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* GUI: Convert loading screen's progress bar to image (#5362)kilbith2017-03-10
* Add textures for air and ignore items (#5196)Wuzzy2017-02-10
* Serverlist: Add ping indicators (#5164)kilbith2017-02-03
* Halo: Highlight selected faceRealBadAngel2016-11-12
* Textures: New 'smoke puff' texture from TNT modparamat2016-10-04
* Main menu, lua_api.txt: Fix mod/texture pack screenshot size issuesWuzzy2016-07-27
* Textures: Replace menu background fallback dirt_bg.png with empty sky textureparamat2016-04-21
* Mainmenu: Unify favorite servers with main serverlistkilbith2016-04-20
* Minimap: revert change from RGBA to IndexedAuke Kok2016-04-11
* Minimap: "North" indicator arrow for circle minimapAuke Kok2016-04-08
* Update menu header imageJean-Patrick Guerrero2016-03-25
* Resize object_marker_red.png to 16x16ShadowNinja2016-02-28
* Minimap: show player markersRealBadAngel2016-02-19
* Cleanup selection mesh code, add shaders for halo and selection boxesRealBadAngel2016-02-08
* Android: Implement Autohiding button bars to cleanup screenSapier2015-12-18
* Compress textures and fontsMaksim Gamarnik2015-10-15
* Fix relief mapping issuesRealBadAngel2015-07-16
* Add minimap featureRealBadAngel2015-06-27
* Use frame instead of words 'no screenshot available'rubenwardy2015-06-24
* Add extra buttons to Android GUI. All icons are licensed by freepik.com under...Kodexky2014-12-30
* Regenerate server_flags_creative.png from XCFKahrl2014-12-21
* Fix background of creative icon (was black, now transparent)Kahrl2014-12-14
* Display serverlist flags as iconsKahrl2014-12-13
* Fix MSVC compiling warnings and remove an unused textureSmallJoker2014-12-12
* Change default halo.png for better visibility.RealBadAngel2014-09-19
* Node highlighting.RealBadAngel2014-09-17
* Add support for Android 2.3+sapier2014-06-29
* Fix regression dirt texture not beeing default in non cloud menusapier2014-06-14
* Shaders rework.RealBadAngel2013-12-03
* Make freetype usage configureable by a settingPilzAdam2013-08-04
* Add texture pack selection to main menuNovatux2013-08-04
* Replace C++ mainmenu by formspec powered onesapier2013-07-02
* Compress texturesDavid Gumberg2013-06-18
* Higher resolution menuheaderPilzAdam2013-05-25
* Add menu_header.png and remove old, unused texturesPilzAdam2013-05-20
* unkn own block -> unkn own nodekhonkhortisan2013-04-05
* Add cloud menu background by Krisi, configurable with the menu_clouds option.ShadowNinja2013-03-13
* Update menulogo.pngIlya Zhuravlev2013-03-10
* Support custom textures installed as /textures/all/*.pngPerttu Ahola2012-04-07
* Flatten share/ and user/ in the source and for the RUN_IN_PLACE buildPerttu Ahola2012-03-20
WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ #include "config.h" #if USE_LEVELDB #include "database-leveldb.h" #include "log.h" #include "filesys.h" #include "exceptions.h" #include "remoteplayer.h" #include "server/player_sao.h" #include "util/serialize.h" #include "util/string.h" #include "leveldb/db.h" #define ENSURE_STATUS_OK(s) \ if (!(s).ok()) { \ throw DatabaseException(std::string("LevelDB error: ") + \ (s).ToString()); \ } Database_LevelDB::Database_LevelDB(const std::string &savedir) { leveldb::Options options; options.create_if_missing = true; leveldb::Status status = leveldb::DB::Open(options, savedir + DIR_DELIM + "map.db", &m_database); ENSURE_STATUS_OK(status); } Database_LevelDB::~Database_LevelDB() { delete m_database; } bool Database_LevelDB::saveBlock(const v3s16 &pos, const std::string &data) { leveldb::Status status = m_database->Put(leveldb::WriteOptions(), i64tos(getBlockAsInteger(pos)), data); if (!status.ok()) { warningstream << "saveBlock: LevelDB error saving block " << PP(pos) << ": " << status.ToString() << std::endl; return false; } return true; } void Database_LevelDB::loadBlock(const v3s16 &pos, std::string *block) { std::string datastr; leveldb::Status status = m_database->Get(leveldb::ReadOptions(), i64tos(getBlockAsInteger(pos)), &datastr); *block = (status.ok()) ? datastr : ""; } bool Database_LevelDB::deleteBlock(const v3s16 &pos) { leveldb::Status status = m_database->Delete(leveldb::WriteOptions(), i64tos(getBlockAsInteger(pos))); if (!status.ok()) { warningstream << "deleteBlock: LevelDB error deleting block " << PP(pos) << ": " << status.ToString() << std::endl; return false; } return true; } void Database_LevelDB::listAllLoadableBlocks(std::vector<v3s16> &dst) { leveldb::Iterator* it = m_database->NewIterator(leveldb::ReadOptions()); for (it->SeekToFirst(); it->Valid(); it->Next()) { dst.push_back(getIntegerAsBlock(stoi64(it->key().ToString()))); } ENSURE_STATUS_OK(it->status()); // Check for any errors found during the scan delete it; } PlayerDatabaseLevelDB::PlayerDatabaseLevelDB(const std::string &savedir) { leveldb::Options options; options.create_if_missing = true; leveldb::Status status = leveldb::DB::Open(options, savedir + DIR_DELIM + "players.db", &m_database); ENSURE_STATUS_OK(status); } PlayerDatabaseLevelDB::~PlayerDatabaseLevelDB() { delete m_database; } void PlayerDatabaseLevelDB::savePlayer(RemotePlayer *player) { /* u8 version = 1 u16 hp v3f position f32 pitch f32 yaw u16 breath u32 attribute_count for each attribute { std::string name std::string (long) value } std::string (long) serialized_inventory */ std::ostringstream os; writeU8(os, 1); PlayerSAO *sao = player->getPlayerSAO(); sanity_check(sao); writeU16(os, sao->getHP()); writeV3F32(os, sao->getBasePosition()); writeF32(os, sao->getLookPitch()); writeF32(os, sao->getRotation().Y); writeU16(os, sao->getBreath()); StringMap stringvars = sao->getMeta().getStrings(); writeU32(os, stringvars.size()); for (const auto &it : stringvars) { os << serializeString16(it.first); os << serializeString32(it.second); } player->inventory.serialize(os); leveldb::Status status = m_database->Put(leveldb::WriteOptions(), player->getName(), os.str()); ENSURE_STATUS_OK(status); player->onSuccessfulSave(); } bool PlayerDatabaseLevelDB::removePlayer(const std::string &name) { leveldb::Status s = m_database->Delete(leveldb::WriteOptions(), name); return s.ok(); } bool PlayerDatabaseLevelDB::loadPlayer(RemotePlayer *player, PlayerSAO *sao) { std::string raw; leveldb::Status s = m_database->Get(leveldb::ReadOptions(), player->getName(), &raw); if (!s.ok()) return false; std::istringstream is(raw); if (readU8(is) > 1) return false; sao->setHPRaw(readU16(is)); sao->setBasePosition(readV3F32(is)); sao->setLookPitch(readF32(is)); sao->setPlayerYaw(readF32(is)); sao->setBreath(readU16(is), false); u32 attribute_count = readU32(is); for (u32 i = 0; i < attribute_count; i++) { std::string name = deSerializeString16(is); std::string value = deSerializeString32(is); sao->getMeta().setString(name, value); } sao->getMeta().setModified(false); // This should always be last. try { player->inventory.deSerialize(is); } catch (SerializationError &e) { errorstream << "Failed to deserialize player inventory. player_name=" << player->getName() << " " << e.what() << std::endl; } return true; } void PlayerDatabaseLevelDB::listPlayers(std::vector<std::string> &res) { leveldb::Iterator* it = m_database->NewIterator(leveldb::ReadOptions()); res.clear(); for (it->SeekToFirst(); it->Valid(); it->Next()) { res.push_back(it->key().ToString()); } delete it; } AuthDatabaseLevelDB::AuthDatabaseLevelDB(const std::string &savedir) { leveldb::Options options; options.create_if_missing = true; leveldb::Status status = leveldb::DB::Open(options, savedir + DIR_DELIM + "auth.db", &m_database); ENSURE_STATUS_OK(status); } AuthDatabaseLevelDB::~AuthDatabaseLevelDB() { delete m_database; } bool AuthDatabaseLevelDB::getAuth(const std::string &name, AuthEntry &res) { std::string raw; leveldb::Status s = m_database->Get(leveldb::ReadOptions(), name, &raw); if (!s.ok()) return false; std::istringstream is(raw); /* u8 version = 1 std::string password u16 number of privileges for each privilege { std::string privilege } s64 last_login */ if (readU8(is) > 1) return false; res.id = 1; res.name = name; res.password = deSerializeString16(is); u16 privilege_count = readU16(is); res.privileges.clear(); res.privileges.reserve(privilege_count); for (u16 i = 0; i < privilege_count; i++) { res.privileges.push_back(deSerializeString16(is)); } res.last_login = readS64(is); return true; } bool AuthDatabaseLevelDB::saveAuth(const AuthEntry &authEntry) { std::ostringstream os; writeU8(os, 1); os << serializeString16(authEntry.password); size_t privilege_count = authEntry.privileges.size(); FATAL_ERROR_IF(privilege_count > U16_MAX, "Unsupported number of privileges"); writeU16(os, privilege_count); for (const std::string &privilege : authEntry.privileges) { os << serializeString16(privilege); } writeS64(os, authEntry.last_login); leveldb::Status s = m_database->Put(leveldb::WriteOptions(), authEntry.name, os.str()); return s.ok(); } bool AuthDatabaseLevelDB::createAuth(AuthEntry &authEntry) { return saveAuth(authEntry); } bool AuthDatabaseLevelDB::deleteAuth(const std::string &name) { leveldb::Status s = m_database->Delete(leveldb::WriteOptions(), name); return s.ok(); } void AuthDatabaseLevelDB::listNames(std::vector<std::string> &res) { leveldb::Iterator* it = m_database->NewIterator(leveldb::ReadOptions()); res.clear(); for (it->SeekToFirst(); it->Valid(); it->Next()) { res.emplace_back(it->key().ToString()); } delete it; } void AuthDatabaseLevelDB::reload() { // No-op for LevelDB. } #endif // USE_LEVELDB