SQLite-based key-value storage
TOC
- Abstract
- Get Started
2.1 Install the Package
2.2 SQLiteKVDB Implementation Details
2.3 SQLiteKVDB Use Case Example
1. Abstract
The package provides an implementation of SQLite-based key-value storage with dict-like interface. Storage can save values of any type supported by Python. Yet you must choose proper serialization method, corresponding planned use case before creating storage. Keys are to be strings.
Storage instances can hold identity (name and version) of an application (DB controller) which created it. It might be useful to have a possibility to verify these data when loading saved DB instances to avoid data misinterpretation or corruption.
2. Get Started
2.1 Install the Package
You install the sqlite-kvdb package like any other regular Python package:
pip install sqlite-kvdb
2.2 SQLiteKVDB Implementation details
Please keep in mind a few points about SQLiteKVDB implementation:
-
SQLiteKVDB objects do not do any internal data caching.
Data is directly fetched from the underlying SQLite database at the access time. -
SQLiteKVDB objects use the
auto_commitparameter to control when data modifications are actually stored to underlying SQLite database. It's set at SQLiteKVDB object instantiation time and defaults toTrue.If the
auto_commitisTruechanges immediately saved to the underlying database at the moment of assigning avalueto akey.If the
auto_commitisFalsechanges are internally cached by the SQLite engine (within a WRITE TRANSACTION scope) until theSQLiteKVDB.commit()method is called. This mode is useful when multiple values to be assigned at once.NOTE. The SQLiteKVDB does not explicitly control transaction behaviour of the SQLite engine. That means it remains in the default implicit transaction management DEFFERED mode [1][2]. I.e. SQLiteKVDB.auto_commit=True basically means that SQLiteKVDB implicitly calls SQLiteKVDB.commit() under the hood for each value assignment operation.
-
in case when a
valueis a complex object direct assignment to its attributes won't be auto-propagated to underlying SQLite database. You have to instantiate a copy of such avalue, modify attributes as appropriate, and then assign it back to the samekeyit was initially assigned to.Please check the example below:
from pydantic import BaseModel from sqlite_construct import DBReference, DB_SCHEME from sqlite_kvdb import SQLiteKVDB class ComplexObject(BaseModel): attr1: str kvdb = SQLiteKVDB(db_ref=DBReference(scheme=DB_SCHEME.SQLITE3, path=":memory:"), auto_commit=True) object1 = ComplexObject(attr1="1") kvdb["key1"] = object1 print(list(kvdb.items())) # Would print "[('key1', ComplexObject(attr1='1'))]" object1.attr1 = "2" # This won't work kvdb["key1"].attr1 = "3" # This won't work either print(list(kvdb.items())) # Sill would print "[('key1', ComplexObject(attr1='1'))]" db_object1 = kvdb["key1"] db_object1.attr1 = "4" kvdb["key1"] = db_object1 print(list(kvdb.items())) # Would print "[('key1', ComplexObject(attr1='4'))]"
Reference:
[1] (sqlite3) Transaction control
[2] (SQLite) Transactions
2.3 SQLiteKVDB Use Case Example
from datetime import datetime, timedelta, timezone
from enum import Enum
from time import sleep
from pydantic import BaseModel
from sqlite_construct import DBReference, DB_SCHEME
from sqlite_kvdb import SQLiteKVDB, SQLiteKVDBError
class Sex(Enum):
MALE = "male"
FEMALE = "female"
class AbilityType(Enum):
BASIC = "basic"
EXTRA = "extra"
class Ability(BaseModel):
type: AbilityType
active: bool = False
grade: int = 0
class CharacterState(BaseModel):
abilities: dict[str, Ability]
level: int
lives: int
health: int
class Character(BaseModel):
name: str
sex: Sex
state: CharacterState
class PlayerState(BaseModel):
last_login: datetime
last_ingame_period: timedelta
character: Character
class Mission(BaseModel):
name: str
progress: int
state_player_init = PlayerState(
last_login=datetime.now(timezone.utc),
last_ingame_period=timedelta(),
character=Character(
name="wizard",
sex=Sex.MALE,
state=CharacterState(
abilities=dict(
strength=Ability(type=AbilityType.BASIC, active=True, grade=2),
speed=Ability(type=AbilityType.BASIC, active=True, grade=2),
witchcraft=Ability(type=AbilityType.BASIC, active=True, grade=10),
range=Ability(type=AbilityType.BASIC, active=True, grade=2),
),
level=1,
lives=5,
health=100,
)
)
)
# Initialize state object
try:
state = SQLiteKVDB(
db_ref=DBReference(scheme=DB_SCHEME.SQLITE3, path="adventure-state.sqlite3"),
auto_commit=False,
app_codename="adventure",
app_version="1.2.3"
)
state["player"] = state_player_init
state["mission"] = Mission(name="TakeoverTheWorld", progress=0)
state["location"] = "Midland"
state.commit()
except SQLiteKVDBError as e:
raise RuntimeError(f"Save state: {e.__class__.__name__}: {e}") from e
# Few hours later ...
# Gain new abilities
state_player = state["player"]
state_player.character.state.abilities["prediction"] = Ability(
type=AbilityType.EXTRA, active=False, grade=1
)
state_player.character.state.abilities["flight"] = Ability(
type=AbilityType.EXTRA, active=False, grade=1
)
state["player"] = state_player
state.commit()
sleep(5)
# Few hours later ...
# Exit game
try:
state_player = state["player"]
state_player.last_ingame_period = datetime.now(timezone.utc) - state["player"].last_login
state_player.character.state.level = 2
state_player.character.state.lives = 4
state_player.character.state.health = 80
state_player.character.state.abilities["range"] = 5
state_player.character.state.abilities["prediction"].active = True
state["player"] = state_player
state_mission = state["mission"]
state_mission.progress = 14
state["mission"] = state_mission
state["location"] = "Highland"
state.close() # Commits all pending transactions
except SQLiteKVDBError as e:
raise RuntimeError(f"Save state: {e.__class__.__name__}: {e}") from e
sleep(5)
# Few hours later ...
# Back to the game
try:
state = SQLiteKVDB(
db_ref=DBReference(scheme=DB_SCHEME.SQLITE3, path="adventure-state.sqlite3"),
auto_commit=False,
app_codename="adventure",
app_version="1.2.3"
)
state["player"].last_login = datetime.now(timezone.utc)
state.commit()
except SQLiteKVDBError as e:
raise RuntimeError(f"Load state: {e.__class__.__name__}: {e}") from e
# Exit game ...
# Assign actual state values here
state.close()
Metadata
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