From a23bebdc0f106c19de09e54d88eebc6b086fdaab Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Fri, 23 Apr 2010 17:17:15 +0100
Subject: Duplicate OpenSim.Data.SQLite into OpenSim.Data.SQLiteNG. SQLiteNG
will shortly be changed to work under mono 2.6 and above
---
OpenSim/Data/SQLiteNG/SQLiteRegionData.cs | 2264 +++++++++++++++++++++++++++++
1 file changed, 2264 insertions(+)
create mode 100644 OpenSim/Data/SQLiteNG/SQLiteRegionData.cs
(limited to 'OpenSim/Data/SQLiteNG/SQLiteRegionData.cs')
diff --git a/OpenSim/Data/SQLiteNG/SQLiteRegionData.cs b/OpenSim/Data/SQLiteNG/SQLiteRegionData.cs
new file mode 100644
index 0000000..d2ba9ae
--- /dev/null
+++ b/OpenSim/Data/SQLiteNG/SQLiteRegionData.cs
@@ -0,0 +1,2264 @@
+/*
+ * Copyright (c) Contributors, http://opensimulator.org/
+ * See CONTRIBUTORS.TXT for a full list of copyright holders.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are met:
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above copyright
+ * notice, this list of conditions and the following disclaimer in the
+ * documentation and/or other materials provided with the distribution.
+ * * Neither the name of the OpenSimulator Project nor the
+ * names of its contributors may be used to endorse or promote products
+ * derived from this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
+ * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+ * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+ * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+ * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+ * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+ * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+ * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+ * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+
+using System;
+using System.Collections.Generic;
+using System.Data;
+using System.Drawing;
+using System.IO;
+using System.Reflection;
+using log4net;
+using Mono.Data.SqliteClient;
+using OpenMetaverse;
+using OpenSim.Framework;
+using OpenSim.Region.Framework.Interfaces;
+using OpenSim.Region.Framework.Scenes;
+
+namespace OpenSim.Data.SQLite
+{
+ ///
+ /// A RegionData Interface to the SQLite database
+ ///
+ public class SQLiteRegionData : IRegionDataStore
+ {
+ private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
+
+ private const string primSelect = "select * from prims";
+ private const string shapeSelect = "select * from primshapes";
+ private const string itemsSelect = "select * from primitems";
+ private const string terrainSelect = "select * from terrain limit 1";
+ private const string landSelect = "select * from land";
+ private const string landAccessListSelect = "select distinct * from landaccesslist";
+ private const string regionbanListSelect = "select * from regionban";
+ private const string regionSettingsSelect = "select * from regionsettings";
+
+ private DataSet ds;
+ private SqliteDataAdapter primDa;
+ private SqliteDataAdapter shapeDa;
+ private SqliteDataAdapter itemsDa;
+ private SqliteDataAdapter terrainDa;
+ private SqliteDataAdapter landDa;
+ private SqliteDataAdapter landAccessListDa;
+ private SqliteDataAdapter regionSettingsDa;
+
+ private SqliteConnection m_conn;
+
+ private String m_connectionString;
+
+ // Temporary attribute while this is experimental
+
+ /***********************************************************************
+ *
+ * Public Interface Functions
+ *
+ **********************************************************************/
+
+ ///
+ /// See IRegionDataStore
+ ///
+ /// - Initialises RegionData Interface
+ /// - Loads and initialises a new SQLite connection and maintains it.
+ ///
+ ///
+ /// the connection string
+ public void Initialise(string connectionString)
+ {
+ m_connectionString = connectionString;
+
+ ds = new DataSet();
+
+ m_log.Info("[REGION DB]: Sqlite - connecting: " + connectionString);
+ m_conn = new SqliteConnection(m_connectionString);
+ m_conn.Open();
+
+
+
+ SqliteCommand primSelectCmd = new SqliteCommand(primSelect, m_conn);
+ primDa = new SqliteDataAdapter(primSelectCmd);
+ // SqliteCommandBuilder primCb = new SqliteCommandBuilder(primDa);
+
+ SqliteCommand shapeSelectCmd = new SqliteCommand(shapeSelect, m_conn);
+ shapeDa = new SqliteDataAdapter(shapeSelectCmd);
+ // SqliteCommandBuilder shapeCb = new SqliteCommandBuilder(shapeDa);
+
+ SqliteCommand itemsSelectCmd = new SqliteCommand(itemsSelect, m_conn);
+ itemsDa = new SqliteDataAdapter(itemsSelectCmd);
+
+ SqliteCommand terrainSelectCmd = new SqliteCommand(terrainSelect, m_conn);
+ terrainDa = new SqliteDataAdapter(terrainSelectCmd);
+
+ SqliteCommand landSelectCmd = new SqliteCommand(landSelect, m_conn);
+ landDa = new SqliteDataAdapter(landSelectCmd);
+
+ SqliteCommand landAccessListSelectCmd = new SqliteCommand(landAccessListSelect, m_conn);
+ landAccessListDa = new SqliteDataAdapter(landAccessListSelectCmd);
+
+ SqliteCommand regionSettingsSelectCmd = new SqliteCommand(regionSettingsSelect, m_conn);
+ regionSettingsDa = new SqliteDataAdapter(regionSettingsSelectCmd);
+ // This actually does the roll forward assembly stuff
+ Assembly assem = GetType().Assembly;
+ Migration m = new Migration(m_conn, assem, "RegionStore");
+ m.Update();
+
+ lock (ds)
+ {
+ ds.Tables.Add(createPrimTable());
+ setupPrimCommands(primDa, m_conn);
+ primDa.Fill(ds.Tables["prims"]);
+
+ ds.Tables.Add(createShapeTable());
+ setupShapeCommands(shapeDa, m_conn);
+
+ ds.Tables.Add(createItemsTable());
+ setupItemsCommands(itemsDa, m_conn);
+ itemsDa.Fill(ds.Tables["primitems"]);
+
+ ds.Tables.Add(createTerrainTable());
+ setupTerrainCommands(terrainDa, m_conn);
+
+ ds.Tables.Add(createLandTable());
+ setupLandCommands(landDa, m_conn);
+
+ ds.Tables.Add(createLandAccessListTable());
+ setupLandAccessCommands(landAccessListDa, m_conn);
+
+ ds.Tables.Add(createRegionSettingsTable());
+
+ setupRegionSettingsCommands(regionSettingsDa, m_conn);
+
+ // WORKAROUND: This is a work around for sqlite on
+ // windows, which gets really unhappy with blob columns
+ // that have no sample data in them. At some point we
+ // need to actually find a proper way to handle this.
+ try
+ {
+ shapeDa.Fill(ds.Tables["primshapes"]);
+ }
+ catch (Exception)
+ {
+ m_log.Info("[REGION DB]: Caught fill error on primshapes table");
+ }
+
+ try
+ {
+ terrainDa.Fill(ds.Tables["terrain"]);
+ }
+ catch (Exception)
+ {
+ m_log.Info("[REGION DB]: Caught fill error on terrain table");
+ }
+
+ try
+ {
+ landDa.Fill(ds.Tables["land"]);
+ }
+ catch (Exception)
+ {
+ m_log.Info("[REGION DB]: Caught fill error on land table");
+ }
+
+ try
+ {
+ landAccessListDa.Fill(ds.Tables["landaccesslist"]);
+ }
+ catch (Exception)
+ {
+ m_log.Info("[REGION DB]: Caught fill error on landaccesslist table");
+ }
+
+ try
+ {
+ regionSettingsDa.Fill(ds.Tables["regionsettings"]);
+ }
+ catch (Exception)
+ {
+ m_log.Info("[REGION DB]: Caught fill error on regionsettings table");
+ }
+ return;
+ }
+ }
+
+ public void Dispose()
+ {
+ if (m_conn != null)
+ {
+ m_conn.Close();
+ m_conn = null;
+ }
+ if (ds != null)
+ {
+ ds.Dispose();
+ ds = null;
+ }
+ if (primDa != null)
+ {
+ primDa.Dispose();
+ primDa = null;
+ }
+ if (shapeDa != null)
+ {
+ shapeDa.Dispose();
+ shapeDa = null;
+ }
+ if (itemsDa != null)
+ {
+ itemsDa.Dispose();
+ itemsDa = null;
+ }
+ if (terrainDa != null)
+ {
+ terrainDa.Dispose();
+ terrainDa = null;
+ }
+ if (landDa != null)
+ {
+ landDa.Dispose();
+ landDa = null;
+ }
+ if (landAccessListDa != null)
+ {
+ landAccessListDa.Dispose();
+ landAccessListDa = null;
+ }
+ if (regionSettingsDa != null)
+ {
+ regionSettingsDa.Dispose();
+ regionSettingsDa = null;
+ }
+ }
+
+ public void StoreRegionSettings(RegionSettings rs)
+ {
+ lock (ds)
+ {
+ DataTable regionsettings = ds.Tables["regionsettings"];
+
+ DataRow settingsRow = regionsettings.Rows.Find(rs.RegionUUID.ToString());
+ if (settingsRow == null)
+ {
+ settingsRow = regionsettings.NewRow();
+ fillRegionSettingsRow(settingsRow, rs);
+ regionsettings.Rows.Add(settingsRow);
+ }
+ else
+ {
+ fillRegionSettingsRow(settingsRow, rs);
+ }
+
+ Commit();
+ }
+ }
+ public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
+ {
+ //This connector doesn't support the windlight module yet
+ //Return default LL windlight settings
+ return new RegionLightShareData();
+ }
+ public void StoreRegionWindlightSettings(RegionLightShareData wl)
+ {
+ //This connector doesn't support the windlight module yet
+ }
+ public RegionSettings LoadRegionSettings(UUID regionUUID)
+ {
+ lock (ds)
+ {
+ DataTable regionsettings = ds.Tables["regionsettings"];
+
+ string searchExp = "regionUUID = '" + regionUUID.ToString() + "'";
+ DataRow[] rawsettings = regionsettings.Select(searchExp);
+ if (rawsettings.Length == 0)
+ {
+ RegionSettings rs = new RegionSettings();
+ rs.RegionUUID = regionUUID;
+ rs.OnSave += StoreRegionSettings;
+
+ StoreRegionSettings(rs);
+
+ return rs;
+ }
+ DataRow row = rawsettings[0];
+
+ RegionSettings newSettings = buildRegionSettings(row);
+ newSettings.OnSave += StoreRegionSettings;
+
+ return newSettings;
+ }
+ }
+
+ ///
+ /// Adds an object into region storage
+ ///
+ /// the object
+ /// the region UUID
+ public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
+ {
+ uint flags = obj.RootPart.GetEffectiveObjectFlags();
+
+ // Eligibility check
+ //
+ if ((flags & (uint)PrimFlags.Temporary) != 0)
+ return;
+ if ((flags & (uint)PrimFlags.TemporaryOnRez) != 0)
+ return;
+
+ lock (ds)
+ {
+ foreach (SceneObjectPart prim in obj.Children.Values)
+ {
+// m_log.Info("[REGION DB]: Adding obj: " + obj.UUID + " to region: " + regionUUID);
+ addPrim(prim, obj.UUID, regionUUID);
+ }
+ }
+
+ Commit();
+ // m_log.Info("[Dump of prims]: " + ds.GetXml());
+ }
+
+ ///
+ /// Removes an object from region storage
+ ///
+ /// the object
+ /// the region UUID
+ public void RemoveObject(UUID obj, UUID regionUUID)
+ {
+ // m_log.InfoFormat("[REGION DB]: Removing obj: {0} from region: {1}", obj.Guid, regionUUID);
+
+ DataTable prims = ds.Tables["prims"];
+ DataTable shapes = ds.Tables["primshapes"];
+
+ string selectExp = "SceneGroupID = '" + obj + "' and RegionUUID = '" + regionUUID + "'";
+ lock (ds)
+ {
+ DataRow[] primRows = prims.Select(selectExp);
+ foreach (DataRow row in primRows)
+ {
+ // Remove shape rows
+ UUID uuid = new UUID((string) row["UUID"]);
+ DataRow shapeRow = shapes.Rows.Find(uuid.ToString());
+ if (shapeRow != null)
+ {
+ shapeRow.Delete();
+ }
+
+ RemoveItems(uuid);
+
+ // Remove prim row
+ row.Delete();
+ }
+ }
+
+ Commit();
+ }
+
+ ///
+ /// Remove all persisted items of the given prim.
+ /// The caller must acquire the necessrary synchronization locks and commit or rollback changes.
+ ///
+ /// The item UUID
+ private void RemoveItems(UUID uuid)
+ {
+ DataTable items = ds.Tables["primitems"];
+
+ String sql = String.Format("primID = '{0}'", uuid);
+ DataRow[] itemRows = items.Select(sql);
+
+ foreach (DataRow itemRow in itemRows)
+ {
+ itemRow.Delete();
+ }
+ }
+
+ ///
+ /// Load persisted objects from region storage.
+ ///
+ /// The region UUID
+ /// List of loaded groups
+ public List LoadObjects(UUID regionUUID)
+ {
+ Dictionary createdObjects = new Dictionary();
+
+ List retvals = new List();
+
+ DataTable prims = ds.Tables["prims"];
+ DataTable shapes = ds.Tables["primshapes"];
+
+ string byRegion = "RegionUUID = '" + regionUUID + "'";
+
+ lock (ds)
+ {
+ DataRow[] primsForRegion = prims.Select(byRegion);
+ m_log.Info("[REGION DB]: Loaded " + primsForRegion.Length + " prims for region: " + regionUUID);
+
+ // First, create all groups
+ foreach (DataRow primRow in primsForRegion)
+ {
+ try
+ {
+ SceneObjectPart prim = null;
+
+ string uuid = (string) primRow["UUID"];
+ string objID = (string) primRow["SceneGroupID"];
+
+ if (uuid == objID) //is new SceneObjectGroup ?
+ {
+ prim = buildPrim(primRow);
+ DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString());
+ if (shapeRow != null)
+ {
+ prim.Shape = buildShape(shapeRow);
+ }
+ else
+ {
+ m_log.Info(
+ "[REGION DB]: No shape found for prim in storage, so setting default box shape");
+ prim.Shape = PrimitiveBaseShape.Default;
+ }
+
+ SceneObjectGroup group = new SceneObjectGroup(prim);
+ createdObjects.Add(group.UUID, group);
+ retvals.Add(group);
+ LoadItems(prim);
+ }
+ }
+ catch (Exception e)
+ {
+ m_log.Error("[REGION DB]: Failed create prim object in new group, exception and data follows");
+ m_log.Info("[REGION DB]: " + e.ToString());
+ foreach (DataColumn col in prims.Columns)
+ {
+ m_log.Info("[REGION DB]: Col: " + col.ColumnName + " => " + primRow[col]);
+ }
+ }
+ }
+
+ // Now fill the groups with part data
+ foreach (DataRow primRow in primsForRegion)
+ {
+ try
+ {
+ SceneObjectPart prim = null;
+
+ string uuid = (string) primRow["UUID"];
+ string objID = (string) primRow["SceneGroupID"];
+ if (uuid != objID) //is new SceneObjectGroup ?
+ {
+ prim = buildPrim(primRow);
+ DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString());
+ if (shapeRow != null)
+ {
+ prim.Shape = buildShape(shapeRow);
+ }
+ else
+ {
+ m_log.Warn(
+ "[REGION DB]: No shape found for prim in storage, so setting default box shape");
+ prim.Shape = PrimitiveBaseShape.Default;
+ }
+
+ createdObjects[new UUID(objID)].AddPart(prim);
+ LoadItems(prim);
+ }
+ }
+ catch (Exception e)
+ {
+ m_log.Error("[REGION DB]: Failed create prim object in group, exception and data follows");
+ m_log.Info("[REGION DB]: " + e.ToString());
+ foreach (DataColumn col in prims.Columns)
+ {
+ m_log.Info("[REGION DB]: Col: " + col.ColumnName + " => " + primRow[col]);
+ }
+ }
+ }
+ }
+ return retvals;
+ }
+
+ ///
+ /// Load in a prim's persisted inventory.
+ ///
+ /// the prim
+ private void LoadItems(SceneObjectPart prim)
+ {
+ //m_log.DebugFormat("[DATASTORE]: Loading inventory for {0}, {1}", prim.Name, prim.UUID);
+
+ DataTable dbItems = ds.Tables["primitems"];
+ String sql = String.Format("primID = '{0}'", prim.UUID.ToString());
+ DataRow[] dbItemRows = dbItems.Select(sql);
+ IList inventory = new List();
+
+ foreach (DataRow row in dbItemRows)
+ {
+ TaskInventoryItem item = buildItem(row);
+ inventory.Add(item);
+
+ //m_log.DebugFormat("[DATASTORE]: Restored item {0}, {1}", item.Name, item.ItemID);
+ }
+
+ prim.Inventory.RestoreInventoryItems(inventory);
+ }
+
+ ///
+ /// Store a terrain revision in region storage
+ ///
+ /// terrain heightfield
+ /// region UUID
+ public void StoreTerrain(double[,] ter, UUID regionID)
+ {
+ lock (ds)
+ {
+ int revision = Util.UnixTimeSinceEpoch();
+
+ // This is added to get rid of the infinitely growing
+ // terrain databases which negatively impact on SQLite
+ // over time. Before reenabling this feature there
+ // needs to be a limitter put on the number of
+ // revisions in the database, as this old
+ // implementation is a DOS attack waiting to happen.
+
+ using (
+ SqliteCommand cmd =
+ new SqliteCommand("delete from terrain where RegionUUID=:RegionUUID and Revision <= :Revision",
+ m_conn))
+ {
+ cmd.Parameters.Add(new SqliteParameter(":RegionUUID", regionID.ToString()));
+ cmd.Parameters.Add(new SqliteParameter(":Revision", revision));
+ cmd.ExecuteNonQuery();
+ }
+
+ // the following is an work around for .NET. The perf
+ // issues associated with it aren't as bad as you think.
+ m_log.Info("[REGION DB]: Storing terrain revision r" + revision.ToString());
+ String sql = "insert into terrain(RegionUUID, Revision, Heightfield)" +
+ " values(:RegionUUID, :Revision, :Heightfield)";
+
+ using (SqliteCommand cmd = new SqliteCommand(sql, m_conn))
+ {
+ cmd.Parameters.Add(new SqliteParameter(":RegionUUID", regionID.ToString()));
+ cmd.Parameters.Add(new SqliteParameter(":Revision", revision));
+ cmd.Parameters.Add(new SqliteParameter(":Heightfield", serializeTerrain(ter)));
+ cmd.ExecuteNonQuery();
+ }
+ }
+ }
+
+ ///
+ /// Load the latest terrain revision from region storage
+ ///
+ /// the region UUID
+ /// Heightfield data
+ public double[,] LoadTerrain(UUID regionID)
+ {
+ lock (ds)
+ {
+ double[,] terret = new double[(int)Constants.RegionSize, (int)Constants.RegionSize];
+ terret.Initialize();
+
+ String sql = "select RegionUUID, Revision, Heightfield from terrain" +
+ " where RegionUUID=:RegionUUID order by Revision desc";
+
+ using (SqliteCommand cmd = new SqliteCommand(sql, m_conn))
+ {
+ cmd.Parameters.Add(new SqliteParameter(":RegionUUID", regionID.ToString()));
+
+ using (IDataReader row = cmd.ExecuteReader())
+ {
+ int rev = 0;
+ if (row.Read())
+ {
+ // TODO: put this into a function
+ using (MemoryStream str = new MemoryStream((byte[])row["Heightfield"]))
+ {
+ using (BinaryReader br = new BinaryReader(str))
+ {
+ for (int x = 0; x < (int)Constants.RegionSize; x++)
+ {
+ for (int y = 0; y < (int)Constants.RegionSize; y++)
+ {
+ terret[x, y] = br.ReadDouble();
+ }
+ }
+ }
+ }
+ rev = (int) row["Revision"];
+ }
+ else
+ {
+ m_log.Info("[REGION DB]: No terrain found for region");
+ return null;
+ }
+
+ m_log.Info("[REGION DB]: Loaded terrain revision r" + rev.ToString());
+ }
+ }
+ return terret;
+ }
+ }
+
+ ///
+ ///
+ ///
+ ///
+ public void RemoveLandObject(UUID globalID)
+ {
+ lock (ds)
+ {
+ // Can't use blanket SQL statements when using SqlAdapters unless you re-read the data into the adapter
+ // after you're done.
+ // replaced below code with the SqliteAdapter version.
+ //using (SqliteCommand cmd = new SqliteCommand("delete from land where UUID=:UUID", m_conn))
+ //{
+ // cmd.Parameters.Add(new SqliteParameter(":UUID", globalID.ToString()));
+ // cmd.ExecuteNonQuery();
+ //}
+
+ //using (SqliteCommand cmd = new SqliteCommand("delete from landaccesslist where LandUUID=:UUID", m_conn))
+ //{
+ // cmd.Parameters.Add(new SqliteParameter(":UUID", globalID.ToString()));
+ // cmd.ExecuteNonQuery();
+ //}
+
+ DataTable land = ds.Tables["land"];
+ DataTable landaccesslist = ds.Tables["landaccesslist"];
+ DataRow landRow = land.Rows.Find(globalID.ToString());
+ if (landRow != null)
+ {
+ land.Rows.Remove(landRow);
+ }
+ List rowsToDelete = new List();
+ foreach (DataRow rowToCheck in landaccesslist.Rows)
+ {
+ if (rowToCheck["LandUUID"].ToString() == globalID.ToString())
+ rowsToDelete.Add(rowToCheck);
+ }
+ for (int iter = 0; iter < rowsToDelete.Count; iter++)
+ {
+ landaccesslist.Rows.Remove(rowsToDelete[iter]);
+ }
+
+
+ }
+ Commit();
+ }
+
+ ///
+ ///
+ ///
+ ///
+ public void StoreLandObject(ILandObject parcel)
+ {
+ lock (ds)
+ {
+ DataTable land = ds.Tables["land"];
+ DataTable landaccesslist = ds.Tables["landaccesslist"];
+
+ DataRow landRow = land.Rows.Find(parcel.LandData.GlobalID.ToString());
+ if (landRow == null)
+ {
+ landRow = land.NewRow();
+ fillLandRow(landRow, parcel.LandData, parcel.RegionUUID);
+ land.Rows.Add(landRow);
+ }
+ else
+ {
+ fillLandRow(landRow, parcel.LandData, parcel.RegionUUID);
+ }
+
+ // I know this caused someone issues before, but OpenSim is unusable if we leave this stuff around
+ //using (SqliteCommand cmd = new SqliteCommand("delete from landaccesslist where LandUUID=:LandUUID", m_conn))
+ //{
+ // cmd.Parameters.Add(new SqliteParameter(":LandUUID", parcel.LandData.GlobalID.ToString()));
+ // cmd.ExecuteNonQuery();
+
+// }
+
+ // This is the slower.. but more appropriate thing to do
+
+ // We can't modify the table with direct queries before calling Commit() and re-filling them.
+ List rowsToDelete = new List();
+ foreach (DataRow rowToCheck in landaccesslist.Rows)
+ {
+ if (rowToCheck["LandUUID"].ToString() == parcel.LandData.GlobalID.ToString())
+ rowsToDelete.Add(rowToCheck);
+ }
+ for (int iter = 0; iter < rowsToDelete.Count; iter++)
+ {
+ landaccesslist.Rows.Remove(rowsToDelete[iter]);
+ }
+ rowsToDelete.Clear();
+ foreach (ParcelManager.ParcelAccessEntry entry in parcel.LandData.ParcelAccessList)
+ {
+ DataRow newAccessRow = landaccesslist.NewRow();
+ fillLandAccessRow(newAccessRow, entry, parcel.LandData.GlobalID);
+ landaccesslist.Rows.Add(newAccessRow);
+ }
+ }
+
+ Commit();
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ public List LoadLandObjects(UUID regionUUID)
+ {
+ List landDataForRegion = new List();
+ lock (ds)
+ {
+ DataTable land = ds.Tables["land"];
+ DataTable landaccesslist = ds.Tables["landaccesslist"];
+ string searchExp = "RegionUUID = '" + regionUUID + "'";
+ DataRow[] rawDataForRegion = land.Select(searchExp);
+ foreach (DataRow rawDataLand in rawDataForRegion)
+ {
+ LandData newLand = buildLandData(rawDataLand);
+ string accessListSearchExp = "LandUUID = '" + newLand.GlobalID + "'";
+ DataRow[] rawDataForLandAccessList = landaccesslist.Select(accessListSearchExp);
+ foreach (DataRow rawDataLandAccess in rawDataForLandAccessList)
+ {
+ newLand.ParcelAccessList.Add(buildLandAccessData(rawDataLandAccess));
+ }
+
+ landDataForRegion.Add(newLand);
+ }
+ }
+ return landDataForRegion;
+ }
+
+ ///
+ ///
+ ///
+ public void Commit()
+ {
+ lock (ds)
+ {
+ primDa.Update(ds, "prims");
+ shapeDa.Update(ds, "primshapes");
+
+ itemsDa.Update(ds, "primitems");
+
+ terrainDa.Update(ds, "terrain");
+ landDa.Update(ds, "land");
+ landAccessListDa.Update(ds, "landaccesslist");
+ try
+ {
+ regionSettingsDa.Update(ds, "regionsettings");
+ }
+ catch (SqliteExecutionException SqlEx)
+ {
+ if (SqlEx.Message.Contains("logic error"))
+ {
+ throw new Exception(
+ "There was a SQL error or connection string configuration error when saving the region settings. This could be a bug, it could also happen if ConnectionString is defined in the [DatabaseService] section of StandaloneCommon.ini in the config_include folder. This could also happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. If this is your first time running OpenSimulator, please restart the simulator and bug a developer to fix this!",
+ SqlEx);
+ }
+ else
+ {
+ throw SqlEx;
+ }
+ }
+ ds.AcceptChanges();
+ }
+ }
+
+ ///
+ /// See
+ ///
+ public void Shutdown()
+ {
+ Commit();
+ }
+
+ /***********************************************************************
+ *
+ * Database Definition Functions
+ *
+ * This should be db agnostic as we define them in ADO.NET terms
+ *
+ **********************************************************************/
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ private static void createCol(DataTable dt, string name, Type type)
+ {
+ DataColumn col = new DataColumn(name, type);
+ dt.Columns.Add(col);
+ }
+
+ ///
+ /// Creates the "terrain" table
+ ///
+ /// terrain table DataTable
+ private static DataTable createTerrainTable()
+ {
+ DataTable terrain = new DataTable("terrain");
+
+ createCol(terrain, "RegionUUID", typeof (String));
+ createCol(terrain, "Revision", typeof (Int32));
+ createCol(terrain, "Heightfield", typeof (Byte[]));
+
+ return terrain;
+ }
+
+ ///
+ /// Creates the "prims" table
+ ///
+ /// prim table DataTable
+ private static DataTable createPrimTable()
+ {
+ DataTable prims = new DataTable("prims");
+
+ createCol(prims, "UUID", typeof (String));
+ createCol(prims, "RegionUUID", typeof (String));
+ createCol(prims, "CreationDate", typeof (Int32));
+ createCol(prims, "Name", typeof (String));
+ createCol(prims, "SceneGroupID", typeof (String));
+ // various text fields
+ createCol(prims, "Text", typeof (String));
+ createCol(prims, "ColorR", typeof (Int32));
+ createCol(prims, "ColorG", typeof (Int32));
+ createCol(prims, "ColorB", typeof (Int32));
+ createCol(prims, "ColorA", typeof (Int32));
+ createCol(prims, "Description", typeof (String));
+ createCol(prims, "SitName", typeof (String));
+ createCol(prims, "TouchName", typeof (String));
+ // permissions
+ createCol(prims, "ObjectFlags", typeof (Int32));
+ createCol(prims, "CreatorID", typeof (String));
+ createCol(prims, "OwnerID", typeof (String));
+ createCol(prims, "GroupID", typeof (String));
+ createCol(prims, "LastOwnerID", typeof (String));
+ createCol(prims, "OwnerMask", typeof (Int32));
+ createCol(prims, "NextOwnerMask", typeof (Int32));
+ createCol(prims, "GroupMask", typeof (Int32));
+ createCol(prims, "EveryoneMask", typeof (Int32));
+ createCol(prims, "BaseMask", typeof (Int32));
+ // vectors
+ createCol(prims, "PositionX", typeof (Double));
+ createCol(prims, "PositionY", typeof (Double));
+ createCol(prims, "PositionZ", typeof (Double));
+ createCol(prims, "GroupPositionX", typeof (Double));
+ createCol(prims, "GroupPositionY", typeof (Double));
+ createCol(prims, "GroupPositionZ", typeof (Double));
+ createCol(prims, "VelocityX", typeof (Double));
+ createCol(prims, "VelocityY", typeof (Double));
+ createCol(prims, "VelocityZ", typeof (Double));
+ createCol(prims, "AngularVelocityX", typeof (Double));
+ createCol(prims, "AngularVelocityY", typeof (Double));
+ createCol(prims, "AngularVelocityZ", typeof (Double));
+ createCol(prims, "AccelerationX", typeof (Double));
+ createCol(prims, "AccelerationY", typeof (Double));
+ createCol(prims, "AccelerationZ", typeof (Double));
+ // quaternions
+ createCol(prims, "RotationX", typeof (Double));
+ createCol(prims, "RotationY", typeof (Double));
+ createCol(prims, "RotationZ", typeof (Double));
+ createCol(prims, "RotationW", typeof (Double));
+
+ // sit target
+ createCol(prims, "SitTargetOffsetX", typeof (Double));
+ createCol(prims, "SitTargetOffsetY", typeof (Double));
+ createCol(prims, "SitTargetOffsetZ", typeof (Double));
+
+ createCol(prims, "SitTargetOrientW", typeof (Double));
+ createCol(prims, "SitTargetOrientX", typeof (Double));
+ createCol(prims, "SitTargetOrientY", typeof (Double));
+ createCol(prims, "SitTargetOrientZ", typeof (Double));
+
+ createCol(prims, "PayPrice", typeof(Int32));
+ createCol(prims, "PayButton1", typeof(Int32));
+ createCol(prims, "PayButton2", typeof(Int32));
+ createCol(prims, "PayButton3", typeof(Int32));
+ createCol(prims, "PayButton4", typeof(Int32));
+
+ createCol(prims, "LoopedSound", typeof(String));
+ createCol(prims, "LoopedSoundGain", typeof(Double));
+ createCol(prims, "TextureAnimation", typeof(String));
+ createCol(prims, "ParticleSystem", typeof(String));
+
+ createCol(prims, "OmegaX", typeof(Double));
+ createCol(prims, "OmegaY", typeof(Double));
+ createCol(prims, "OmegaZ", typeof(Double));
+
+ createCol(prims, "CameraEyeOffsetX", typeof(Double));
+ createCol(prims, "CameraEyeOffsetY", typeof(Double));
+ createCol(prims, "CameraEyeOffsetZ", typeof(Double));
+
+ createCol(prims, "CameraAtOffsetX", typeof(Double));
+ createCol(prims, "CameraAtOffsetY", typeof(Double));
+ createCol(prims, "CameraAtOffsetZ", typeof(Double));
+
+ createCol(prims, "ForceMouselook", typeof(Int16));
+
+ createCol(prims, "ScriptAccessPin", typeof(Int32));
+
+ createCol(prims, "AllowedDrop", typeof(Int16));
+ createCol(prims, "DieAtEdge", typeof(Int16));
+
+ createCol(prims, "SalePrice", typeof(Int32));
+ createCol(prims, "SaleType", typeof(Int16));
+
+ // click action
+ createCol(prims, "ClickAction", typeof (Byte));
+
+ createCol(prims, "Material", typeof(Byte));
+
+ createCol(prims, "CollisionSound", typeof(String));
+ createCol(prims, "CollisionSoundVolume", typeof(Double));
+
+ createCol(prims, "VolumeDetect", typeof(Int16));
+
+ // Add in contraints
+ prims.PrimaryKey = new DataColumn[] {prims.Columns["UUID"]};
+
+ return prims;
+ }
+
+ ///
+ /// Creates "primshapes" table
+ ///
+ /// shape table DataTable
+ private static DataTable createShapeTable()
+ {
+ DataTable shapes = new DataTable("primshapes");
+ createCol(shapes, "UUID", typeof (String));
+ // shape is an enum
+ createCol(shapes, "Shape", typeof (Int32));
+ // vectors
+ createCol(shapes, "ScaleX", typeof (Double));
+ createCol(shapes, "ScaleY", typeof (Double));
+ createCol(shapes, "ScaleZ", typeof (Double));
+ // paths
+ createCol(shapes, "PCode", typeof (Int32));
+ createCol(shapes, "PathBegin", typeof (Int32));
+ createCol(shapes, "PathEnd", typeof (Int32));
+ createCol(shapes, "PathScaleX", typeof (Int32));
+ createCol(shapes, "PathScaleY", typeof (Int32));
+ createCol(shapes, "PathShearX", typeof (Int32));
+ createCol(shapes, "PathShearY", typeof (Int32));
+ createCol(shapes, "PathSkew", typeof (Int32));
+ createCol(shapes, "PathCurve", typeof (Int32));
+ createCol(shapes, "PathRadiusOffset", typeof (Int32));
+ createCol(shapes, "PathRevolutions", typeof (Int32));
+ createCol(shapes, "PathTaperX", typeof (Int32));
+ createCol(shapes, "PathTaperY", typeof (Int32));
+ createCol(shapes, "PathTwist", typeof (Int32));
+ createCol(shapes, "PathTwistBegin", typeof (Int32));
+ // profile
+ createCol(shapes, "ProfileBegin", typeof (Int32));
+ createCol(shapes, "ProfileEnd", typeof (Int32));
+ createCol(shapes, "ProfileCurve", typeof (Int32));
+ createCol(shapes, "ProfileHollow", typeof (Int32));
+ createCol(shapes, "State", typeof(Int32));
+ // text TODO: this isn't right, but I'm not sure the right
+ // way to specify this as a blob atm
+ createCol(shapes, "Texture", typeof (Byte[]));
+ createCol(shapes, "ExtraParams", typeof (Byte[]));
+
+ shapes.PrimaryKey = new DataColumn[] {shapes.Columns["UUID"]};
+
+ return shapes;
+ }
+
+ ///
+ /// creates "primitems" table
+ ///
+ /// item table DataTable
+ private static DataTable createItemsTable()
+ {
+ DataTable items = new DataTable("primitems");
+
+ createCol(items, "itemID", typeof (String));
+ createCol(items, "primID", typeof (String));
+ createCol(items, "assetID", typeof (String));
+ createCol(items, "parentFolderID", typeof (String));
+
+ createCol(items, "invType", typeof (Int32));
+ createCol(items, "assetType", typeof (Int32));
+
+ createCol(items, "name", typeof (String));
+ createCol(items, "description", typeof (String));
+
+ createCol(items, "creationDate", typeof (Int64));
+ createCol(items, "creatorID", typeof (String));
+ createCol(items, "ownerID", typeof (String));
+ createCol(items, "lastOwnerID", typeof (String));
+ createCol(items, "groupID", typeof (String));
+
+ createCol(items, "nextPermissions", typeof (UInt32));
+ createCol(items, "currentPermissions", typeof (UInt32));
+ createCol(items, "basePermissions", typeof (UInt32));
+ createCol(items, "everyonePermissions", typeof (UInt32));
+ createCol(items, "groupPermissions", typeof (UInt32));
+ createCol(items, "flags", typeof (UInt32));
+
+ items.PrimaryKey = new DataColumn[] { items.Columns["itemID"] };
+
+ return items;
+ }
+
+ ///
+ /// Creates "land" table
+ ///
+ /// land table DataTable
+ private static DataTable createLandTable()
+ {
+ DataTable land = new DataTable("land");
+ createCol(land, "UUID", typeof (String));
+ createCol(land, "RegionUUID", typeof (String));
+ createCol(land, "LocalLandID", typeof (UInt32));
+
+ // Bitmap is a byte[512]
+ createCol(land, "Bitmap", typeof (Byte[]));
+
+ createCol(land, "Name", typeof (String));
+ createCol(land, "Desc", typeof (String));
+ createCol(land, "OwnerUUID", typeof (String));
+ createCol(land, "IsGroupOwned", typeof (Boolean));
+ createCol(land, "Area", typeof (Int32));
+ createCol(land, "AuctionID", typeof (Int32)); //Unemplemented
+ createCol(land, "Category", typeof (Int32)); //Enum OpenMetaverse.Parcel.ParcelCategory
+ createCol(land, "ClaimDate", typeof (Int32));
+ createCol(land, "ClaimPrice", typeof (Int32));
+ createCol(land, "GroupUUID", typeof (string));
+ createCol(land, "SalePrice", typeof (Int32));
+ createCol(land, "LandStatus", typeof (Int32)); //Enum. OpenMetaverse.Parcel.ParcelStatus
+ createCol(land, "LandFlags", typeof (UInt32));
+ createCol(land, "LandingType", typeof (Byte));
+ createCol(land, "MediaAutoScale", typeof (Byte));
+ createCol(land, "MediaTextureUUID", typeof (String));
+ createCol(land, "MediaURL", typeof (String));
+ createCol(land, "MusicURL", typeof (String));
+ createCol(land, "PassHours", typeof (Double));
+ createCol(land, "PassPrice", typeof (UInt32));
+ createCol(land, "SnapshotUUID", typeof (String));
+ createCol(land, "UserLocationX", typeof (Double));
+ createCol(land, "UserLocationY", typeof (Double));
+ createCol(land, "UserLocationZ", typeof (Double));
+ createCol(land, "UserLookAtX", typeof (Double));
+ createCol(land, "UserLookAtY", typeof (Double));
+ createCol(land, "UserLookAtZ", typeof (Double));
+ createCol(land, "AuthbuyerID", typeof(String));
+ createCol(land, "OtherCleanTime", typeof(Int32));
+ createCol(land, "Dwell", typeof(Int32));
+
+ land.PrimaryKey = new DataColumn[] {land.Columns["UUID"]};
+
+ return land;
+ }
+
+ ///
+ /// create "landaccesslist" table
+ ///
+ /// Landacceslist DataTable
+ private static DataTable createLandAccessListTable()
+ {
+ DataTable landaccess = new DataTable("landaccesslist");
+ createCol(landaccess, "LandUUID", typeof (String));
+ createCol(landaccess, "AccessUUID", typeof (String));
+ createCol(landaccess, "Flags", typeof (UInt32));
+
+ return landaccess;
+ }
+
+ private static DataTable createRegionSettingsTable()
+ {
+ DataTable regionsettings = new DataTable("regionsettings");
+ createCol(regionsettings, "regionUUID", typeof(String));
+ createCol(regionsettings, "block_terraform", typeof (Int32));
+ createCol(regionsettings, "block_fly", typeof (Int32));
+ createCol(regionsettings, "allow_damage", typeof (Int32));
+ createCol(regionsettings, "restrict_pushing", typeof (Int32));
+ createCol(regionsettings, "allow_land_resell", typeof (Int32));
+ createCol(regionsettings, "allow_land_join_divide", typeof (Int32));
+ createCol(regionsettings, "block_show_in_search", typeof (Int32));
+ createCol(regionsettings, "agent_limit", typeof (Int32));
+ createCol(regionsettings, "object_bonus", typeof (Double));
+ createCol(regionsettings, "maturity", typeof (Int32));
+ createCol(regionsettings, "disable_scripts", typeof (Int32));
+ createCol(regionsettings, "disable_collisions", typeof (Int32));
+ createCol(regionsettings, "disable_physics", typeof (Int32));
+ createCol(regionsettings, "terrain_texture_1", typeof(String));
+ createCol(regionsettings, "terrain_texture_2", typeof(String));
+ createCol(regionsettings, "terrain_texture_3", typeof(String));
+ createCol(regionsettings, "terrain_texture_4", typeof(String));
+ createCol(regionsettings, "elevation_1_nw", typeof (Double));
+ createCol(regionsettings, "elevation_2_nw", typeof (Double));
+ createCol(regionsettings, "elevation_1_ne", typeof (Double));
+ createCol(regionsettings, "elevation_2_ne", typeof (Double));
+ createCol(regionsettings, "elevation_1_se", typeof (Double));
+ createCol(regionsettings, "elevation_2_se", typeof (Double));
+ createCol(regionsettings, "elevation_1_sw", typeof (Double));
+ createCol(regionsettings, "elevation_2_sw", typeof (Double));
+ createCol(regionsettings, "water_height", typeof (Double));
+ createCol(regionsettings, "terrain_raise_limit", typeof (Double));
+ createCol(regionsettings, "terrain_lower_limit", typeof (Double));
+ createCol(regionsettings, "use_estate_sun", typeof (Int32));
+ createCol(regionsettings, "sandbox", typeof (Int32));
+ createCol(regionsettings, "sunvectorx",typeof (Double));
+ createCol(regionsettings, "sunvectory",typeof (Double));
+ createCol(regionsettings, "sunvectorz",typeof (Double));
+ createCol(regionsettings, "fixed_sun", typeof (Int32));
+ createCol(regionsettings, "sun_position", typeof (Double));
+ createCol(regionsettings, "covenant", typeof(String));
+ regionsettings.PrimaryKey = new DataColumn[] { regionsettings.Columns["regionUUID"] };
+ return regionsettings;
+ }
+
+ /***********************************************************************
+ *
+ * Convert between ADO.NET <=> OpenSim Objects
+ *
+ * These should be database independant
+ *
+ **********************************************************************/
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ private SceneObjectPart buildPrim(DataRow row)
+ {
+ // Code commented. Uncomment to test the unit test inline.
+
+ // The unit test mentions this commented code for the purposes
+ // of debugging a unit test failure
+
+ // SceneObjectGroup sog = new SceneObjectGroup();
+ // SceneObjectPart sop = new SceneObjectPart();
+ // sop.LocalId = 1;
+ // sop.Name = "object1";
+ // sop.Description = "object1";
+ // sop.Text = "";
+ // sop.SitName = "";
+ // sop.TouchName = "";
+ // sop.UUID = UUID.Random();
+ // sop.Shape = PrimitiveBaseShape.Default;
+ // sog.SetRootPart(sop);
+ // Add breakpoint in above line. Check sop fields.
+
+ // TODO: this doesn't work yet because something more
+ // interesting has to be done to actually get these values
+ // back out. Not enough time to figure it out yet.
+
+ SceneObjectPart prim = new SceneObjectPart();
+ prim.UUID = new UUID((String) row["UUID"]);
+ // explicit conversion of integers is required, which sort
+ // of sucks. No idea if there is a shortcut here or not.
+ prim.CreationDate = Convert.ToInt32(row["CreationDate"]);
+ prim.Name = row["Name"] == DBNull.Value ? string.Empty : (string)row["Name"];
+ // various text fields
+ prim.Text = (String) row["Text"];
+ prim.Color = Color.FromArgb(Convert.ToInt32(row["ColorA"]),
+ Convert.ToInt32(row["ColorR"]),
+ Convert.ToInt32(row["ColorG"]),
+ Convert.ToInt32(row["ColorB"]));
+ prim.Description = (String) row["Description"];
+ prim.SitName = (String) row["SitName"];
+ prim.TouchName = (String) row["TouchName"];
+ // permissions
+ prim.ObjectFlags = Convert.ToUInt32(row["ObjectFlags"]);
+ prim.CreatorID = new UUID((String) row["CreatorID"]);
+ prim.OwnerID = new UUID((String) row["OwnerID"]);
+ prim.GroupID = new UUID((String) row["GroupID"]);
+ prim.LastOwnerID = new UUID((String) row["LastOwnerID"]);
+ prim.OwnerMask = Convert.ToUInt32(row["OwnerMask"]);
+ prim.NextOwnerMask = Convert.ToUInt32(row["NextOwnerMask"]);
+ prim.GroupMask = Convert.ToUInt32(row["GroupMask"]);
+ prim.EveryoneMask = Convert.ToUInt32(row["EveryoneMask"]);
+ prim.BaseMask = Convert.ToUInt32(row["BaseMask"]);
+ // vectors
+ prim.OffsetPosition = new Vector3(
+ Convert.ToSingle(row["PositionX"]),
+ Convert.ToSingle(row["PositionY"]),
+ Convert.ToSingle(row["PositionZ"])
+ );
+ prim.GroupPosition = new Vector3(
+ Convert.ToSingle(row["GroupPositionX"]),
+ Convert.ToSingle(row["GroupPositionY"]),
+ Convert.ToSingle(row["GroupPositionZ"])
+ );
+ prim.Velocity = new Vector3(
+ Convert.ToSingle(row["VelocityX"]),
+ Convert.ToSingle(row["VelocityY"]),
+ Convert.ToSingle(row["VelocityZ"])
+ );
+ prim.AngularVelocity = new Vector3(
+ Convert.ToSingle(row["AngularVelocityX"]),
+ Convert.ToSingle(row["AngularVelocityY"]),
+ Convert.ToSingle(row["AngularVelocityZ"])
+ );
+ prim.Acceleration = new Vector3(
+ Convert.ToSingle(row["AccelerationX"]),
+ Convert.ToSingle(row["AccelerationY"]),
+ Convert.ToSingle(row["AccelerationZ"])
+ );
+ // quaternions
+ prim.RotationOffset = new Quaternion(
+ Convert.ToSingle(row["RotationX"]),
+ Convert.ToSingle(row["RotationY"]),
+ Convert.ToSingle(row["RotationZ"]),
+ Convert.ToSingle(row["RotationW"])
+ );
+
+ prim.SitTargetPositionLL = new Vector3(
+ Convert.ToSingle(row["SitTargetOffsetX"]),
+ Convert.ToSingle(row["SitTargetOffsetY"]),
+ Convert.ToSingle(row["SitTargetOffsetZ"]));
+ prim.SitTargetOrientationLL = new Quaternion(
+ Convert.ToSingle(
+ row["SitTargetOrientX"]),
+ Convert.ToSingle(
+ row["SitTargetOrientY"]),
+ Convert.ToSingle(
+ row["SitTargetOrientZ"]),
+ Convert.ToSingle(
+ row["SitTargetOrientW"]));
+
+ prim.ClickAction = Convert.ToByte(row["ClickAction"]);
+ prim.PayPrice[0] = Convert.ToInt32(row["PayPrice"]);
+ prim.PayPrice[1] = Convert.ToInt32(row["PayButton1"]);
+ prim.PayPrice[2] = Convert.ToInt32(row["PayButton2"]);
+ prim.PayPrice[3] = Convert.ToInt32(row["PayButton3"]);
+ prim.PayPrice[4] = Convert.ToInt32(row["PayButton4"]);
+
+ prim.Sound = new UUID(row["LoopedSound"].ToString());
+ prim.SoundGain = Convert.ToSingle(row["LoopedSoundGain"]);
+ prim.SoundFlags = 1; // If it's persisted at all, it's looped
+
+ if (!row.IsNull("TextureAnimation"))
+ prim.TextureAnimation = Convert.FromBase64String(row["TextureAnimation"].ToString());
+ if (!row.IsNull("ParticleSystem"))
+ prim.ParticleSystem = Convert.FromBase64String(row["ParticleSystem"].ToString());
+
+ prim.AngularVelocity = new Vector3(
+ Convert.ToSingle(row["OmegaX"]),
+ Convert.ToSingle(row["OmegaY"]),
+ Convert.ToSingle(row["OmegaZ"])
+ );
+
+ prim.SetCameraEyeOffset(new Vector3(
+ Convert.ToSingle(row["CameraEyeOffsetX"]),
+ Convert.ToSingle(row["CameraEyeOffsetY"]),
+ Convert.ToSingle(row["CameraEyeOffsetZ"])
+ ));
+
+ prim.SetCameraAtOffset(new Vector3(
+ Convert.ToSingle(row["CameraAtOffsetX"]),
+ Convert.ToSingle(row["CameraAtOffsetY"]),
+ Convert.ToSingle(row["CameraAtOffsetZ"])
+ ));
+
+ if (Convert.ToInt16(row["ForceMouselook"]) != 0)
+ prim.SetForceMouselook(true);
+
+ prim.ScriptAccessPin = Convert.ToInt32(row["ScriptAccessPin"]);
+
+ if (Convert.ToInt16(row["AllowedDrop"]) != 0)
+ prim.AllowedDrop = true;
+
+ if (Convert.ToInt16(row["DieAtEdge"]) != 0)
+ prim.DIE_AT_EDGE = true;
+
+ prim.SalePrice = Convert.ToInt32(row["SalePrice"]);
+ prim.ObjectSaleType = Convert.ToByte(row["SaleType"]);
+
+ prim.Material = Convert.ToByte(row["Material"]);
+
+ prim.CollisionSound = new UUID(row["CollisionSound"].ToString());
+ prim.CollisionSoundVolume = Convert.ToSingle(row["CollisionSoundVolume"]);
+
+ if (Convert.ToInt16(row["VolumeDetect"]) != 0)
+ prim.VolumeDetectActive = true;
+
+ return prim;
+ }
+
+ ///
+ /// Build a prim inventory item from the persisted data.
+ ///
+ ///
+ ///
+ private static TaskInventoryItem buildItem(DataRow row)
+ {
+ TaskInventoryItem taskItem = new TaskInventoryItem();
+
+ taskItem.ItemID = new UUID((String)row["itemID"]);
+ taskItem.ParentPartID = new UUID((String)row["primID"]);
+ taskItem.AssetID = new UUID((String)row["assetID"]);
+ taskItem.ParentID = new UUID((String)row["parentFolderID"]);
+
+ taskItem.InvType = Convert.ToInt32(row["invType"]);
+ taskItem.Type = Convert.ToInt32(row["assetType"]);
+
+ taskItem.Name = (String)row["name"];
+ taskItem.Description = (String)row["description"];
+ taskItem.CreationDate = Convert.ToUInt32(row["creationDate"]);
+ taskItem.CreatorID = new UUID((String)row["creatorID"]);
+ taskItem.OwnerID = new UUID((String)row["ownerID"]);
+ taskItem.LastOwnerID = new UUID((String)row["lastOwnerID"]);
+ taskItem.GroupID = new UUID((String)row["groupID"]);
+
+ taskItem.NextPermissions = Convert.ToUInt32(row["nextPermissions"]);
+ taskItem.CurrentPermissions = Convert.ToUInt32(row["currentPermissions"]);
+ taskItem.BasePermissions = Convert.ToUInt32(row["basePermissions"]);
+ taskItem.EveryonePermissions = Convert.ToUInt32(row["everyonePermissions"]);
+ taskItem.GroupPermissions = Convert.ToUInt32(row["groupPermissions"]);
+ taskItem.Flags = Convert.ToUInt32(row["flags"]);
+
+ return taskItem;
+ }
+
+ ///
+ /// Build a Land Data from the persisted data.
+ ///
+ ///
+ ///
+ private LandData buildLandData(DataRow row)
+ {
+ LandData newData = new LandData();
+
+ newData.GlobalID = new UUID((String) row["UUID"]);
+ newData.LocalID = Convert.ToInt32(row["LocalLandID"]);
+
+ // Bitmap is a byte[512]
+ newData.Bitmap = (Byte[]) row["Bitmap"];
+
+ newData.Name = (String) row["Name"];
+ newData.Description = (String) row["Desc"];
+ newData.OwnerID = (UUID)(String) row["OwnerUUID"];
+ newData.IsGroupOwned = (Boolean) row["IsGroupOwned"];
+ newData.Area = Convert.ToInt32(row["Area"]);
+ newData.AuctionID = Convert.ToUInt32(row["AuctionID"]); //Unemplemented
+ newData.Category = (ParcelCategory) Convert.ToInt32(row["Category"]);
+ //Enum OpenMetaverse.Parcel.ParcelCategory
+ newData.ClaimDate = Convert.ToInt32(row["ClaimDate"]);
+ newData.ClaimPrice = Convert.ToInt32(row["ClaimPrice"]);
+ newData.GroupID = new UUID((String) row["GroupUUID"]);
+ newData.SalePrice = Convert.ToInt32(row["SalePrice"]);
+ newData.Status = (ParcelStatus) Convert.ToInt32(row["LandStatus"]);
+ //Enum. OpenMetaverse.Parcel.ParcelStatus
+ newData.Flags = Convert.ToUInt32(row["LandFlags"]);
+ newData.LandingType = (Byte) row["LandingType"];
+ newData.MediaAutoScale = (Byte) row["MediaAutoScale"];
+ newData.MediaID = new UUID((String) row["MediaTextureUUID"]);
+ newData.MediaURL = (String) row["MediaURL"];
+ newData.MusicURL = (String) row["MusicURL"];
+ newData.PassHours = Convert.ToSingle(row["PassHours"]);
+ newData.PassPrice = Convert.ToInt32(row["PassPrice"]);
+ newData.SnapshotID = (UUID)(String) row["SnapshotUUID"];
+ try
+ {
+
+ newData.UserLocation =
+ new Vector3(Convert.ToSingle(row["UserLocationX"]), Convert.ToSingle(row["UserLocationY"]),
+ Convert.ToSingle(row["UserLocationZ"]));
+ newData.UserLookAt =
+ new Vector3(Convert.ToSingle(row["UserLookAtX"]), Convert.ToSingle(row["UserLookAtY"]),
+ Convert.ToSingle(row["UserLookAtZ"]));
+
+ }
+ catch (InvalidCastException)
+ {
+ m_log.ErrorFormat("[PARCEL]: unable to get parcel telehub settings for {1}", newData.Name);
+ newData.UserLocation = Vector3.Zero;
+ newData.UserLookAt = Vector3.Zero;
+ }
+ newData.ParcelAccessList = new List();
+ UUID authBuyerID = UUID.Zero;
+
+ UUID.TryParse((string)row["AuthbuyerID"], out authBuyerID);
+
+ newData.OtherCleanTime = Convert.ToInt32(row["OtherCleanTime"]);
+ newData.Dwell = Convert.ToInt32(row["Dwell"]);
+
+ return newData;
+ }
+
+ private RegionSettings buildRegionSettings(DataRow row)
+ {
+ RegionSettings newSettings = new RegionSettings();
+
+ newSettings.RegionUUID = new UUID((string) row["regionUUID"]);
+ newSettings.BlockTerraform = Convert.ToBoolean(row["block_terraform"]);
+ newSettings.AllowDamage = Convert.ToBoolean(row["allow_damage"]);
+ newSettings.BlockFly = Convert.ToBoolean(row["block_fly"]);
+ newSettings.RestrictPushing = Convert.ToBoolean(row["restrict_pushing"]);
+ newSettings.AllowLandResell = Convert.ToBoolean(row["allow_land_resell"]);
+ newSettings.AllowLandJoinDivide = Convert.ToBoolean(row["allow_land_join_divide"]);
+ newSettings.BlockShowInSearch = Convert.ToBoolean(row["block_show_in_search"]);
+ newSettings.AgentLimit = Convert.ToInt32(row["agent_limit"]);
+ newSettings.ObjectBonus = Convert.ToDouble(row["object_bonus"]);
+ newSettings.Maturity = Convert.ToInt32(row["maturity"]);
+ newSettings.DisableScripts = Convert.ToBoolean(row["disable_scripts"]);
+ newSettings.DisableCollisions = Convert.ToBoolean(row["disable_collisions"]);
+ newSettings.DisablePhysics = Convert.ToBoolean(row["disable_physics"]);
+ newSettings.TerrainTexture1 = new UUID((String) row["terrain_texture_1"]);
+ newSettings.TerrainTexture2 = new UUID((String) row["terrain_texture_2"]);
+ newSettings.TerrainTexture3 = new UUID((String) row["terrain_texture_3"]);
+ newSettings.TerrainTexture4 = new UUID((String) row["terrain_texture_4"]);
+ newSettings.Elevation1NW = Convert.ToDouble(row["elevation_1_nw"]);
+ newSettings.Elevation2NW = Convert.ToDouble(row["elevation_2_nw"]);
+ newSettings.Elevation1NE = Convert.ToDouble(row["elevation_1_ne"]);
+ newSettings.Elevation2NE = Convert.ToDouble(row["elevation_2_ne"]);
+ newSettings.Elevation1SE = Convert.ToDouble(row["elevation_1_se"]);
+ newSettings.Elevation2SE = Convert.ToDouble(row["elevation_2_se"]);
+ newSettings.Elevation1SW = Convert.ToDouble(row["elevation_1_sw"]);
+ newSettings.Elevation2SW = Convert.ToDouble(row["elevation_2_sw"]);
+ newSettings.WaterHeight = Convert.ToDouble(row["water_height"]);
+ newSettings.TerrainRaiseLimit = Convert.ToDouble(row["terrain_raise_limit"]);
+ newSettings.TerrainLowerLimit = Convert.ToDouble(row["terrain_lower_limit"]);
+ newSettings.UseEstateSun = Convert.ToBoolean(row["use_estate_sun"]);
+ newSettings.Sandbox = Convert.ToBoolean(row["sandbox"]);
+ newSettings.SunVector = new Vector3 (
+ Convert.ToSingle(row["sunvectorx"]),
+ Convert.ToSingle(row["sunvectory"]),
+ Convert.ToSingle(row["sunvectorz"])
+ );
+ newSettings.FixedSun = Convert.ToBoolean(row["fixed_sun"]);
+ newSettings.SunPosition = Convert.ToDouble(row["sun_position"]);
+ newSettings.Covenant = new UUID((String) row["covenant"]);
+
+ return newSettings;
+ }
+
+ ///
+ /// Build a land access entry from the persisted data.
+ ///
+ ///
+ ///
+ private static ParcelManager.ParcelAccessEntry buildLandAccessData(DataRow row)
+ {
+ ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
+ entry.AgentID = new UUID((string) row["AccessUUID"]);
+ entry.Flags = (AccessList) row["Flags"];
+ entry.Time = new DateTime();
+ return entry;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ private static Array serializeTerrain(double[,] val)
+ {
+ MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize) *sizeof (double));
+ BinaryWriter bw = new BinaryWriter(str);
+
+ // TODO: COMPATIBILITY - Add byte-order conversions
+ for (int x = 0; x < (int)Constants.RegionSize; x++)
+ for (int y = 0; y < (int)Constants.RegionSize; y++)
+ bw.Write(val[x, y]);
+
+ return str.ToArray();
+ }
+
+// private void fillTerrainRow(DataRow row, UUID regionUUID, int rev, double[,] val)
+// {
+// row["RegionUUID"] = regionUUID;
+// row["Revision"] = rev;
+
+ // MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize)*sizeof (double));
+// BinaryWriter bw = new BinaryWriter(str);
+
+// // TODO: COMPATIBILITY - Add byte-order conversions
+ // for (int x = 0; x < (int)Constants.RegionSize; x++)
+ // for (int y = 0; y < (int)Constants.RegionSize; y++)
+// bw.Write(val[x, y]);
+
+// row["Heightfield"] = str.ToArray();
+// }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ private static void fillPrimRow(DataRow row, SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID)
+ {
+ row["UUID"] = prim.UUID.ToString();
+ row["RegionUUID"] = regionUUID.ToString();
+ row["CreationDate"] = prim.CreationDate;
+ row["Name"] = prim.Name;
+ row["SceneGroupID"] = sceneGroupID.ToString();
+ // the UUID of the root part for this SceneObjectGroup
+ // various text fields
+ row["Text"] = prim.Text;
+ row["Description"] = prim.Description;
+ row["SitName"] = prim.SitName;
+ row["TouchName"] = prim.TouchName;
+ // permissions
+ row["ObjectFlags"] = prim.ObjectFlags;
+ row["CreatorID"] = prim.CreatorID.ToString();
+ row["OwnerID"] = prim.OwnerID.ToString();
+ row["GroupID"] = prim.GroupID.ToString();
+ row["LastOwnerID"] = prim.LastOwnerID.ToString();
+ row["OwnerMask"] = prim.OwnerMask;
+ row["NextOwnerMask"] = prim.NextOwnerMask;
+ row["GroupMask"] = prim.GroupMask;
+ row["EveryoneMask"] = prim.EveryoneMask;
+ row["BaseMask"] = prim.BaseMask;
+ // vectors
+ row["PositionX"] = prim.OffsetPosition.X;
+ row["PositionY"] = prim.OffsetPosition.Y;
+ row["PositionZ"] = prim.OffsetPosition.Z;
+ row["GroupPositionX"] = prim.GroupPosition.X;
+ row["GroupPositionY"] = prim.GroupPosition.Y;
+ row["GroupPositionZ"] = prim.GroupPosition.Z;
+ row["VelocityX"] = prim.Velocity.X;
+ row["VelocityY"] = prim.Velocity.Y;
+ row["VelocityZ"] = prim.Velocity.Z;
+ row["AngularVelocityX"] = prim.AngularVelocity.X;
+ row["AngularVelocityY"] = prim.AngularVelocity.Y;
+ row["AngularVelocityZ"] = prim.AngularVelocity.Z;
+ row["AccelerationX"] = prim.Acceleration.X;
+ row["AccelerationY"] = prim.Acceleration.Y;
+ row["AccelerationZ"] = prim.Acceleration.Z;
+ // quaternions
+ row["RotationX"] = prim.RotationOffset.X;
+ row["RotationY"] = prim.RotationOffset.Y;
+ row["RotationZ"] = prim.RotationOffset.Z;
+ row["RotationW"] = prim.RotationOffset.W;
+
+ // Sit target
+ Vector3 sitTargetPos = prim.SitTargetPositionLL;
+ row["SitTargetOffsetX"] = sitTargetPos.X;
+ row["SitTargetOffsetY"] = sitTargetPos.Y;
+ row["SitTargetOffsetZ"] = sitTargetPos.Z;
+
+ Quaternion sitTargetOrient = prim.SitTargetOrientationLL;
+ row["SitTargetOrientW"] = sitTargetOrient.W;
+ row["SitTargetOrientX"] = sitTargetOrient.X;
+ row["SitTargetOrientY"] = sitTargetOrient.Y;
+ row["SitTargetOrientZ"] = sitTargetOrient.Z;
+ row["ColorR"] = Convert.ToInt32(prim.Color.R);
+ row["ColorG"] = Convert.ToInt32(prim.Color.G);
+ row["ColorB"] = Convert.ToInt32(prim.Color.B);
+ row["ColorA"] = Convert.ToInt32(prim.Color.A);
+ row["PayPrice"] = prim.PayPrice[0];
+ row["PayButton1"] = prim.PayPrice[1];
+ row["PayButton2"] = prim.PayPrice[2];
+ row["PayButton3"] = prim.PayPrice[3];
+ row["PayButton4"] = prim.PayPrice[4];
+
+
+ row["TextureAnimation"] = Convert.ToBase64String(prim.TextureAnimation);
+ row["ParticleSystem"] = Convert.ToBase64String(prim.ParticleSystem);
+
+ row["OmegaX"] = prim.AngularVelocity.X;
+ row["OmegaY"] = prim.AngularVelocity.Y;
+ row["OmegaZ"] = prim.AngularVelocity.Z;
+
+ row["CameraEyeOffsetX"] = prim.GetCameraEyeOffset().X;
+ row["CameraEyeOffsetY"] = prim.GetCameraEyeOffset().Y;
+ row["CameraEyeOffsetZ"] = prim.GetCameraEyeOffset().Z;
+
+ row["CameraAtOffsetX"] = prim.GetCameraAtOffset().X;
+ row["CameraAtOffsetY"] = prim.GetCameraAtOffset().Y;
+ row["CameraAtOffsetZ"] = prim.GetCameraAtOffset().Z;
+
+
+ if ((prim.SoundFlags & 1) != 0) // Looped
+ {
+ row["LoopedSound"] = prim.Sound.ToString();
+ row["LoopedSoundGain"] = prim.SoundGain;
+ }
+ else
+ {
+ row["LoopedSound"] = UUID.Zero.ToString();
+ row["LoopedSoundGain"] = 0.0f;
+ }
+
+ if (prim.GetForceMouselook())
+ row["ForceMouselook"] = 1;
+ else
+ row["ForceMouselook"] = 0;
+
+ row["ScriptAccessPin"] = prim.ScriptAccessPin;
+
+ if (prim.AllowedDrop)
+ row["AllowedDrop"] = 1;
+ else
+ row["AllowedDrop"] = 0;
+
+ if (prim.DIE_AT_EDGE)
+ row["DieAtEdge"] = 1;
+ else
+ row["DieAtEdge"] = 0;
+
+ row["SalePrice"] = prim.SalePrice;
+ row["SaleType"] = Convert.ToInt16(prim.ObjectSaleType);
+
+ // click action
+ row["ClickAction"] = prim.ClickAction;
+
+ row["SalePrice"] = prim.SalePrice;
+ row["Material"] = prim.Material;
+
+ row["CollisionSound"] = prim.CollisionSound.ToString();
+ row["CollisionSoundVolume"] = prim.CollisionSoundVolume;
+ if (prim.VolumeDetectActive)
+ row["VolumeDetect"] = 1;
+ else
+ row["VolumeDetect"] = 0;
+
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ private static void fillItemRow(DataRow row, TaskInventoryItem taskItem)
+ {
+ row["itemID"] = taskItem.ItemID.ToString();
+ row["primID"] = taskItem.ParentPartID.ToString();
+ row["assetID"] = taskItem.AssetID.ToString();
+ row["parentFolderID"] = taskItem.ParentID.ToString();
+
+ row["invType"] = taskItem.InvType;
+ row["assetType"] = taskItem.Type;
+
+ row["name"] = taskItem.Name;
+ row["description"] = taskItem.Description;
+ row["creationDate"] = taskItem.CreationDate;
+ row["creatorID"] = taskItem.CreatorID.ToString();
+ row["ownerID"] = taskItem.OwnerID.ToString();
+ row["lastOwnerID"] = taskItem.LastOwnerID.ToString();
+ row["groupID"] = taskItem.GroupID.ToString();
+ row["nextPermissions"] = taskItem.NextPermissions;
+ row["currentPermissions"] = taskItem.CurrentPermissions;
+ row["basePermissions"] = taskItem.BasePermissions;
+ row["everyonePermissions"] = taskItem.EveryonePermissions;
+ row["groupPermissions"] = taskItem.GroupPermissions;
+ row["flags"] = taskItem.Flags;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ private static void fillLandRow(DataRow row, LandData land, UUID regionUUID)
+ {
+ row["UUID"] = land.GlobalID.ToString();
+ row["RegionUUID"] = regionUUID.ToString();
+ row["LocalLandID"] = land.LocalID;
+
+ // Bitmap is a byte[512]
+ row["Bitmap"] = land.Bitmap;
+
+ row["Name"] = land.Name;
+ row["Desc"] = land.Description;
+ row["OwnerUUID"] = land.OwnerID.ToString();
+ row["IsGroupOwned"] = land.IsGroupOwned;
+ row["Area"] = land.Area;
+ row["AuctionID"] = land.AuctionID; //Unemplemented
+ row["Category"] = land.Category; //Enum OpenMetaverse.Parcel.ParcelCategory
+ row["ClaimDate"] = land.ClaimDate;
+ row["ClaimPrice"] = land.ClaimPrice;
+ row["GroupUUID"] = land.GroupID.ToString();
+ row["SalePrice"] = land.SalePrice;
+ row["LandStatus"] = land.Status; //Enum. OpenMetaverse.Parcel.ParcelStatus
+ row["LandFlags"] = land.Flags;
+ row["LandingType"] = land.LandingType;
+ row["MediaAutoScale"] = land.MediaAutoScale;
+ row["MediaTextureUUID"] = land.MediaID.ToString();
+ row["MediaURL"] = land.MediaURL;
+ row["MusicURL"] = land.MusicURL;
+ row["PassHours"] = land.PassHours;
+ row["PassPrice"] = land.PassPrice;
+ row["SnapshotUUID"] = land.SnapshotID.ToString();
+ row["UserLocationX"] = land.UserLocation.X;
+ row["UserLocationY"] = land.UserLocation.Y;
+ row["UserLocationZ"] = land.UserLocation.Z;
+ row["UserLookAtX"] = land.UserLookAt.X;
+ row["UserLookAtY"] = land.UserLookAt.Y;
+ row["UserLookAtZ"] = land.UserLookAt.Z;
+ row["AuthbuyerID"] = land.AuthBuyerID.ToString();
+ row["OtherCleanTime"] = land.OtherCleanTime;
+ row["Dwell"] = land.Dwell;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ private static void fillLandAccessRow(DataRow row, ParcelManager.ParcelAccessEntry entry, UUID parcelID)
+ {
+ row["LandUUID"] = parcelID.ToString();
+ row["AccessUUID"] = entry.AgentID.ToString();
+ row["Flags"] = entry.Flags;
+ }
+
+ private static void fillRegionSettingsRow(DataRow row, RegionSettings settings)
+ {
+ row["regionUUID"] = settings.RegionUUID.ToString();
+ row["block_terraform"] = settings.BlockTerraform;
+ row["block_fly"] = settings.BlockFly;
+ row["allow_damage"] = settings.AllowDamage;
+ row["restrict_pushing"] = settings.RestrictPushing;
+ row["allow_land_resell"] = settings.AllowLandResell;
+ row["allow_land_join_divide"] = settings.AllowLandJoinDivide;
+ row["block_show_in_search"] = settings.BlockShowInSearch;
+ row["agent_limit"] = settings.AgentLimit;
+ row["object_bonus"] = settings.ObjectBonus;
+ row["maturity"] = settings.Maturity;
+ row["disable_scripts"] = settings.DisableScripts;
+ row["disable_collisions"] = settings.DisableCollisions;
+ row["disable_physics"] = settings.DisablePhysics;
+ row["terrain_texture_1"] = settings.TerrainTexture1.ToString();
+ row["terrain_texture_2"] = settings.TerrainTexture2.ToString();
+ row["terrain_texture_3"] = settings.TerrainTexture3.ToString();
+ row["terrain_texture_4"] = settings.TerrainTexture4.ToString();
+ row["elevation_1_nw"] = settings.Elevation1NW;
+ row["elevation_2_nw"] = settings.Elevation2NW;
+ row["elevation_1_ne"] = settings.Elevation1NE;
+ row["elevation_2_ne"] = settings.Elevation2NE;
+ row["elevation_1_se"] = settings.Elevation1SE;
+ row["elevation_2_se"] = settings.Elevation2SE;
+ row["elevation_1_sw"] = settings.Elevation1SW;
+ row["elevation_2_sw"] = settings.Elevation2SW;
+ row["water_height"] = settings.WaterHeight;
+ row["terrain_raise_limit"] = settings.TerrainRaiseLimit;
+ row["terrain_lower_limit"] = settings.TerrainLowerLimit;
+ row["use_estate_sun"] = settings.UseEstateSun;
+ row["Sandbox"] = settings.Sandbox; // database uses upper case S for sandbox
+ row["sunvectorx"] = settings.SunVector.X;
+ row["sunvectory"] = settings.SunVector.Y;
+ row["sunvectorz"] = settings.SunVector.Z;
+ row["fixed_sun"] = settings.FixedSun;
+ row["sun_position"] = settings.SunPosition;
+ row["covenant"] = settings.Covenant.ToString();
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ private PrimitiveBaseShape buildShape(DataRow row)
+ {
+ PrimitiveBaseShape s = new PrimitiveBaseShape();
+ s.Scale = new Vector3(
+ Convert.ToSingle(row["ScaleX"]),
+ Convert.ToSingle(row["ScaleY"]),
+ Convert.ToSingle(row["ScaleZ"])
+ );
+ // paths
+ s.PCode = Convert.ToByte(row["PCode"]);
+ s.PathBegin = Convert.ToUInt16(row["PathBegin"]);
+ s.PathEnd = Convert.ToUInt16(row["PathEnd"]);
+ s.PathScaleX = Convert.ToByte(row["PathScaleX"]);
+ s.PathScaleY = Convert.ToByte(row["PathScaleY"]);
+ s.PathShearX = Convert.ToByte(row["PathShearX"]);
+ s.PathShearY = Convert.ToByte(row["PathShearY"]);
+ s.PathSkew = Convert.ToSByte(row["PathSkew"]);
+ s.PathCurve = Convert.ToByte(row["PathCurve"]);
+ s.PathRadiusOffset = Convert.ToSByte(row["PathRadiusOffset"]);
+ s.PathRevolutions = Convert.ToByte(row["PathRevolutions"]);
+ s.PathTaperX = Convert.ToSByte(row["PathTaperX"]);
+ s.PathTaperY = Convert.ToSByte(row["PathTaperY"]);
+ s.PathTwist = Convert.ToSByte(row["PathTwist"]);
+ s.PathTwistBegin = Convert.ToSByte(row["PathTwistBegin"]);
+ // profile
+ s.ProfileBegin = Convert.ToUInt16(row["ProfileBegin"]);
+ s.ProfileEnd = Convert.ToUInt16(row["ProfileEnd"]);
+ s.ProfileCurve = Convert.ToByte(row["ProfileCurve"]);
+ s.ProfileHollow = Convert.ToUInt16(row["ProfileHollow"]);
+ s.State = Convert.ToByte(row["State"]);
+
+ byte[] textureEntry = (byte[])row["Texture"];
+ s.TextureEntry = textureEntry;
+
+ s.ExtraParams = (byte[]) row["ExtraParams"];
+ return s;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ private static void fillShapeRow(DataRow row, SceneObjectPart prim)
+ {
+ PrimitiveBaseShape s = prim.Shape;
+ row["UUID"] = prim.UUID.ToString();
+ // shape is an enum
+ row["Shape"] = 0;
+ // vectors
+ row["ScaleX"] = s.Scale.X;
+ row["ScaleY"] = s.Scale.Y;
+ row["ScaleZ"] = s.Scale.Z;
+ // paths
+ row["PCode"] = s.PCode;
+ row["PathBegin"] = s.PathBegin;
+ row["PathEnd"] = s.PathEnd;
+ row["PathScaleX"] = s.PathScaleX;
+ row["PathScaleY"] = s.PathScaleY;
+ row["PathShearX"] = s.PathShearX;
+ row["PathShearY"] = s.PathShearY;
+ row["PathSkew"] = s.PathSkew;
+ row["PathCurve"] = s.PathCurve;
+ row["PathRadiusOffset"] = s.PathRadiusOffset;
+ row["PathRevolutions"] = s.PathRevolutions;
+ row["PathTaperX"] = s.PathTaperX;
+ row["PathTaperY"] = s.PathTaperY;
+ row["PathTwist"] = s.PathTwist;
+ row["PathTwistBegin"] = s.PathTwistBegin;
+ // profile
+ row["ProfileBegin"] = s.ProfileBegin;
+ row["ProfileEnd"] = s.ProfileEnd;
+ row["ProfileCurve"] = s.ProfileCurve;
+ row["ProfileHollow"] = s.ProfileHollow;
+ row["State"] = s.State;
+
+ row["Texture"] = s.TextureEntry;
+ row["ExtraParams"] = s.ExtraParams;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ ///
+ private void addPrim(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID)
+ {
+
+ DataTable prims = ds.Tables["prims"];
+ DataTable shapes = ds.Tables["primshapes"];
+
+ DataRow primRow = prims.Rows.Find(prim.UUID.ToString());
+ if (primRow == null)
+ {
+ primRow = prims.NewRow();
+ fillPrimRow(primRow, prim, sceneGroupID, regionUUID);
+ prims.Rows.Add(primRow);
+ }
+ else
+ {
+ fillPrimRow(primRow, prim, sceneGroupID, regionUUID);
+ }
+
+ DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString());
+ if (shapeRow == null)
+ {
+ shapeRow = shapes.NewRow();
+ fillShapeRow(shapeRow, prim);
+ shapes.Rows.Add(shapeRow);
+ }
+ else
+ {
+ fillShapeRow(shapeRow, prim);
+ }
+ }
+
+ ///
+ /// see IRegionDatastore
+ ///
+ ///
+ ///
+ public void StorePrimInventory(UUID primID, ICollection items)
+ {
+ m_log.InfoFormat("[REGION DB]: Entered StorePrimInventory with prim ID {0}", primID);
+
+ DataTable dbItems = ds.Tables["primitems"];
+
+ // For now, we're just going to crudely remove all the previous inventory items
+ // no matter whether they have changed or not, and replace them with the current set.
+ lock (ds)
+ {
+ RemoveItems(primID);
+
+ // repalce with current inventory details
+ foreach (TaskInventoryItem newItem in items)
+ {
+// m_log.InfoFormat(
+// "[DATASTORE]: ",
+// "Adding item {0}, {1} to prim ID {2}",
+// newItem.Name, newItem.ItemID, newItem.ParentPartID);
+
+ DataRow newItemRow = dbItems.NewRow();
+ fillItemRow(newItemRow, newItem);
+ dbItems.Rows.Add(newItemRow);
+ }
+ }
+
+ Commit();
+ }
+
+ /***********************************************************************
+ *
+ * SQL Statement Creation Functions
+ *
+ * These functions create SQL statements for update, insert, and create.
+ * They can probably be factored later to have a db independant
+ * portion and a db specific portion
+ *
+ **********************************************************************/
+
+ ///
+ /// Create an insert command
+ ///
+ /// table name
+ /// data table
+ /// the created command
+ ///
+ /// This is subtle enough to deserve some commentary.
+ /// Instead of doing *lots* and *lots of hardcoded strings
+ /// for database definitions we'll use the fact that
+ /// realistically all insert statements look like "insert
+ /// into A(b, c) values(:b, :c) on the parameterized query
+ /// front. If we just have a list of b, c, etc... we can
+ /// generate these strings instead of typing them out.
+ ///
+ private static SqliteCommand createInsertCommand(string table, DataTable dt)
+ {
+ string[] cols = new string[dt.Columns.Count];
+ for (int i = 0; i < dt.Columns.Count; i++)
+ {
+ DataColumn col = dt.Columns[i];
+ cols[i] = col.ColumnName;
+ }
+
+ string sql = "insert into " + table + "(";
+ sql += String.Join(", ", cols);
+ // important, the first ':' needs to be here, the rest get added in the join
+ sql += ") values (:";
+ sql += String.Join(", :", cols);
+ sql += ")";
+ SqliteCommand cmd = new SqliteCommand(sql);
+
+ // this provides the binding for all our parameters, so
+ // much less code than it used to be
+ foreach (DataColumn col in dt.Columns)
+ {
+ cmd.Parameters.Add(createSqliteParameter(col.ColumnName, col.DataType));
+ }
+ return cmd;
+ }
+
+
+ ///
+ /// create an update command
+ ///
+ /// table name
+ ///
+ ///
+ /// the created command
+ private static SqliteCommand createUpdateCommand(string table, string pk, DataTable dt)
+ {
+ string sql = "update " + table + " set ";
+ string subsql = String.Empty;
+ foreach (DataColumn col in dt.Columns)
+ {
+ if (subsql.Length > 0)
+ {
+ // a map function would rock so much here
+ subsql += ", ";
+ }
+ subsql += col.ColumnName + "= :" + col.ColumnName;
+ }
+ sql += subsql;
+ sql += " where " + pk;
+ SqliteCommand cmd = new SqliteCommand(sql);
+
+ // this provides the binding for all our parameters, so
+ // much less code than it used to be
+
+ foreach (DataColumn col in dt.Columns)
+ {
+ cmd.Parameters.Add(createSqliteParameter(col.ColumnName, col.DataType));
+ }
+ return cmd;
+ }
+
+ ///
+ /// create an update command
+ ///
+ /// table name
+ ///
+ ///
+ /// the created command
+ private static SqliteCommand createUpdateCommand(string table, string pk1, string pk2, DataTable dt)
+ {
+ string sql = "update " + table + " set ";
+ string subsql = String.Empty;
+ foreach (DataColumn col in dt.Columns)
+ {
+ if (subsql.Length > 0)
+ {
+ // a map function would rock so much here
+ subsql += ", ";
+ }
+ subsql += col.ColumnName + "= :" + col.ColumnName;
+ }
+ sql += subsql;
+ sql += " where " + pk1 + " and " + pk2;
+ SqliteCommand cmd = new SqliteCommand(sql);
+
+ // this provides the binding for all our parameters, so
+ // much less code than it used to be
+
+ foreach (DataColumn col in dt.Columns)
+ {
+ cmd.Parameters.Add(createSqliteParameter(col.ColumnName, col.DataType));
+ }
+ return cmd;
+ }
+
+ ///
+ ///
+ ///
+ /// Data Table
+ ///
+ // private static string defineTable(DataTable dt)
+ // {
+ // string sql = "create table " + dt.TableName + "(";
+ // string subsql = String.Empty;
+ // foreach (DataColumn col in dt.Columns)
+ // {
+ // if (subsql.Length > 0)
+ // {
+ // // a map function would rock so much here
+ // subsql += ",\n";
+ // }
+ // subsql += col.ColumnName + " " + sqliteType(col.DataType);
+ // if (dt.PrimaryKey.Length > 0 && col == dt.PrimaryKey[0])
+ // {
+ // subsql += " primary key";
+ // }
+ // }
+ // sql += subsql;
+ // sql += ")";
+ // return sql;
+ // }
+
+ /***********************************************************************
+ *
+ * Database Binding functions
+ *
+ * These will be db specific due to typing, and minor differences
+ * in databases.
+ *
+ **********************************************************************/
+
+ ///
+ /// This is a convenience function that collapses 5 repetitive
+ /// lines for defining SqliteParameters to 2 parameters:
+ /// column name and database type.
+ ///
+ /// It assumes certain conventions like :param as the param
+ /// name to replace in parametrized queries, and that source
+ /// version is always current version, both of which are fine
+ /// for us.
+ ///
+ ///a built sqlite parameter
+ private static SqliteParameter createSqliteParameter(string name, Type type)
+ {
+ SqliteParameter param = new SqliteParameter();
+ param.ParameterName = ":" + name;
+ param.DbType = dbtypeFromType(type);
+ param.SourceColumn = name;
+ param.SourceVersion = DataRowVersion.Current;
+ return param;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ private void setupPrimCommands(SqliteDataAdapter da, SqliteConnection conn)
+ {
+ da.InsertCommand = createInsertCommand("prims", ds.Tables["prims"]);
+ da.InsertCommand.Connection = conn;
+
+ da.UpdateCommand = createUpdateCommand("prims", "UUID=:UUID", ds.Tables["prims"]);
+ da.UpdateCommand.Connection = conn;
+
+ SqliteCommand delete = new SqliteCommand("delete from prims where UUID = :UUID");
+ delete.Parameters.Add(createSqliteParameter("UUID", typeof (String)));
+ delete.Connection = conn;
+ da.DeleteCommand = delete;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ private void setupItemsCommands(SqliteDataAdapter da, SqliteConnection conn)
+ {
+ da.InsertCommand = createInsertCommand("primitems", ds.Tables["primitems"]);
+ da.InsertCommand.Connection = conn;
+
+ da.UpdateCommand = createUpdateCommand("primitems", "itemID = :itemID", ds.Tables["primitems"]);
+ da.UpdateCommand.Connection = conn;
+
+ SqliteCommand delete = new SqliteCommand("delete from primitems where itemID = :itemID");
+ delete.Parameters.Add(createSqliteParameter("itemID", typeof (String)));
+ delete.Connection = conn;
+ da.DeleteCommand = delete;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ private void setupTerrainCommands(SqliteDataAdapter da, SqliteConnection conn)
+ {
+ da.InsertCommand = createInsertCommand("terrain", ds.Tables["terrain"]);
+ da.InsertCommand.Connection = conn;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ private void setupLandCommands(SqliteDataAdapter da, SqliteConnection conn)
+ {
+ da.InsertCommand = createInsertCommand("land", ds.Tables["land"]);
+ da.InsertCommand.Connection = conn;
+
+ da.UpdateCommand = createUpdateCommand("land", "UUID=:UUID", ds.Tables["land"]);
+ da.UpdateCommand.Connection = conn;
+
+ SqliteCommand delete = new SqliteCommand("delete from land where UUID=:UUID");
+ delete.Parameters.Add(createSqliteParameter("UUID", typeof(String)));
+ da.DeleteCommand = delete;
+ da.DeleteCommand.Connection = conn;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ private void setupLandAccessCommands(SqliteDataAdapter da, SqliteConnection conn)
+ {
+ da.InsertCommand = createInsertCommand("landaccesslist", ds.Tables["landaccesslist"]);
+ da.InsertCommand.Connection = conn;
+
+ da.UpdateCommand = createUpdateCommand("landaccesslist", "LandUUID=:landUUID", "AccessUUID=:AccessUUID", ds.Tables["landaccesslist"]);
+ da.UpdateCommand.Connection = conn;
+
+ SqliteCommand delete = new SqliteCommand("delete from landaccesslist where LandUUID= :LandUUID and AccessUUID= :AccessUUID");
+ delete.Parameters.Add(createSqliteParameter("LandUUID", typeof(String)));
+ delete.Parameters.Add(createSqliteParameter("AccessUUID", typeof(String)));
+ da.DeleteCommand = delete;
+ da.DeleteCommand.Connection = conn;
+
+ }
+
+ private void setupRegionSettingsCommands(SqliteDataAdapter da, SqliteConnection conn)
+ {
+ da.InsertCommand = createInsertCommand("regionsettings", ds.Tables["regionsettings"]);
+ da.InsertCommand.Connection = conn;
+ da.UpdateCommand = createUpdateCommand("regionsettings", "regionUUID=:regionUUID", ds.Tables["regionsettings"]);
+ da.UpdateCommand.Connection = conn;
+ }
+
+ ///
+ ///
+ ///
+ ///
+ ///
+ private void setupShapeCommands(SqliteDataAdapter da, SqliteConnection conn)
+ {
+ da.InsertCommand = createInsertCommand("primshapes", ds.Tables["primshapes"]);
+ da.InsertCommand.Connection = conn;
+
+ da.UpdateCommand = createUpdateCommand("primshapes", "UUID=:UUID", ds.Tables["primshapes"]);
+ da.UpdateCommand.Connection = conn;
+
+ SqliteCommand delete = new SqliteCommand("delete from primshapes where UUID = :UUID");
+ delete.Parameters.Add(createSqliteParameter("UUID", typeof (String)));
+ delete.Connection = conn;
+ da.DeleteCommand = delete;
+ }
+
+ /***********************************************************************
+ *
+ * Type conversion functions
+ *
+ **********************************************************************/
+
+ ///
+ /// Type conversion function
+ ///
+ ///
+ ///
+ private static DbType dbtypeFromType(Type type)
+ {
+ if (type == typeof (String))
+ {
+ return DbType.String;
+ }
+ else if (type == typeof (Int32))
+ {
+ return DbType.Int32;
+ }
+ else if (type == typeof (Double))
+ {
+ return DbType.Double;
+ }
+ else if (type == typeof (Byte))
+ {
+ return DbType.Byte;
+ }
+ else if (type == typeof (Double))
+ {
+ return DbType.Double;
+ }
+ else if (type == typeof (Byte[]))
+ {
+ return DbType.Binary;
+ }
+ else
+ {
+ return DbType.String;
+ }
+ }
+
+ }
+}
--
cgit v1.1