/* * 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.Data.SqlClient; using System.Drawing; using System.IO; using System.Reflection; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Data.MSSQL { /// <summary> /// A MSSQL Interface for the Region Server. /// </summary> public class MSSQLRegionDataStore : IRegionDataStore { private const string _migrationStore = "RegionStore"; // private static FileSystemDataStore Instance = new FileSystemDataStore(); private static readonly ILog _Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); /// <summary> /// The database manager /// </summary> private MSSQLManager _Database; /// <summary> /// Initialises the region datastore /// </summary> /// <param name="connectionString">The connection string.</param> public void Initialise(string connectionString) { if (!string.IsNullOrEmpty(connectionString)) { _Database = new MSSQLManager(connectionString); } else { IniFile iniFile = new IniFile("mssql_connection.ini"); string settingDataSource = iniFile.ParseFileReadValue("data_source"); string settingInitialCatalog = iniFile.ParseFileReadValue("initial_catalog"); string settingPersistSecurityInfo = iniFile.ParseFileReadValue("persist_security_info"); string settingUserId = iniFile.ParseFileReadValue("user_id"); string settingPassword = iniFile.ParseFileReadValue("password"); _Database = new MSSQLManager(settingDataSource, settingInitialCatalog, settingPersistSecurityInfo, settingUserId, settingPassword); } //Migration settings _Database.CheckMigration(_migrationStore); } /// <summary> /// Dispose the database /// </summary> public void Dispose() { } #region SceneObjectGroup region for loading and Store of the scene. /// <summary> /// Loads the objects present in the region. /// </summary> /// <param name="regionUUID">The region UUID.</param> /// <returns></returns> public List<SceneObjectGroup> LoadObjects(UUID regionUUID) { UUID lastGroupID = UUID.Zero; Dictionary<UUID, SceneObjectPart> prims = new Dictionary<UUID, SceneObjectPart>(); Dictionary<UUID, SceneObjectGroup> objects = new Dictionary<UUID, SceneObjectGroup>(); SceneObjectGroup grp = null; string query = "SELECT *, " + "sort = CASE WHEN prims.UUID = prims.SceneGroupID THEN 0 ELSE 1 END " + "FROM prims " + "LEFT JOIN primshapes ON prims.UUID = primshapes.UUID " + "WHERE RegionUUID = @RegionUUID " + "ORDER BY SceneGroupID asc, sort asc, LinkNumber asc"; using (AutoClosingSqlCommand command = _Database.Query(query)) { command.Parameters.Add(_Database.CreateParameter("@regionUUID", regionUUID)); using (SqlDataReader reader = command.ExecuteReader()) { while (reader.Read()) { SceneObjectPart sceneObjectPart = BuildPrim(reader); if (reader["Shape"] is DBNull) sceneObjectPart.Shape = PrimitiveBaseShape.Default; else sceneObjectPart.Shape = BuildShape(reader); prims[sceneObjectPart.UUID] = sceneObjectPart; UUID groupID = new UUID((Guid)reader["SceneGroupID"]); if (groupID != lastGroupID) // New SOG { if (grp != null) objects[grp.UUID] = grp; lastGroupID = groupID; // There sometimes exist OpenSim bugs that 'orphan groups' so that none of the prims are // recorded as the root prim (for which the UUID must equal the persisted group UUID). In // this case, force the UUID to be the same as the group UUID so that at least these can be // deleted (we need to change the UUID so that any other prims in the linkset can also be // deleted). if (sceneObjectPart.UUID != groupID && groupID != UUID.Zero) { _Log.WarnFormat( "[REGION DB]: Found root prim {0} {1} at {2} where group was actually {3}. Forcing UUID to group UUID", sceneObjectPart.Name, sceneObjectPart.UUID, sceneObjectPart.GroupPosition, groupID); sceneObjectPart.UUID = groupID; } grp = new SceneObjectGroup(sceneObjectPart); } else { // Black magic to preserve link numbers // Why is this needed, fix this in AddPart method. int link = sceneObjectPart.LinkNum; grp.AddPart(sceneObjectPart); if (link != 0) sceneObjectPart.LinkNum = link; } } } } if (grp != null) objects[grp.UUID] = grp; // Instead of attempting to LoadItems on every prim, // most of which probably have no items... get a // list from DB of all prims which have items and // LoadItems only on those List<SceneObjectPart> primsWithInventory = new List<SceneObjectPart>(); string qry = "select distinct primID from primitems"; using (AutoClosingSqlCommand command = _Database.Query(qry)) { using (SqlDataReader itemReader = command.ExecuteReader()) { while (itemReader.Read()) { if (!(itemReader["primID"] is DBNull)) { UUID primID = new UUID(itemReader["primID"].ToString()); if (prims.ContainsKey(primID)) { primsWithInventory.Add(prims[primID]); } } } } } LoadItems(primsWithInventory); _Log.DebugFormat("[REGION DB]: Loaded {0} objects using {1} prims", objects.Count, prims.Count); return new List<SceneObjectGroup>(objects.Values); } /// <summary> /// Load in the prim's persisted inventory. /// </summary> /// <param name="allPrims">all prims with inventory on a region</param> private void LoadItems(List<SceneObjectPart> allPrimsWithInventory) { using (AutoClosingSqlCommand command = _Database.Query("SELECT * FROM primitems WHERE PrimID = @PrimID")) { foreach (SceneObjectPart objectPart in allPrimsWithInventory) { command.Parameters.Clear(); command.Parameters.Add(_Database.CreateParameter("@PrimID", objectPart.UUID)); List<TaskInventoryItem> inventory = new List<TaskInventoryItem>(); using (SqlDataReader reader = command.ExecuteReader()) { while (reader.Read()) { TaskInventoryItem item = BuildItem(reader); item.ParentID = objectPart.UUID; // Values in database are // often wrong inventory.Add(item); } } objectPart.Inventory.RestoreInventoryItems(inventory); } } } /// <summary> /// Stores all object's details apart from inventory /// </summary> /// <param name="obj"></param> /// <param name="regionUUID"></param> public void StoreObject(SceneObjectGroup obj, UUID regionUUID) { _Log.InfoFormat("[MSSQL]: Adding/Changing SceneObjectGroup: {0} to region: {1}, object has {2} prims.", obj.UUID, regionUUID, obj.Children.Count); using (SqlConnection conn = _Database.DatabaseConnection()) { SqlTransaction transaction = conn.BeginTransaction(); try { foreach (SceneObjectPart sceneObjectPart in obj.Children.Values) { //Update prim using (SqlCommand sqlCommand = conn.CreateCommand()) { sqlCommand.Transaction = transaction; try { StoreSceneObjectPrim(sceneObjectPart, sqlCommand, obj.UUID, regionUUID); } catch (SqlException sqlEx) { _Log.ErrorFormat("[REGION DB]: Store SceneObjectPrim SQL error: {0} at line {1}", sqlEx.Message, sqlEx.LineNumber); throw; } } //Update primshapes using (SqlCommand sqlCommand = conn.CreateCommand()) { sqlCommand.Transaction = transaction; try { StoreSceneObjectPrimShapes(sceneObjectPart, sqlCommand, obj.UUID, regionUUID); } catch (SqlException sqlEx) { _Log.ErrorFormat("[REGION DB]: Store SceneObjectPrimShapes SQL error: {0} at line {1}", sqlEx.Message, sqlEx.LineNumber); throw; } } } transaction.Commit(); } catch (Exception ex) { _Log.ErrorFormat("[REGION DB]: Store SceneObjectGroup error: {0}, Rolling back...", ex.Message); try { transaction.Rollback(); } catch (Exception ex2) { //Show error _Log.InfoFormat("[REGION DB]: Rollback of SceneObjectGroup store transaction failed with error: {0}", ex2.Message); } } } } /// <summary> /// Stores the prim of the sceneobjectpart. /// </summary> /// <param name="sceneObjectPart">The sceneobjectpart or prim.</param> /// <param name="sqlCommand">The SQL command with the transaction.</param> /// <param name="sceneGroupID">The scenegroup UUID.</param> /// <param name="regionUUID">The region UUID.</param> private void StoreSceneObjectPrim(SceneObjectPart sceneObjectPart, SqlCommand sqlCommand, UUID sceneGroupID, UUID regionUUID) { //Big query to update or insert a new prim. //Note for SQL Server 2008 this could be simplified string queryPrims = @" IF EXISTS (SELECT UUID FROM prims WHERE UUID = @UUID) BEGIN UPDATE prims SET CreationDate = @CreationDate, Name = @Name, Text = @Text, Description = @Description, SitName = @SitName, TouchName = @TouchName, ObjectFlags = @ObjectFlags, OwnerMask = @OwnerMask, NextOwnerMask = @NextOwnerMask, GroupMask = @GroupMask, EveryoneMask = @EveryoneMask, BaseMask = @BaseMask, PositionX = @PositionX, PositionY = @PositionY, PositionZ = @PositionZ, GroupPositionX = @GroupPositionX, GroupPositionY = @GroupPositionY, GroupPositionZ = @GroupPositionZ, VelocityX = @VelocityX, VelocityY = @VelocityY, VelocityZ = @VelocityZ, AngularVelocityX = @AngularVelocityX, AngularVelocityY = @AngularVelocityY, AngularVelocityZ = @AngularVelocityZ, AccelerationX = @AccelerationX, AccelerationY = @AccelerationY, AccelerationZ = @AccelerationZ, RotationX = @RotationX, RotationY = @RotationY, RotationZ = @RotationZ, RotationW = @RotationW, SitTargetOffsetX = @SitTargetOffsetX, SitTargetOffsetY = @SitTargetOffsetY, SitTargetOffsetZ = @SitTargetOffsetZ, SitTargetOrientW = @SitTargetOrientW, SitTargetOrientX = @SitTargetOrientX, SitTargetOrientY = @SitTargetOrientY, SitTargetOrientZ = @SitTargetOrientZ, RegionUUID = @RegionUUID, CreatorID = @CreatorID, OwnerID = @OwnerID, GroupID = @GroupID, LastOwnerID = @LastOwnerID, SceneGroupID = @SceneGroupID, PayPrice = @PayPrice, PayButton1 = @PayButton1, PayButton2 = @PayButton2, PayButton3 = @PayButton3, PayButton4 = @PayButton4, LoopedSound = @LoopedSound, LoopedSoundGain = @LoopedSoundGain, TextureAnimation = @TextureAnimation, OmegaX = @OmegaX, OmegaY = @OmegaY, OmegaZ = @OmegaZ, CameraEyeOffsetX = @CameraEyeOffsetX, CameraEyeOffsetY = @CameraEyeOffsetY, CameraEyeOffsetZ = @CameraEyeOffsetZ, CameraAtOffsetX = @CameraAtOffsetX, CameraAtOffsetY = @CameraAtOffsetY, CameraAtOffsetZ = @CameraAtOffsetZ, ForceMouselook = @ForceMouselook, ScriptAccessPin = @ScriptAccessPin, AllowedDrop = @AllowedDrop, DieAtEdge = @DieAtEdge, SalePrice = @SalePrice, SaleType = @SaleType, ColorR = @ColorR, ColorG = @ColorG, ColorB = @ColorB, ColorA = @ColorA, ParticleSystem = @ParticleSystem, ClickAction = @ClickAction, Material = @Material, CollisionSound = @CollisionSound, CollisionSoundVolume = @CollisionSoundVolume, PassTouches = @PassTouches, LinkNumber = @LinkNumber WHERE UUID = @UUID END ELSE BEGIN INSERT INTO prims ( UUID, CreationDate, Name, Text, Description, SitName, TouchName, ObjectFlags, OwnerMask, NextOwnerMask, GroupMask, EveryoneMask, BaseMask, PositionX, PositionY, PositionZ, GroupPositionX, GroupPositionY, GroupPositionZ, VelocityX, VelocityY, VelocityZ, AngularVelocityX, AngularVelocityY, AngularVelocityZ, AccelerationX, AccelerationY, AccelerationZ, RotationX, RotationY, RotationZ, RotationW, SitTargetOffsetX, SitTargetOffsetY, SitTargetOffsetZ, SitTargetOrientW, SitTargetOrientX, SitTargetOrientY, SitTargetOrientZ, RegionUUID, CreatorID, OwnerID, GroupID, LastOwnerID, SceneGroupID, PayPrice, PayButton1, PayButton2, PayButton3, PayButton4, LoopedSound, LoopedSoundGain, TextureAnimation, OmegaX, OmegaY, OmegaZ, CameraEyeOffsetX, CameraEyeOffsetY, CameraEyeOffsetZ, CameraAtOffsetX, CameraAtOffsetY, CameraAtOffsetZ, ForceMouselook, ScriptAccessPin, AllowedDrop, DieAtEdge, SalePrice, SaleType, ColorR, ColorG, ColorB, ColorA, ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, PassTouches, LinkNumber ) VALUES ( @UUID, @CreationDate, @Name, @Text, @Description, @SitName, @TouchName, @ObjectFlags, @OwnerMask, @NextOwnerMask, @GroupMask, @EveryoneMask, @BaseMask, @PositionX, @PositionY, @PositionZ, @GroupPositionX, @GroupPositionY, @GroupPositionZ, @VelocityX, @VelocityY, @VelocityZ, @AngularVelocityX, @AngularVelocityY, @AngularVelocityZ, @AccelerationX, @AccelerationY, @AccelerationZ, @RotationX, @RotationY, @RotationZ, @RotationW, @SitTargetOffsetX, @SitTargetOffsetY, @SitTargetOffsetZ, @SitTargetOrientW, @SitTargetOrientX, @SitTargetOrientY, @SitTargetOrientZ, @RegionUUID, @CreatorID, @OwnerID, @GroupID, @LastOwnerID, @SceneGroupID, @PayPrice, @PayButton1, @PayButton2, @PayButton3, @PayButton4, @LoopedSound, @LoopedSoundGain, @TextureAnimation, @OmegaX, @OmegaY, @OmegaZ, @CameraEyeOffsetX, @CameraEyeOffsetY, @CameraEyeOffsetZ, @CameraAtOffsetX, @CameraAtOffsetY, @CameraAtOffsetZ, @ForceMouselook, @ScriptAccessPin, @AllowedDrop, @DieAtEdge, @SalePrice, @SaleType, @ColorR, @ColorG, @ColorB, @ColorA, @ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @PassTouches, @LinkNumber ) END"; //Set commandtext. sqlCommand.CommandText = queryPrims; //Add parameters sqlCommand.Parameters.AddRange(CreatePrimParameters(sceneObjectPart, sceneGroupID, regionUUID)); //Execute the query. If it fails then error is trapped in calling function sqlCommand.ExecuteNonQuery(); } /// <summary> /// Stores the scene object prim shapes. /// </summary> /// <param name="sceneObjectPart">The sceneobjectpart containing prim shape.</param> /// <param name="sqlCommand">The SQL command with the transaction.</param> /// <param name="sceneGroupID">The scenegroup UUID.</param> /// <param name="regionUUID">The region UUID.</param> private void StoreSceneObjectPrimShapes(SceneObjectPart sceneObjectPart, SqlCommand sqlCommand, UUID sceneGroupID, UUID regionUUID) { //Big query to or insert or update primshapes //Note for SQL Server 2008 this can be simplified string queryPrimShapes = @" IF EXISTS (SELECT UUID FROM primshapes WHERE UUID = @UUID) BEGIN UPDATE primshapes SET Shape = @Shape, ScaleX = @ScaleX, ScaleY = @ScaleY, ScaleZ = @ScaleZ, PCode = @PCode, PathBegin = @PathBegin, PathEnd = @PathEnd, PathScaleX = @PathScaleX, PathScaleY = @PathScaleY, PathShearX = @PathShearX, PathShearY = @PathShearY, PathSkew = @PathSkew, PathCurve = @PathCurve, PathRadiusOffset = @PathRadiusOffset, PathRevolutions = @PathRevolutions, PathTaperX = @PathTaperX, PathTaperY = @PathTaperY, PathTwist = @PathTwist, PathTwistBegin = @PathTwistBegin, ProfileBegin = @ProfileBegin, ProfileEnd = @ProfileEnd, ProfileCurve = @ProfileCurve, ProfileHollow = @ProfileHollow, Texture = @Texture, ExtraParams = @ExtraParams, State = @State WHERE UUID = @UUID END ELSE BEGIN INSERT INTO primshapes ( UUID, Shape, ScaleX, ScaleY, ScaleZ, PCode, PathBegin, PathEnd, PathScaleX, PathScaleY, PathShearX, PathShearY, PathSkew, PathCurve, PathRadiusOffset, PathRevolutions, PathTaperX, PathTaperY, PathTwist, PathTwistBegin, ProfileBegin, ProfileEnd, ProfileCurve, ProfileHollow, Texture, ExtraParams, State ) VALUES ( @UUID, @Shape, @ScaleX, @ScaleY, @ScaleZ, @PCode, @PathBegin, @PathEnd, @PathScaleX, @PathScaleY, @PathShearX, @PathShearY, @PathSkew, @PathCurve, @PathRadiusOffset, @PathRevolutions, @PathTaperX, @PathTaperY, @PathTwist, @PathTwistBegin, @ProfileBegin, @ProfileEnd, @ProfileCurve, @ProfileHollow, @Texture, @ExtraParams, @State ) END"; //Set commandtext. sqlCommand.CommandText = queryPrimShapes; //Add parameters sqlCommand.Parameters.AddRange(CreatePrimShapeParameters(sceneObjectPart, sceneGroupID, regionUUID)); //Execute the query. If it fails then error is trapped in calling function sqlCommand.ExecuteNonQuery(); } /// <summary> /// Removes a object from the database. /// Meaning removing it from tables Prims, PrimShapes and PrimItems /// </summary> /// <param name="objectID">id of scenegroup</param> /// <param name="regionUUID">regionUUID (is this used anyway</param> public void RemoveObject(UUID objectID, UUID regionUUID) { _Log.InfoFormat("[MSSQL]: Removing obj: {0} from region: {1}", objectID, regionUUID); //Remove from prims and primsitem table string sqlPrims = "DELETE FROM PRIMS WHERE SceneGroupID = @objectID"; string sqlPrimItems = "DELETE FROM PRIMITEMS WHERE primID in (SELECT UUID FROM PRIMS WHERE SceneGroupID = @objectID)"; string sqlPrimShapes = "DELETE FROM PRIMSHAPES WHERE uuid in (SELECT UUID FROM PRIMS WHERE SceneGroupID = @objectID)"; lock (_Database) { //Using the non transaction mode. using (AutoClosingSqlCommand cmd = _Database.Query(sqlPrimShapes)) { cmd.Parameters.Add(_Database.CreateParameter("objectID", objectID)); cmd.ExecuteNonQuery(); cmd.CommandText = sqlPrimItems; cmd.ExecuteNonQuery(); cmd.CommandText = sqlPrims; cmd.ExecuteNonQuery(); } } } /// <summary> /// Store the inventory of a prim. Warning deletes everything first and then adds all again. /// </summary> /// <param name="primID"></param> /// <param name="items"></param> public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items) { //_Log.InfoFormat("[REGION DB: Persisting Prim Inventory with prim ID {0}", primID); //Statement from MySQL section! // 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. //Delete everything from PrimID //TODO add index on PrimID in DB, if not already exist using (AutoClosingSqlCommand cmd = _Database.Query("DELETE PRIMITEMS WHERE primID = @primID")) { cmd.Parameters.Add(_Database.CreateParameter("@primID", primID)); cmd.ExecuteNonQuery(); } string sql = @"INSERT INTO primitems ( itemID,primID,assetID,parentFolderID,invType,assetType,name,description,creationDate,creatorID,ownerID,lastOwnerID,groupID, nextPermissions,currentPermissions,basePermissions,everyonePermissions,groupPermissions,flags) VALUES (@itemID,@primID,@assetID,@parentFolderID,@invType,@assetType,@name,@description,@creationDate,@creatorID,@ownerID, @lastOwnerID,@groupID,@nextPermissions,@currentPermissions,@basePermissions,@everyonePermissions,@groupPermissions,@flags)"; using (AutoClosingSqlCommand cmd = _Database.Query(sql)) { foreach (TaskInventoryItem taskItem in items) { cmd.Parameters.AddRange(CreatePrimInventoryParameters(taskItem)); cmd.ExecuteNonQuery(); cmd.Parameters.Clear(); } } } #endregion /// <summary> /// Loads the terrain map. /// </summary> /// <param name="regionID">regionID.</param> /// <returns></returns> public double[,] LoadTerrain(UUID regionID) { double[,] terrain = new double[(int)Constants.RegionSize, (int)Constants.RegionSize]; terrain.Initialize(); string sql = "select top 1 RegionUUID, Revision, Heightfield from terrain where RegionUUID = @RegionUUID order by Revision desc"; using (AutoClosingSqlCommand cmd = _Database.Query(sql)) { // MySqlParameter param = new MySqlParameter(); cmd.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionID)); using (SqlDataReader reader = cmd.ExecuteReader()) { int rev; if (reader.Read()) { MemoryStream str = new MemoryStream((byte[])reader["Heightfield"]); BinaryReader br = new BinaryReader(str); for (int x = 0; x < (int)Constants.RegionSize; x++) { for (int y = 0; y < (int)Constants.RegionSize; y++) { terrain[x, y] = br.ReadDouble(); } } rev = (int)reader["Revision"]; } else { _Log.Info("[REGION DB]: No terrain found for region"); return null; } _Log.Info("[REGION DB]: Loaded terrain revision r" + rev); } } return terrain; } /// <summary> /// Stores the terrain map to DB. /// </summary> /// <param name="terrain">terrain map data.</param> /// <param name="regionID">regionID.</param> public void StoreTerrain(double[,] terrain, UUID regionID) { int revision = Util.UnixTimeSinceEpoch(); //Delete old terrain map string sql = "delete from terrain where RegionUUID=@RegionUUID"; using (AutoClosingSqlCommand cmd = _Database.Query(sql)) { cmd.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionID)); cmd.ExecuteNonQuery(); } sql = "insert into terrain(RegionUUID, Revision, Heightfield) values(@RegionUUID, @Revision, @Heightfield)"; using (AutoClosingSqlCommand cmd = _Database.Query(sql)) { cmd.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionID)); cmd.Parameters.Add(_Database.CreateParameter("@Revision", revision)); cmd.Parameters.Add(_Database.CreateParameter("@Heightfield", serializeTerrain(terrain))); cmd.ExecuteNonQuery(); } _Log.Info("[REGION DB]: Stored terrain revision r " + revision); } /// <summary> /// Loads all the land objects of a region. /// </summary> /// <param name="regionUUID">The region UUID.</param> /// <returns></returns> public List<LandData> LoadLandObjects(UUID regionUUID) { List<LandData> LandDataForRegion = new List<LandData>(); string sql = "select * from land where RegionUUID = @RegionUUID"; //Retrieve all land data from region using (AutoClosingSqlCommand cmdLandData = _Database.Query(sql)) { cmdLandData.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionUUID)); using (SqlDataReader readerLandData = cmdLandData.ExecuteReader()) { while (readerLandData.Read()) { LandDataForRegion.Add(BuildLandData(readerLandData)); } } } //Retrieve all accesslist data for all landdata foreach (LandData LandData in LandDataForRegion) { sql = "select * from landaccesslist where LandUUID = @LandUUID"; using (AutoClosingSqlCommand cmdAccessList = _Database.Query(sql)) { cmdAccessList.Parameters.Add(_Database.CreateParameter("@LandUUID", LandData.GlobalID)); using (SqlDataReader readerAccessList = cmdAccessList.ExecuteReader()) { while (readerAccessList.Read()) { LandData.ParcelAccessList.Add(BuildLandAccessData(readerAccessList)); } } } } //Return data return LandDataForRegion; } /// <summary> /// Stores land object with landaccess list. /// </summary> /// <param name="parcel">parcel data.</param> public void StoreLandObject(ILandObject parcel) { //As this is only one record in land table I just delete all and then add a new record. //As the delete landaccess is already in the mysql code //Delete old values RemoveLandObject(parcel.LandData.GlobalID); //Insert new values string sql = @"INSERT INTO [land] ([UUID],[RegionUUID],[LocalLandID],[Bitmap],[Name],[Description],[OwnerUUID],[IsGroupOwned],[Area],[AuctionID],[Category],[ClaimDate],[ClaimPrice],[GroupUUID],[SalePrice],[LandStatus],[LandFlags],[LandingType],[MediaAutoScale],[MediaTextureUUID],[MediaURL],[MusicURL],[PassHours],[PassPrice],[SnapshotUUID],[UserLocationX],[UserLocationY],[UserLocationZ],[UserLookAtX],[UserLookAtY],[UserLookAtZ],[AuthbuyerID],[OtherCleanTime],[Dwell]) VALUES (@UUID,@RegionUUID,@LocalLandID,@Bitmap,@Name,@Description,@OwnerUUID,@IsGroupOwned,@Area,@AuctionID,@Category,@ClaimDate,@ClaimPrice,@GroupUUID,@SalePrice,@LandStatus,@LandFlags,@LandingType,@MediaAutoScale,@MediaTextureUUID,@MediaURL,@MusicURL,@PassHours,@PassPrice,@SnapshotUUID,@UserLocationX,@UserLocationY,@UserLocationZ,@UserLookAtX,@UserLookAtY,@UserLookAtZ,@AuthbuyerID,@OtherCleanTime,@Dwell)"; using (AutoClosingSqlCommand cmd = _Database.Query(sql)) { cmd.Parameters.AddRange(CreateLandParameters(parcel.LandData, parcel.RegionUUID)); cmd.ExecuteNonQuery(); } sql = "INSERT INTO [landaccesslist] ([LandUUID],[AccessUUID],[Flags]) VALUES (@LandUUID,@AccessUUID,@Flags)"; using (AutoClosingSqlCommand cmd = _Database.Query(sql)) { foreach (ParcelManager.ParcelAccessEntry parcelAccessEntry in parcel.LandData.ParcelAccessList) { cmd.Parameters.AddRange(CreateLandAccessParameters(parcelAccessEntry, parcel.RegionUUID)); cmd.ExecuteNonQuery(); cmd.Parameters.Clear(); } } } /// <summary> /// Removes a land object from DB. /// </summary> /// <param name="globalID">UUID of landobject</param> public void RemoveLandObject(UUID globalID) { using (AutoClosingSqlCommand cmd = _Database.Query("delete from land where UUID=@UUID")) { cmd.Parameters.Add(_Database.CreateParameter("@UUID", globalID)); cmd.ExecuteNonQuery(); } using (AutoClosingSqlCommand cmd = _Database.Query("delete from landaccesslist where LandUUID=@UUID")) { cmd.Parameters.Add(_Database.CreateParameter("@UUID", globalID)); cmd.ExecuteNonQuery(); } } /// <summary> /// Loads the settings of a region. /// </summary> /// <param name="regionUUID">The region UUID.</param> /// <returns></returns> public RegionSettings LoadRegionSettings(UUID regionUUID) { string sql = "select * from regionsettings where regionUUID = @regionUUID"; RegionSettings regionSettings; using (AutoClosingSqlCommand cmd = _Database.Query(sql)) { cmd.Parameters.Add(_Database.CreateParameter("@regionUUID", regionUUID)); using (SqlDataReader reader = cmd.ExecuteReader()) { if (reader.Read()) { regionSettings = BuildRegionSettings(reader); regionSettings.OnSave += StoreRegionSettings; return regionSettings; } } } //If comes here then there is now region setting for that region regionSettings = new RegionSettings(); regionSettings.RegionUUID = regionUUID; regionSettings.OnSave += StoreRegionSettings; //Store new values StoreNewRegionSettings(regionSettings); return regionSettings; } /// <summary> /// Store region settings, need to check if the check is really necesary. If we can make something for creating new region. /// </summary> /// <param name="regionSettings">region settings.</param> public void StoreRegionSettings(RegionSettings regionSettings) { //Little check if regionUUID already exist in DB string regionUUID; using (AutoClosingSqlCommand cmd = _Database.Query("SELECT regionUUID FROM regionsettings WHERE regionUUID = @regionUUID")) { cmd.Parameters.Add(_Database.CreateParameter("@regionUUID", regionSettings.RegionUUID)); regionUUID = cmd.ExecuteScalar().ToString(); } if (string.IsNullOrEmpty(regionUUID)) { StoreNewRegionSettings(regionSettings); } else { //This method only updates region settings!!! First call LoadRegionSettings to create new region settings in DB string sql = @"UPDATE [regionsettings] SET [block_terraform] = @block_terraform ,[block_fly] = @block_fly ,[allow_damage] = @allow_damage ,[restrict_pushing] = @restrict_pushing ,[allow_land_resell] = @allow_land_resell ,[allow_land_join_divide] = @allow_land_join_divide ,[block_show_in_search] = @block_show_in_search ,[agent_limit] = @agent_limit ,[object_bonus] = @object_bonus ,[maturity] = @maturity ,[disable_scripts] = @disable_scripts ,[disable_collisions] = @disable_collisions ,[disable_physics] = @disable_physics ,[terrain_texture_1] = @terrain_texture_1 ,[terrain_texture_2] = @terrain_texture_2 ,[terrain_texture_3] = @terrain_texture_3 ,[terrain_texture_4] = @terrain_texture_4 ,[elevation_1_nw] = @elevation_1_nw ,[elevation_2_nw] = @elevation_2_nw ,[elevation_1_ne] = @elevation_1_ne ,[elevation_2_ne] = @elevation_2_ne ,[elevation_1_se] = @elevation_1_se ,[elevation_2_se] = @elevation_2_se ,[elevation_1_sw] = @elevation_1_sw ,[elevation_2_sw] = @elevation_2_sw ,[water_height] = @water_height ,[terrain_raise_limit] = @terrain_raise_limit ,[terrain_lower_limit] = @terrain_lower_limit ,[use_estate_sun] = @use_estate_sun ,[fixed_sun] = @fixed_sun ,[sun_position] = @sun_position ,[covenant] = @covenant , [sunvectorx] = @sunvectorx, [sunvectory] = @sunvectory, [sunvectorz] = @sunvectorz, [Sandbox] = @Sandbox, [loaded_creation_datetime] = @loaded_creation_datetime, [loaded_creation_id] = @loaded_creation_id WHERE [regionUUID] = @regionUUID"; using (AutoClosingSqlCommand cmd = _Database.Query(sql)) { cmd.Parameters.AddRange(CreateRegionSettingParameters(regionSettings)); cmd.ExecuteNonQuery(); } } } public void Shutdown() { //Not used?? } #region Private Methods /// <summary> /// Serializes the terrain data for storage in DB. /// </summary> /// <param name="val">terrain data</param> /// <returns></returns> 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++) { double height = val[x, y]; if (height == 0.0) height = double.Epsilon; bw.Write(height); } return str.ToArray(); } /// <summary> /// Stores new regionsettings. /// </summary> /// <param name="regionSettings">The region settings.</param> private void StoreNewRegionSettings(RegionSettings regionSettings) { string sql = @"INSERT INTO [regionsettings] ([regionUUID],[block_terraform],[block_fly],[allow_damage],[restrict_pushing],[allow_land_resell],[allow_land_join_divide], [block_show_in_search],[agent_limit],[object_bonus],[maturity],[disable_scripts],[disable_collisions],[disable_physics], [terrain_texture_1],[terrain_texture_2],[terrain_texture_3],[terrain_texture_4],[elevation_1_nw],[elevation_2_nw],[elevation_1_ne], [elevation_2_ne],[elevation_1_se],[elevation_2_se],[elevation_1_sw],[elevation_2_sw],[water_height],[terrain_raise_limit], [terrain_lower_limit],[use_estate_sun],[fixed_sun],[sun_position],[covenant],[sunvectorx], [sunvectory], [sunvectorz],[Sandbox], [loaded_creation_datetime], [loaded_creation_id] ) VALUES (@regionUUID,@block_terraform,@block_fly,@allow_damage,@restrict_pushing,@allow_land_resell,@allow_land_join_divide, @block_show_in_search,@agent_limit,@object_bonus,@maturity,@disable_scripts,@disable_collisions,@disable_physics, @terrain_texture_1,@terrain_texture_2,@terrain_texture_3,@terrain_texture_4,@elevation_1_nw,@elevation_2_nw,@elevation_1_ne, @elevation_2_ne,@elevation_1_se,@elevation_2_se,@elevation_1_sw,@elevation_2_sw,@water_height,@terrain_raise_limit, @terrain_lower_limit,@use_estate_sun,@fixed_sun,@sun_position,@covenant,@sunvectorx,@sunvectory, @sunvectorz, @Sandbox, @loaded_creation_datetime, @loaded_creation_id)"; using (AutoClosingSqlCommand cmd = _Database.Query(sql)) { cmd.Parameters.AddRange(CreateRegionSettingParameters(regionSettings)); cmd.ExecuteNonQuery(); } } #region Private DataRecord conversion methods /// <summary> /// Builds the region settings from a datarecod. /// </summary> /// <param name="row">datarecord with regionsettings.</param> /// <returns></returns> private static RegionSettings BuildRegionSettings(IDataRecord row) { //TODO change this is some more generic code so we doesnt have to change it every time a new field is added? RegionSettings newSettings = new RegionSettings(); newSettings.RegionUUID = new UUID((Guid)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((Guid)row["terrain_texture_1"]); newSettings.TerrainTexture2 = new UUID((Guid)row["terrain_texture_2"]); newSettings.TerrainTexture3 = new UUID((Guid)row["terrain_texture_3"]); newSettings.TerrainTexture4 = new UUID((Guid)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.FixedSun = Convert.ToBoolean(row["fixed_sun"]); newSettings.SunPosition = Convert.ToDouble(row["sun_position"]); newSettings.SunVector = new Vector3( Convert.ToSingle(row["sunvectorx"]), Convert.ToSingle(row["sunvectory"]), Convert.ToSingle(row["sunvectorz"]) ); newSettings.Covenant = new UUID((Guid)row["covenant"]); newSettings.LoadedCreationDateTime = Convert.ToInt32(row["loaded_creation_datetime"]); if (row["loaded_creation_id"] is DBNull) newSettings.LoadedCreationID = ""; else newSettings.LoadedCreationID = (String)row["loaded_creation_id"]; return newSettings; } /// <summary> /// Builds the land data from a datarecord. /// </summary> /// <param name="row">datarecord with land data</param> /// <returns></returns> private static LandData BuildLandData(IDataRecord row) { LandData newData = new LandData(); newData.GlobalID = new UUID((Guid)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["Description"]; newData.OwnerID = new UUID((Guid)row["OwnerUUID"]); newData.IsGroupOwned = Convert.ToBoolean(row["IsGroupOwned"]); newData.Area = Convert.ToInt32(row["Area"]); newData.AuctionID = Convert.ToUInt32(row["AuctionID"]); //Unemplemented newData.Category = (ParcelCategory)Convert.ToInt32(row["Category"]); //Enum libsecondlife.Parcel.ParcelCategory newData.ClaimDate = Convert.ToInt32(row["ClaimDate"]); newData.ClaimPrice = Convert.ToInt32(row["ClaimPrice"]); newData.GroupID = new UUID((Guid)row["GroupUUID"]); newData.SalePrice = Convert.ToInt32(row["SalePrice"]); newData.Status = (ParcelStatus)Convert.ToInt32(row["LandStatus"]); //Enum. libsecondlife.Parcel.ParcelStatus newData.Flags = Convert.ToUInt32(row["LandFlags"]); newData.LandingType = Convert.ToByte(row["LandingType"]); newData.MediaAutoScale = Convert.ToByte(row["MediaAutoScale"]); newData.MediaID = new UUID((Guid)row["MediaTextureUUID"]); newData.MediaURL = (string)row["MediaURL"]; newData.MusicURL = (string)row["MusicURL"]; newData.PassHours = Convert.ToSingle(row["PassHours"]); newData.PassPrice = Convert.ToInt32(row["PassPrice"]); // UUID authedbuyer; // UUID snapshotID; // // if (UUID.TryParse((string)row["AuthBuyerID"], out authedbuyer)) // newData.AuthBuyerID = authedbuyer; // // if (UUID.TryParse((string)row["SnapshotUUID"], out snapshotID)) // newData.SnapshotID = snapshotID; newData.AuthBuyerID = new UUID((Guid) row["AuthBuyerID"]); newData.SnapshotID = new UUID((Guid)row["SnapshotUUID"]); newData.OtherCleanTime = Convert.ToInt32(row["OtherCleanTime"]); newData.Dwell = Convert.ToInt32(row["Dwell"]); 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) { newData.UserLocation = Vector3.Zero; newData.UserLookAt = Vector3.Zero; _Log.ErrorFormat("[PARCEL]: unable to get parcel telehub settings for {1}", newData.Name); } newData.ParcelAccessList = new List<ParcelManager.ParcelAccessEntry>(); return newData; } /// <summary> /// Builds the landaccess data from a data record. /// </summary> /// <param name="row">datarecord with landaccess data</param> /// <returns></returns> private static ParcelManager.ParcelAccessEntry BuildLandAccessData(IDataRecord row) { ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); entry.AgentID = new UUID((Guid)row["AccessUUID"]); entry.Flags = (AccessList)Convert.ToInt32(row["Flags"]); entry.Time = new DateTime(); return entry; } /// <summary> /// Builds the prim from a datarecord. /// </summary> /// <param name="primRow">datarecord</param> /// <returns></returns> private static SceneObjectPart BuildPrim(IDataRecord primRow) { SceneObjectPart prim = new SceneObjectPart(); prim.UUID = new UUID((Guid)primRow["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(primRow["CreationDate"]); prim.Name = (string)primRow["Name"]; // various text fields prim.Text = (string)primRow["Text"]; prim.Color = Color.FromArgb(Convert.ToInt32(primRow["ColorA"]), Convert.ToInt32(primRow["ColorR"]), Convert.ToInt32(primRow["ColorG"]), Convert.ToInt32(primRow["ColorB"])); prim.Description = (string)primRow["Description"]; prim.SitName = (string)primRow["SitName"]; prim.TouchName = (string)primRow["TouchName"]; // permissions prim.ObjectFlags = Convert.ToUInt32(primRow["ObjectFlags"]); prim.CreatorID = new UUID((Guid)primRow["CreatorID"]); prim.OwnerID = new UUID((Guid)primRow["OwnerID"]); prim.GroupID = new UUID((Guid)primRow["GroupID"]); prim.LastOwnerID = new UUID((Guid)primRow["LastOwnerID"]); prim.OwnerMask = Convert.ToUInt32(primRow["OwnerMask"]); prim.NextOwnerMask = Convert.ToUInt32(primRow["NextOwnerMask"]); prim.GroupMask = Convert.ToUInt32(primRow["GroupMask"]); prim.EveryoneMask = Convert.ToUInt32(primRow["EveryoneMask"]); prim.BaseMask = Convert.ToUInt32(primRow["BaseMask"]); // vectors prim.OffsetPosition = new Vector3( Convert.ToSingle(primRow["PositionX"]), Convert.ToSingle(primRow["PositionY"]), Convert.ToSingle(primRow["PositionZ"])); prim.GroupPosition = new Vector3( Convert.ToSingle(primRow["GroupPositionX"]), Convert.ToSingle(primRow["GroupPositionY"]), Convert.ToSingle(primRow["GroupPositionZ"])); prim.Velocity = new Vector3( Convert.ToSingle(primRow["VelocityX"]), Convert.ToSingle(primRow["VelocityY"]), Convert.ToSingle(primRow["VelocityZ"])); prim.AngularVelocity = new Vector3( Convert.ToSingle(primRow["AngularVelocityX"]), Convert.ToSingle(primRow["AngularVelocityY"]), Convert.ToSingle(primRow["AngularVelocityZ"])); prim.Acceleration = new Vector3( Convert.ToSingle(primRow["AccelerationX"]), Convert.ToSingle(primRow["AccelerationY"]), Convert.ToSingle(primRow["AccelerationZ"])); // quaternions prim.RotationOffset = new Quaternion( Convert.ToSingle(primRow["RotationX"]), Convert.ToSingle(primRow["RotationY"]), Convert.ToSingle(primRow["RotationZ"]), Convert.ToSingle(primRow["RotationW"])); prim.SitTargetPositionLL = new Vector3( Convert.ToSingle(primRow["SitTargetOffsetX"]), Convert.ToSingle(primRow["SitTargetOffsetY"]), Convert.ToSingle(primRow["SitTargetOffsetZ"])); prim.SitTargetOrientationLL = new Quaternion( Convert.ToSingle(primRow["SitTargetOrientX"]), Convert.ToSingle(primRow["SitTargetOrientY"]), Convert.ToSingle(primRow["SitTargetOrientZ"]), Convert.ToSingle(primRow["SitTargetOrientW"])); prim.PayPrice[0] = Convert.ToInt32(primRow["PayPrice"]); prim.PayPrice[1] = Convert.ToInt32(primRow["PayButton1"]); prim.PayPrice[2] = Convert.ToInt32(primRow["PayButton2"]); prim.PayPrice[3] = Convert.ToInt32(primRow["PayButton3"]); prim.PayPrice[4] = Convert.ToInt32(primRow["PayButton4"]); prim.Sound = new UUID((Guid)primRow["LoopedSound"]); prim.SoundGain = Convert.ToSingle(primRow["LoopedSoundGain"]); prim.SoundFlags = 1; // If it's persisted at all, it's looped if (!(primRow["TextureAnimation"] is DBNull)) prim.TextureAnimation = (Byte[])primRow["TextureAnimation"]; if (!(primRow["ParticleSystem"] is DBNull)) prim.ParticleSystem = (Byte[])primRow["ParticleSystem"]; prim.AngularVelocity = new Vector3( Convert.ToSingle(primRow["OmegaX"]), Convert.ToSingle(primRow["OmegaY"]), Convert.ToSingle(primRow["OmegaZ"])); prim.SetCameraEyeOffset(new Vector3( Convert.ToSingle(primRow["CameraEyeOffsetX"]), Convert.ToSingle(primRow["CameraEyeOffsetY"]), Convert.ToSingle(primRow["CameraEyeOffsetZ"]) )); prim.SetCameraAtOffset(new Vector3( Convert.ToSingle(primRow["CameraAtOffsetX"]), Convert.ToSingle(primRow["CameraAtOffsetY"]), Convert.ToSingle(primRow["CameraAtOffsetZ"]) )); if (Convert.ToInt16(primRow["ForceMouselook"]) != 0) prim.SetForceMouselook(true); prim.ScriptAccessPin = Convert.ToInt32(primRow["ScriptAccessPin"]); if (Convert.ToInt16(primRow["AllowedDrop"]) != 0) prim.AllowedDrop = true; if (Convert.ToInt16(primRow["DieAtEdge"]) != 0) prim.DIE_AT_EDGE = true; prim.SalePrice = Convert.ToInt32(primRow["SalePrice"]); prim.ObjectSaleType = Convert.ToByte(primRow["SaleType"]); prim.Material = Convert.ToByte(primRow["Material"]); if (!(primRow["ClickAction"] is DBNull)) prim.ClickAction = Convert.ToByte(primRow["ClickAction"]); prim.CollisionSound = new UUID((Guid)primRow["CollisionSound"]); prim.CollisionSoundVolume = Convert.ToSingle(primRow["CollisionSoundVolume"]); if (Convert.ToInt16(primRow["PassTouches"]) != 0) prim.PassTouches = true; prim.LinkNum = Convert.ToInt32(primRow["LinkNumber"]); return prim; } /// <summary> /// Builds the prim shape from a datarecord. /// </summary> /// <param name="shapeRow">The row.</param> /// <returns></returns> private static PrimitiveBaseShape BuildShape(IDataRecord shapeRow) { PrimitiveBaseShape baseShape = new PrimitiveBaseShape(); baseShape.Scale = new Vector3( Convert.ToSingle(shapeRow["ScaleX"]), Convert.ToSingle(shapeRow["ScaleY"]), Convert.ToSingle(shapeRow["ScaleZ"])); // paths baseShape.PCode = Convert.ToByte(shapeRow["PCode"]); baseShape.PathBegin = Convert.ToUInt16(shapeRow["PathBegin"]); baseShape.PathEnd = Convert.ToUInt16(shapeRow["PathEnd"]); baseShape.PathScaleX = Convert.ToByte(shapeRow["PathScaleX"]); baseShape.PathScaleY = Convert.ToByte(shapeRow["PathScaleY"]); baseShape.PathShearX = Convert.ToByte(shapeRow["PathShearX"]); baseShape.PathShearY = Convert.ToByte(shapeRow["PathShearY"]); baseShape.PathSkew = Convert.ToSByte(shapeRow["PathSkew"]); baseShape.PathCurve = Convert.ToByte(shapeRow["PathCurve"]); baseShape.PathRadiusOffset = Convert.ToSByte(shapeRow["PathRadiusOffset"]); baseShape.PathRevolutions = Convert.ToByte(shapeRow["PathRevolutions"]); baseShape.PathTaperX = Convert.ToSByte(shapeRow["PathTaperX"]); baseShape.PathTaperY = Convert.ToSByte(shapeRow["PathTaperY"]); baseShape.PathTwist = Convert.ToSByte(shapeRow["PathTwist"]); baseShape.PathTwistBegin = Convert.ToSByte(shapeRow["PathTwistBegin"]); // profile baseShape.ProfileBegin = Convert.ToUInt16(shapeRow["ProfileBegin"]); baseShape.ProfileEnd = Convert.ToUInt16(shapeRow["ProfileEnd"]); baseShape.ProfileCurve = Convert.ToByte(shapeRow["ProfileCurve"]); baseShape.ProfileHollow = Convert.ToUInt16(shapeRow["ProfileHollow"]); byte[] textureEntry = (byte[])shapeRow["Texture"]; baseShape.TextureEntry = textureEntry; baseShape.ExtraParams = (byte[])shapeRow["ExtraParams"]; try { baseShape.State = Convert.ToByte(shapeRow["State"]); } catch (InvalidCastException) { } return baseShape; } /// <summary> /// Build a prim inventory item from the persisted data. /// </summary> /// <param name="inventoryRow"></param> /// <returns></returns> private static TaskInventoryItem BuildItem(IDataRecord inventoryRow) { TaskInventoryItem taskItem = new TaskInventoryItem(); taskItem.ItemID = new UUID((Guid)inventoryRow["itemID"]); taskItem.ParentPartID = new UUID((Guid)inventoryRow["primID"]); taskItem.AssetID = new UUID((Guid)inventoryRow["assetID"]); taskItem.ParentID = new UUID((Guid)inventoryRow["parentFolderID"]); taskItem.InvType = Convert.ToInt32(inventoryRow["invType"]); taskItem.Type = Convert.ToInt32(inventoryRow["assetType"]); taskItem.Name = (string)inventoryRow["name"]; taskItem.Description = (string)inventoryRow["description"]; taskItem.CreationDate = Convert.ToUInt32(inventoryRow["creationDate"]); taskItem.CreatorID = new UUID((Guid)inventoryRow["creatorID"]); taskItem.OwnerID = new UUID((Guid)inventoryRow["ownerID"]); taskItem.LastOwnerID = new UUID((Guid)inventoryRow["lastOwnerID"]); taskItem.GroupID = new UUID((Guid)inventoryRow["groupID"]); taskItem.NextPermissions = Convert.ToUInt32(inventoryRow["nextPermissions"]); taskItem.CurrentPermissions = Convert.ToUInt32(inventoryRow["currentPermissions"]); taskItem.BasePermissions = Convert.ToUInt32(inventoryRow["basePermissions"]); taskItem.EveryonePermissions = Convert.ToUInt32(inventoryRow["everyonePermissions"]); taskItem.GroupPermissions = Convert.ToUInt32(inventoryRow["groupPermissions"]); taskItem.Flags = Convert.ToUInt32(inventoryRow["flags"]); return taskItem; } #endregion #region Create parameters methods /// <summary> /// Creates the prim inventory parameters. /// </summary> /// <param name="taskItem">item in inventory.</param> /// <returns></returns> private SqlParameter[] CreatePrimInventoryParameters(TaskInventoryItem taskItem) { List<SqlParameter> parameters = new List<SqlParameter>(); parameters.Add(_Database.CreateParameter("itemID", taskItem.ItemID)); parameters.Add(_Database.CreateParameter("primID", taskItem.ParentPartID)); parameters.Add(_Database.CreateParameter("assetID", taskItem.AssetID)); parameters.Add(_Database.CreateParameter("parentFolderID", taskItem.ParentID)); parameters.Add(_Database.CreateParameter("invType", taskItem.InvType)); parameters.Add(_Database.CreateParameter("assetType", taskItem.Type)); parameters.Add(_Database.CreateParameter("name", taskItem.Name)); parameters.Add(_Database.CreateParameter("description", taskItem.Description)); parameters.Add(_Database.CreateParameter("creationDate", taskItem.CreationDate)); parameters.Add(_Database.CreateParameter("creatorID", taskItem.CreatorID)); parameters.Add(_Database.CreateParameter("ownerID", taskItem.OwnerID)); parameters.Add(_Database.CreateParameter("lastOwnerID", taskItem.LastOwnerID)); parameters.Add(_Database.CreateParameter("groupID", taskItem.GroupID)); parameters.Add(_Database.CreateParameter("nextPermissions", taskItem.NextPermissions)); parameters.Add(_Database.CreateParameter("currentPermissions", taskItem.CurrentPermissions)); parameters.Add(_Database.CreateParameter("basePermissions", taskItem.BasePermissions)); parameters.Add(_Database.CreateParameter("everyonePermissions", taskItem.EveryonePermissions)); parameters.Add(_Database.CreateParameter("groupPermissions", taskItem.GroupPermissions)); parameters.Add(_Database.CreateParameter("flags", taskItem.Flags)); return parameters.ToArray(); } /// <summary> /// Creates the region setting parameters. /// </summary> /// <param name="settings">regionsettings.</param> /// <returns></returns> private SqlParameter[] CreateRegionSettingParameters(RegionSettings settings) { List<SqlParameter> parameters = new List<SqlParameter>(); parameters.Add(_Database.CreateParameter("regionUUID", settings.RegionUUID)); parameters.Add(_Database.CreateParameter("block_terraform", settings.BlockTerraform)); parameters.Add(_Database.CreateParameter("block_fly", settings.BlockFly)); parameters.Add(_Database.CreateParameter("allow_damage", settings.AllowDamage)); parameters.Add(_Database.CreateParameter("restrict_pushing", settings.RestrictPushing)); parameters.Add(_Database.CreateParameter("allow_land_resell", settings.AllowLandResell)); parameters.Add(_Database.CreateParameter("allow_land_join_divide", settings.AllowLandJoinDivide)); parameters.Add(_Database.CreateParameter("block_show_in_search", settings.BlockShowInSearch)); parameters.Add(_Database.CreateParameter("agent_limit", settings.AgentLimit)); parameters.Add(_Database.CreateParameter("object_bonus", settings.ObjectBonus)); parameters.Add(_Database.CreateParameter("maturity", settings.Maturity)); parameters.Add(_Database.CreateParameter("disable_scripts", settings.DisableScripts)); parameters.Add(_Database.CreateParameter("disable_collisions", settings.DisableCollisions)); parameters.Add(_Database.CreateParameter("disable_physics", settings.DisablePhysics)); parameters.Add(_Database.CreateParameter("terrain_texture_1", settings.TerrainTexture1)); parameters.Add(_Database.CreateParameter("terrain_texture_2", settings.TerrainTexture2)); parameters.Add(_Database.CreateParameter("terrain_texture_3", settings.TerrainTexture3)); parameters.Add(_Database.CreateParameter("terrain_texture_4", settings.TerrainTexture4)); parameters.Add(_Database.CreateParameter("elevation_1_nw", settings.Elevation1NW)); parameters.Add(_Database.CreateParameter("elevation_2_nw", settings.Elevation2NW)); parameters.Add(_Database.CreateParameter("elevation_1_ne", settings.Elevation1NE)); parameters.Add(_Database.CreateParameter("elevation_2_ne", settings.Elevation2NE)); parameters.Add(_Database.CreateParameter("elevation_1_se", settings.Elevation1SE)); parameters.Add(_Database.CreateParameter("elevation_2_se", settings.Elevation2SE)); parameters.Add(_Database.CreateParameter("elevation_1_sw", settings.Elevation1SW)); parameters.Add(_Database.CreateParameter("elevation_2_sw", settings.Elevation2SW)); parameters.Add(_Database.CreateParameter("water_height", settings.WaterHeight)); parameters.Add(_Database.CreateParameter("terrain_raise_limit", settings.TerrainRaiseLimit)); parameters.Add(_Database.CreateParameter("terrain_lower_limit", settings.TerrainLowerLimit)); parameters.Add(_Database.CreateParameter("use_estate_sun", settings.UseEstateSun)); parameters.Add(_Database.CreateParameter("sandbox", settings.Sandbox)); parameters.Add(_Database.CreateParameter("fixed_sun", settings.FixedSun)); parameters.Add(_Database.CreateParameter("sun_position", settings.SunPosition)); parameters.Add(_Database.CreateParameter("sunvectorx", settings.SunVector.X)); parameters.Add(_Database.CreateParameter("sunvectory", settings.SunVector.Y)); parameters.Add(_Database.CreateParameter("sunvectorz", settings.SunVector.Z)); parameters.Add(_Database.CreateParameter("covenant", settings.Covenant)); parameters.Add(_Database.CreateParameter("Loaded_Creation_DateTime", settings.LoadedCreationDateTime)); parameters.Add(_Database.CreateParameter("Loaded_Creation_ID", settings.LoadedCreationID)); return parameters.ToArray(); } /// <summary> /// Creates the land parameters. /// </summary> /// <param name="land">land parameters.</param> /// <param name="regionUUID">region UUID.</param> /// <returns></returns> private SqlParameter[] CreateLandParameters(LandData land, UUID regionUUID) { List<SqlParameter> parameters = new List<SqlParameter>(); parameters.Add(_Database.CreateParameter("UUID", land.GlobalID)); parameters.Add(_Database.CreateParameter("RegionUUID", regionUUID)); parameters.Add(_Database.CreateParameter("LocalLandID", land.LocalID)); // Bitmap is a byte[512] parameters.Add(_Database.CreateParameter("Bitmap", land.Bitmap)); parameters.Add(_Database.CreateParameter("Name", land.Name)); parameters.Add(_Database.CreateParameter("Description", land.Description)); parameters.Add(_Database.CreateParameter("OwnerUUID", land.OwnerID)); parameters.Add(_Database.CreateParameter("IsGroupOwned", land.IsGroupOwned)); parameters.Add(_Database.CreateParameter("Area", land.Area)); parameters.Add(_Database.CreateParameter("AuctionID", land.AuctionID)); //Unemplemented parameters.Add(_Database.CreateParameter("Category", (int)land.Category)); //Enum libsecondlife.Parcel.ParcelCategory parameters.Add(_Database.CreateParameter("ClaimDate", land.ClaimDate)); parameters.Add(_Database.CreateParameter("ClaimPrice", land.ClaimPrice)); parameters.Add(_Database.CreateParameter("GroupUUID", land.GroupID)); parameters.Add(_Database.CreateParameter("SalePrice", land.SalePrice)); parameters.Add(_Database.CreateParameter("LandStatus", (int)land.Status)); //Enum. libsecondlife.Parcel.ParcelStatus parameters.Add(_Database.CreateParameter("LandFlags", land.Flags)); parameters.Add(_Database.CreateParameter("LandingType", land.LandingType)); parameters.Add(_Database.CreateParameter("MediaAutoScale", land.MediaAutoScale)); parameters.Add(_Database.CreateParameter("MediaTextureUUID", land.MediaID)); parameters.Add(_Database.CreateParameter("MediaURL", land.MediaURL)); parameters.Add(_Database.CreateParameter("MusicURL", land.MusicURL)); parameters.Add(_Database.CreateParameter("PassHours", land.PassHours)); parameters.Add(_Database.CreateParameter("PassPrice", land.PassPrice)); parameters.Add(_Database.CreateParameter("SnapshotUUID", land.SnapshotID)); parameters.Add(_Database.CreateParameter("UserLocationX", land.UserLocation.X)); parameters.Add(_Database.CreateParameter("UserLocationY", land.UserLocation.Y)); parameters.Add(_Database.CreateParameter("UserLocationZ", land.UserLocation.Z)); parameters.Add(_Database.CreateParameter("UserLookAtX", land.UserLookAt.X)); parameters.Add(_Database.CreateParameter("UserLookAtY", land.UserLookAt.Y)); parameters.Add(_Database.CreateParameter("UserLookAtZ", land.UserLookAt.Z)); parameters.Add(_Database.CreateParameter("AuthBuyerID", land.AuthBuyerID)); parameters.Add(_Database.CreateParameter("OtherCleanTime", land.OtherCleanTime)); parameters.Add(_Database.CreateParameter("Dwell", land.Dwell)); return parameters.ToArray(); } /// <summary> /// Creates the land access parameters. /// </summary> /// <param name="parcelAccessEntry">parcel access entry.</param> /// <param name="parcelID">parcel ID.</param> /// <returns></returns> private SqlParameter[] CreateLandAccessParameters(ParcelManager.ParcelAccessEntry parcelAccessEntry, UUID parcelID) { List<SqlParameter> parameters = new List<SqlParameter>(); parameters.Add(_Database.CreateParameter("LandUUID", parcelID)); parameters.Add(_Database.CreateParameter("AccessUUID", parcelAccessEntry.AgentID)); parameters.Add(_Database.CreateParameter("Flags", parcelAccessEntry.Flags)); return parameters.ToArray(); } /// <summary> /// Creates the prim parameters for storing in DB. /// </summary> /// <param name="prim">Basic data of SceneObjectpart prim.</param> /// <param name="sceneGroupID">The scenegroup ID.</param> /// <param name="regionUUID">The region ID.</param> /// <returns></returns> private SqlParameter[] CreatePrimParameters(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID) { List<SqlParameter> parameters = new List<SqlParameter>(); parameters.Add(_Database.CreateParameter("UUID", prim.UUID)); parameters.Add(_Database.CreateParameter("RegionUUID", regionUUID)); parameters.Add(_Database.CreateParameter("CreationDate", prim.CreationDate)); parameters.Add(_Database.CreateParameter("Name", prim.Name)); parameters.Add(_Database.CreateParameter("SceneGroupID", sceneGroupID)); // the UUID of the root part for this SceneObjectGroup // various text fields parameters.Add(_Database.CreateParameter("Text", prim.Text)); parameters.Add(_Database.CreateParameter("ColorR", prim.Color.R)); parameters.Add(_Database.CreateParameter("ColorG", prim.Color.G)); parameters.Add(_Database.CreateParameter("ColorB", prim.Color.B)); parameters.Add(_Database.CreateParameter("ColorA", prim.Color.A)); parameters.Add(_Database.CreateParameter("Description", prim.Description)); parameters.Add(_Database.CreateParameter("SitName", prim.SitName)); parameters.Add(_Database.CreateParameter("TouchName", prim.TouchName)); // permissions parameters.Add(_Database.CreateParameter("ObjectFlags", prim.ObjectFlags)); parameters.Add(_Database.CreateParameter("CreatorID", prim.CreatorID)); parameters.Add(_Database.CreateParameter("OwnerID", prim.OwnerID)); parameters.Add(_Database.CreateParameter("GroupID", prim.GroupID)); parameters.Add(_Database.CreateParameter("LastOwnerID", prim.LastOwnerID)); parameters.Add(_Database.CreateParameter("OwnerMask", prim.OwnerMask)); parameters.Add(_Database.CreateParameter("NextOwnerMask", prim.NextOwnerMask)); parameters.Add(_Database.CreateParameter("GroupMask", prim.GroupMask)); parameters.Add(_Database.CreateParameter("EveryoneMask", prim.EveryoneMask)); parameters.Add(_Database.CreateParameter("BaseMask", prim.BaseMask)); // vectors parameters.Add(_Database.CreateParameter("PositionX", prim.OffsetPosition.X)); parameters.Add(_Database.CreateParameter("PositionY", prim.OffsetPosition.Y)); parameters.Add(_Database.CreateParameter("PositionZ", prim.OffsetPosition.Z)); parameters.Add(_Database.CreateParameter("GroupPositionX", prim.GroupPosition.X)); parameters.Add(_Database.CreateParameter("GroupPositionY", prim.GroupPosition.Y)); parameters.Add(_Database.CreateParameter("GroupPositionZ", prim.GroupPosition.Z)); parameters.Add(_Database.CreateParameter("VelocityX", prim.Velocity.X)); parameters.Add(_Database.CreateParameter("VelocityY", prim.Velocity.Y)); parameters.Add(_Database.CreateParameter("VelocityZ", prim.Velocity.Z)); parameters.Add(_Database.CreateParameter("AngularVelocityX", prim.AngularVelocity.X)); parameters.Add(_Database.CreateParameter("AngularVelocityY", prim.AngularVelocity.Y)); parameters.Add(_Database.CreateParameter("AngularVelocityZ", prim.AngularVelocity.Z)); parameters.Add(_Database.CreateParameter("AccelerationX", prim.Acceleration.X)); parameters.Add(_Database.CreateParameter("AccelerationY", prim.Acceleration.Y)); parameters.Add(_Database.CreateParameter("AccelerationZ", prim.Acceleration.Z)); // quaternions parameters.Add(_Database.CreateParameter("RotationX", prim.RotationOffset.X)); parameters.Add(_Database.CreateParameter("RotationY", prim.RotationOffset.Y)); parameters.Add(_Database.CreateParameter("RotationZ", prim.RotationOffset.Z)); parameters.Add(_Database.CreateParameter("RotationW", prim.RotationOffset.W)); // Sit target Vector3 sitTargetPos = prim.SitTargetPositionLL; parameters.Add(_Database.CreateParameter("SitTargetOffsetX", sitTargetPos.X)); parameters.Add(_Database.CreateParameter("SitTargetOffsetY", sitTargetPos.Y)); parameters.Add(_Database.CreateParameter("SitTargetOffsetZ", sitTargetPos.Z)); Quaternion sitTargetOrient = prim.SitTargetOrientationLL; parameters.Add(_Database.CreateParameter("SitTargetOrientW", sitTargetOrient.W)); parameters.Add(_Database.CreateParameter("SitTargetOrientX", sitTargetOrient.X)); parameters.Add(_Database.CreateParameter("SitTargetOrientY", sitTargetOrient.Y)); parameters.Add(_Database.CreateParameter("SitTargetOrientZ", sitTargetOrient.Z)); parameters.Add(_Database.CreateParameter("PayPrice", prim.PayPrice[0])); parameters.Add(_Database.CreateParameter("PayButton1", prim.PayPrice[1])); parameters.Add(_Database.CreateParameter("PayButton2", prim.PayPrice[2])); parameters.Add(_Database.CreateParameter("PayButton3", prim.PayPrice[3])); parameters.Add(_Database.CreateParameter("PayButton4", prim.PayPrice[4])); if ((prim.SoundFlags & 1) != 0) // Looped { parameters.Add(_Database.CreateParameter("LoopedSound", prim.Sound)); parameters.Add(_Database.CreateParameter("LoopedSoundGain", prim.SoundGain)); } else { parameters.Add(_Database.CreateParameter("LoopedSound", UUID.Zero)); parameters.Add(_Database.CreateParameter("LoopedSoundGain", 0.0f)); } parameters.Add(_Database.CreateParameter("TextureAnimation", prim.TextureAnimation)); parameters.Add(_Database.CreateParameter("ParticleSystem", prim.ParticleSystem)); parameters.Add(_Database.CreateParameter("OmegaX", prim.AngularVelocity.X)); parameters.Add(_Database.CreateParameter("OmegaY", prim.AngularVelocity.Y)); parameters.Add(_Database.CreateParameter("OmegaZ", prim.AngularVelocity.Z)); parameters.Add(_Database.CreateParameter("CameraEyeOffsetX", prim.GetCameraEyeOffset().X)); parameters.Add(_Database.CreateParameter("CameraEyeOffsetY", prim.GetCameraEyeOffset().Y)); parameters.Add(_Database.CreateParameter("CameraEyeOffsetZ", prim.GetCameraEyeOffset().Z)); parameters.Add(_Database.CreateParameter("CameraAtOffsetX", prim.GetCameraAtOffset().X)); parameters.Add(_Database.CreateParameter("CameraAtOffsetY", prim.GetCameraAtOffset().Y)); parameters.Add(_Database.CreateParameter("CameraAtOffsetZ", prim.GetCameraAtOffset().Z)); if (prim.GetForceMouselook()) parameters.Add(_Database.CreateParameter("ForceMouselook", 1)); else parameters.Add(_Database.CreateParameter("ForceMouselook", 0)); parameters.Add(_Database.CreateParameter("ScriptAccessPin", prim.ScriptAccessPin)); if (prim.AllowedDrop) parameters.Add(_Database.CreateParameter("AllowedDrop", 1)); else parameters.Add(_Database.CreateParameter("AllowedDrop", 0)); if (prim.DIE_AT_EDGE) parameters.Add(_Database.CreateParameter("DieAtEdge", 1)); else parameters.Add(_Database.CreateParameter("DieAtEdge", 0)); parameters.Add(_Database.CreateParameter("SalePrice", prim.SalePrice)); parameters.Add(_Database.CreateParameter("SaleType", prim.ObjectSaleType)); byte clickAction = prim.ClickAction; parameters.Add(_Database.CreateParameter("ClickAction", clickAction)); parameters.Add(_Database.CreateParameter("Material", prim.Material)); parameters.Add(_Database.CreateParameter("CollisionSound", prim.CollisionSound)); parameters.Add(_Database.CreateParameter("CollisionSoundVolume", prim.CollisionSoundVolume)); if (prim.PassTouches) parameters.Add(_Database.CreateParameter("PassTouches", 1)); else parameters.Add(_Database.CreateParameter("PassTouches", 0)); parameters.Add(_Database.CreateParameter("LinkNumber", prim.LinkNum)); return parameters.ToArray(); } /// <summary> /// Creates the primshape parameters for stroing in DB. /// </summary> /// <param name="prim">Basic data of SceneObjectpart prim.</param> /// <param name="sceneGroupID">The scene group ID.</param> /// <param name="regionUUID">The region UUID.</param> /// <returns></returns> private SqlParameter[] CreatePrimShapeParameters(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID) { List<SqlParameter> parameters = new List<SqlParameter>(); PrimitiveBaseShape s = prim.Shape; parameters.Add(_Database.CreateParameter("UUID", prim.UUID)); // shape is an enum parameters.Add(_Database.CreateParameter("Shape", 0)); // vectors parameters.Add(_Database.CreateParameter("ScaleX", s.Scale.X)); parameters.Add(_Database.CreateParameter("ScaleY", s.Scale.Y)); parameters.Add(_Database.CreateParameter("ScaleZ", s.Scale.Z)); // paths parameters.Add(_Database.CreateParameter("PCode", s.PCode)); parameters.Add(_Database.CreateParameter("PathBegin", s.PathBegin)); parameters.Add(_Database.CreateParameter("PathEnd", s.PathEnd)); parameters.Add(_Database.CreateParameter("PathScaleX", s.PathScaleX)); parameters.Add(_Database.CreateParameter("PathScaleY", s.PathScaleY)); parameters.Add(_Database.CreateParameter("PathShearX", s.PathShearX)); parameters.Add(_Database.CreateParameter("PathShearY", s.PathShearY)); parameters.Add(_Database.CreateParameter("PathSkew", s.PathSkew)); parameters.Add(_Database.CreateParameter("PathCurve", s.PathCurve)); parameters.Add(_Database.CreateParameter("PathRadiusOffset", s.PathRadiusOffset)); parameters.Add(_Database.CreateParameter("PathRevolutions", s.PathRevolutions)); parameters.Add(_Database.CreateParameter("PathTaperX", s.PathTaperX)); parameters.Add(_Database.CreateParameter("PathTaperY", s.PathTaperY)); parameters.Add(_Database.CreateParameter("PathTwist", s.PathTwist)); parameters.Add(_Database.CreateParameter("PathTwistBegin", s.PathTwistBegin)); // profile parameters.Add(_Database.CreateParameter("ProfileBegin", s.ProfileBegin)); parameters.Add(_Database.CreateParameter("ProfileEnd", s.ProfileEnd)); parameters.Add(_Database.CreateParameter("ProfileCurve", s.ProfileCurve)); parameters.Add(_Database.CreateParameter("ProfileHollow", s.ProfileHollow)); parameters.Add(_Database.CreateParameter("Texture", s.TextureEntry)); parameters.Add(_Database.CreateParameter("ExtraParams", s.ExtraParams)); parameters.Add(_Database.CreateParameter("State", s.State)); return parameters.ToArray(); } #endregion #endregion } }