory. player_name="
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<< player->getName() << " " << e.what() << std::endl;
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}
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return true;
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}
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void PlayerDatabaseLevelDB::listPlayers(std::vector<std::string> &res)
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{
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leveldb::Iterator* it = m_database->NewIterator(leveldb::ReadOptions());
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res.clear();
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for (it->SeekToFirst(); it->Valid(); it->Next()) {
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res.push_back(it->key().ToString());
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}
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delete it;
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}
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AuthDatabaseLevelDB::AuthDatabaseLevelDB(const std::string &savedir)
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{
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leveldb::Options options;
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@ -45,6 +45,21 @@ private:
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leveldb::DB *m_database;
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};
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class PlayerDatabaseLevelDB : public PlayerDatabase
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{
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public:
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PlayerDatabaseLevelDB(const std::string &savedir);
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~PlayerDatabaseLevelDB();
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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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private:
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leveldb::DB *m_database;
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};
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class AuthDatabaseLevelDB : public AuthDatabase
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{
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public:
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@ -2089,6 +2089,7 @@ PlayerDatabase *ServerEnvironment::openPlayerDatabase(const std::string &name,
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if (name == "dummy")
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return new Database_Dummy();
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#if USE_POSTGRESQL
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if (name == "postgresql") {
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std::string connect_string;
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@ -2096,6 +2097,12 @@ PlayerDatabase *ServerEnvironment::openPlayerDatabase(const std::string &name,
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return new PlayerDatabasePostgreSQL(connect_string);
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}
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#endif
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#if USE_LEVELDB
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if (name == "leveldb")
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return new PlayerDatabaseLevelDB(savedir);
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#endif
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if (name == "files")
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return new PlayerDatabaseFiles(savedir + DIR_DELIM + "players");
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@ -2116,7 +2123,7 @@ bool ServerEnvironment::migratePlayersDatabase(const GameParams &game_params,
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if (!world_mt.exists("player_backend")) {
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errorstream << "Please specify your current backend in world.mt:"
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<< std::endl
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<< " player_backend = {files|sqlite3|postgresql}"
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<< " player_backend = {files|sqlite3|leveldb|postgresql}"
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<< std::endl;
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return false;
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}
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