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Use unique_ptrs for leveldb db and iterators
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8445c5fe60
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@ -45,14 +45,11 @@ Database_LevelDB::Database_LevelDB(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::DB *db;
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leveldb::Status status = leveldb::DB::Open(options,
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savedir + DIR_DELIM + "map.db", &m_database);
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savedir + DIR_DELIM + "map.db", &db);
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ENSURE_STATUS_OK(status);
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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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m_database.reset(db);
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}
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bool Database_LevelDB::saveBlock(const v3s16 &pos, const std::string &data)
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@ -92,26 +89,22 @@ bool Database_LevelDB::deleteBlock(const v3s16 &pos)
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void Database_LevelDB::listAllLoadableBlocks(std::vector<v3s16> &dst)
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{
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leveldb::Iterator* it = m_database->NewIterator(leveldb::ReadOptions());
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std::unique_ptr<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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ENSURE_STATUS_OK(it->status()); // Check for any errors found during the scan
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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::DB *db;
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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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savedir + DIR_DELIM + "players.db", &db);
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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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m_database.reset(db);
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}
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void PlayerDatabaseLevelDB::savePlayer(RemotePlayer *player)
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@ -202,26 +195,22 @@ bool PlayerDatabaseLevelDB::loadPlayer(RemotePlayer *player, PlayerSAO *sao)
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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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std::unique_ptr<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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options.create_if_missing = true;
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leveldb::DB *db;
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leveldb::Status status = leveldb::DB::Open(options,
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savedir + DIR_DELIM + "auth.db", &m_database);
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savedir + DIR_DELIM + "auth.db", &db);
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ENSURE_STATUS_OK(status);
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}
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AuthDatabaseLevelDB::~AuthDatabaseLevelDB()
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{
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delete m_database;
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m_database.reset(db);
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}
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bool AuthDatabaseLevelDB::getAuth(const std::string &name, AuthEntry &res)
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@ -293,12 +282,11 @@ bool AuthDatabaseLevelDB::deleteAuth(const std::string &name)
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void AuthDatabaseLevelDB::listNames(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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std::unique_ptr<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.emplace_back(it->key().ToString());
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}
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delete it;
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}
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void AuthDatabaseLevelDB::reload()
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@ -23,6 +23,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#if USE_LEVELDB
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#include <memory>
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#include <string>
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#include "database.h"
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#include "leveldb/db.h"
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@ -31,7 +32,7 @@ class Database_LevelDB : public MapDatabase
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{
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public:
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Database_LevelDB(const std::string &savedir);
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~Database_LevelDB();
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~Database_LevelDB() = default;
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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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@ -42,14 +43,14 @@ public:
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void endSave() {}
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private:
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leveldb::DB *m_database;
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std::unique_ptr<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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~PlayerDatabaseLevelDB() = default;
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void savePlayer(RemotePlayer *player);
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bool loadPlayer(RemotePlayer *player, PlayerSAO *sao);
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@ -57,14 +58,14 @@ public:
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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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std::unique_ptr<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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AuthDatabaseLevelDB(const std::string &savedir);
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virtual ~AuthDatabaseLevelDB();
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virtual ~AuthDatabaseLevelDB() = default;
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virtual bool getAuth(const std::string &name, AuthEntry &res);
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virtual bool saveAuth(const AuthEntry &authEntry);
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@ -74,7 +75,7 @@ public:
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virtual void reload();
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private:
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leveldb::DB *m_database;
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std::unique_ptr<leveldb::DB> m_database;
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};
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#endif // USE_LEVELDB
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