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Handle blank blocks in database
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Fix screwed-up indentation
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kwolekr committed Nov 17, 2013
1 parent a439aea commit aa172bd
Showing 1 changed file with 96 additions and 85 deletions.
181 changes: 96 additions & 85 deletions src/database-sqlite3.cpp
Expand Up @@ -208,93 +208,104 @@ void Database_SQLite3::saveBlock(MapBlock *block)
MapBlock* Database_SQLite3::loadBlock(v3s16 blockpos)
{
v2s16 p2d(blockpos.X, blockpos.Z);
verifyDatabase();

if(sqlite3_bind_int64(m_database_read, 1, getBlockAsInteger(blockpos)) != SQLITE_OK)
infostream<<"WARNING: Could not bind block position for load: "
<<sqlite3_errmsg(m_database)<<std::endl;
if(sqlite3_step(m_database_read) == SQLITE_ROW) {
/*
Make sure sector is loaded
*/
MapSector *sector = srvmap->createSector(p2d);

/*
Load block
*/
const char * data = (const char *)sqlite3_column_blob(m_database_read, 0);
size_t len = sqlite3_column_bytes(m_database_read, 0);

std::string datastr(data, len);

// srvmap->loadBlock(&datastr, blockpos, sector, false);
verifyDatabase();

if (sqlite3_bind_int64(m_database_read, 1, getBlockAsInteger(blockpos)) != SQLITE_OK) {
infostream << "WARNING: Could not bind block position for load: "
<< sqlite3_errmsg(m_database)<<std::endl;
}

if (sqlite3_step(m_database_read) == SQLITE_ROW) {
/*
Make sure sector is loaded
*/
MapSector *sector = srvmap->createSector(p2d);

/*
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;

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 {
std::istringstream is(datastr, std::ios_base::binary);

u8 version = SER_FMT_VER_INVALID;
is.read((char*)&version, 1);

if(is.fail())
throw SerializationError("ServerMap::loadBlock(): Failed"
" to read MapBlock version");

MapBlock *block = NULL;
bool created_new = false;
block = sector->getBlockNoCreateNoEx(blockpos.Y);
if(block == NULL)
{
block = sector->createBlankBlockNoInsert(blockpos.Y);
created_new = true;
}

// Read basic data
block->deSerialize(is, version, true);

// If it's a new block, insert it to the map
if(created_new)
sector->insertBlock(block);

/*
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);

// We just loaded it from, so it's up-to-date.
block->resetModified();

}
catch(SerializationError &e)
{
errorstream<<"Invalid block data in database"
<<" ("<<blockpos.X<<","<<blockpos.Y<<","<<blockpos.Z<<")"
<<" (SerializationError): "<<e.what()<<std::endl;

// TODO: Block should be marked as invalid in memory so that it is
// not touched but the game can run

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("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);
std::istringstream is(datastr, std::ios_base::binary);

u8 version = SER_FMT_VER_INVALID;
is.read((char*)&version, 1);

if (is.fail())
throw SerializationError("ServerMap::loadBlock(): Failed"
" to read MapBlock version");

MapBlock *block = NULL;
bool created_new = false;
block = sector->getBlockNoCreateNoEx(blockpos.Y);
if (block == NULL)
{
block = sector->createBlankBlockNoInsert(blockpos.Y);
created_new = true;
}

// Read basic data
block->deSerialize(is, version, true);

// If it's a new block, insert it to the map
if (created_new)
sector->insertBlock(block);

/*
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);

// We just loaded it from, so it's up-to-date.
block->resetModified();
}
catch(SerializationError &e)
{
errorstream << "Invalid block data in database"
<< " (" << blockpos.X << "," << blockpos.Y << "," << blockpos.Z << ")"
<< " (SerializationError): " << e.what() << std::endl;

// TODO: Block should be marked as invalid in memory so that it is
// not touched but the game can run

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("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()
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