MapBlock* Database_Dummy::loadBlock(v3s16 blockpos) { v2s16 p2d(blockpos.X, blockpos.Z); if(m_database.count(getBlockAsInteger(blockpos))) { /* Make sure sector is loaded */ MapSector *sector = srvmap->createSector(p2d); /* Load block */ std::string datastr = m_database[getBlockAsInteger(blockpos)]; // 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); } } return srvmap->getBlockNoCreateNoEx(blockpos); // should not be using this here } return(NULL); }
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); 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); }