/* * 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 OpenSim 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 OpenMetaverse; using log4net; using OpenSim.Framework; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.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> /// Const for the prim store.. /// </summary> private const string _PrimSelect = "SELECT * FROM PRIMS WHERE RegionUUID = @RegionUUID"; //" AND UUID IN (@UUID)"; //SceneGroupID LIKE @SceneGroupID OR private const string _ShapeSelect = "SELECT * FROM PRIMSHAPES WHERE UUID in (SELECT UUID FROM PRIMS WHERE RegionUUID = @RegionUUID)"; // AND UUID IN (@UUID))"; //(SceneGroupID LIKE @SceneGroupID OR private const string _ItemsSelect = "SELECT * FROM PRIMITEMS WHERE primID in (SELECT UUID FROM PRIMS WHERE RegionUUID = @RegionUUID)"; // AND UUID IN (@UUID))"; //(SceneGroupID LIKE @SceneGroupID OR private DataSet _PrimsDataSet; private SqlDataAdapter _PrimDataAdapter; private SqlDataAdapter _ShapeDataAdapter; private SqlDataAdapter _ItemsDataAdapter; /// <summary> /// Initialises the region datastore /// </summary> /// <param name="connectionString">The connection string.</param> public void Initialise(string connectionString) { if (!string.IsNullOrEmpty(connectionString)) { //Add MSSQLManager (dont know if we need it) _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); using (SqlConnection connection = _Database.DatabaseConnection()) { //Create Dataset. Not filled!!! _PrimsDataSet = new DataSet("primsdata"); using (SqlCommand primSelectCmd = new SqlCommand(_PrimSelect, connection)) { primSelectCmd.Parameters.AddWithValue("@RegionUUID", ""); _PrimDataAdapter = new SqlDataAdapter(primSelectCmd); DataTable primDataTable = new DataTable("prims"); _PrimDataAdapter.Fill(primDataTable); primDataTable.PrimaryKey = new DataColumn[] { primDataTable.Columns["UUID"] }; _PrimsDataSet.Tables.Add(primDataTable); SetupCommands(_PrimDataAdapter); primDataTable.Clear(); } using (SqlCommand shapeSelectCmd = new SqlCommand(_ShapeSelect, connection)) { shapeSelectCmd.Parameters.AddWithValue("@RegionUUID", ""); _ShapeDataAdapter = new SqlDataAdapter(shapeSelectCmd); DataTable shapeDataTable = new DataTable("primshapes"); _ShapeDataAdapter.Fill(shapeDataTable); shapeDataTable.PrimaryKey = new DataColumn[] { shapeDataTable.Columns["UUID"] }; _PrimsDataSet.Tables.Add(shapeDataTable); SetupCommands(_ShapeDataAdapter); shapeDataTable.Clear(); } using (SqlCommand itemSelectCmd = new SqlCommand(_ItemsSelect, connection)) { itemSelectCmd.Parameters.AddWithValue("@RegionUUID", ""); _ItemsDataAdapter = new SqlDataAdapter(itemSelectCmd); DataTable itemsDataTable = new DataTable("primitems"); _ItemsDataAdapter.Fill(itemsDataTable); itemsDataTable.PrimaryKey = new DataColumn[] { itemsDataTable.Columns["itemID"] }; _PrimsDataSet.Tables.Add(itemsDataTable); SetupCommands(_ItemsDataAdapter); itemsDataTable.Clear(); } connection.Close(); } //After this we have a empty fully configured DataSet. } /// <summary> /// Dispose the database /// </summary> public void Dispose() { } /// <summary> /// Loads the objects present in the region. /// </summary> /// <param name="regionUUID">The region UUID.</param> /// <returns></returns> public List<SceneObjectGroup> LoadObjects(UUID regionUUID) { Dictionary<UUID, SceneObjectGroup> createdObjects = new Dictionary<UUID, SceneObjectGroup>(); //Retrieve all values of current region RetrievePrimsDataForRegion(regionUUID, UUID.Zero, ""); List<SceneObjectGroup> retvals = new List<SceneObjectGroup>(); DataTable prims = _PrimsDataSet.Tables["prims"]; DataTable shapes = _PrimsDataSet.Tables["primshapes"]; lock (_PrimsDataSet) { DataRow[] primsForRegion = prims.Select("", "ParentID ASC"); //.Select(byRegion, orderByParent); _Log.Info("[REGION DB]: " + "Loaded " + primsForRegion.Length + " prims for region: " + regionUUID); foreach (DataRow primRow in primsForRegion) { try { string uuid = (string)primRow["UUID"]; string objID = (string)primRow["SceneGroupID"]; SceneObjectPart prim = buildPrim(primRow); if (uuid == objID) //is new SceneObjectGroup ? { SceneObjectGroup group = new SceneObjectGroup(); DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString()); if (shapeRow != null) { prim.Shape = buildShape(shapeRow); } else { _Log.Info( "No shape found for prim in storage, so setting default box shape"); prim.Shape = PrimitiveBaseShape.Default; } group.SetRootPart(prim); createdObjects.Add(group.UUID, group); retvals.Add(group); } else { DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString()); if (shapeRow != null) { prim.Shape = buildShape(shapeRow); } else { _Log.Info( "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) { _Log.Error("[REGION DB]: Failed create prim object, exception and data follows"); _Log.Info("[REGION DB]: " + e.Message); foreach (DataColumn col in prims.Columns) { _Log.Info("[REGION DB]: Col: " + col.ColumnName + " => " + primRow[col]); } } } _PrimsDataSet.Tables["prims"].Clear(); _PrimsDataSet.Tables["primshapes"].Clear(); _PrimsDataSet.Tables["primitems"].Clear(); } return retvals; #region Experimental // // //Get all prims // string sql = "select * from prims where RegionUUID = @RegionUUID"; // // using (AutoClosingSqlCommand cmdPrims = _Database.Query(sql)) // { // cmdPrims.Parameters.AddWithValue("@RegionUUID", regionUUID.ToString()); // using (SqlDataReader readerPrims = cmdPrims.ExecuteReader()) // { // while (readerPrims.Read()) // { // string uuid = (string)readerPrims["UUID"]; // string objID = (string)readerPrims["SceneGroupID"]; // SceneObjectPart prim = buildPrim(readerPrims); // // //Setting default shape, will change shape ltr // prim.Shape = PrimitiveBaseShape.Default; // // //Load inventory items of prim // //LoadItems(prim); // // if (uuid == objID) // { // SceneObjectGroup group = new SceneObjectGroup(); // // group.AddPart(prim); // group.RootPart = prim; // // createdObjects.Add(group.UUID, group); // retvals.Add(group); // } // else // { // createdObjects[new UUID(objID)].AddPart(prim); // } // } // } // } // m_log.Info("[REGION DB]: Loaded " + retvals.Count + " prim objects for region: " + regionUUID); // // //Find all shapes related with prims // sql = "select * from primshapes"; // using (AutoClosingSqlCommand cmdShapes = _Database.Query(sql)) // { // using (SqlDataReader readerShapes = cmdShapes.ExecuteReader()) // { // while (readerShapes.Read()) // { // UUID UUID = new UUID((string) readerShapes["UUID"]); // // foreach (SceneObjectGroup objectGroup in createdObjects.Values) // { // if (objectGroup.Children.ContainsKey(UUID)) // { // objectGroup.Children[UUID].Shape = buildShape(readerShapes); // } // } // } // } // } // return retvals; #endregion } /// <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) { //Retrieve all values of current region, and current scene/or prims //Build primID's, we use IN so I can select all prims from objgroup string primID = ""; lock (_Database) { RetrievePrimsDataForRegion(regionUUID, obj.UUID, primID); _Log.InfoFormat("[REGION DB]: Adding/Changing SceneObjectGroup: {0} to region: {1}, object has {2} prims.", obj.UUID, regionUUID, obj.Children.Count); DataTable prims = _PrimsDataSet.Tables["prims"]; DataTable shapes = _PrimsDataSet.Tables["primshapes"]; foreach (SceneObjectPart prim in obj.Children.Values) { if ((prim.GetEffectiveObjectFlags() & (uint)PrimFlags.Temporary) == 0 && (prim.GetEffectiveObjectFlags() & (uint)PrimFlags.TemporaryOnRez) == 0) { DataRow primRow = prims.Rows.Find(prim.UUID.ToString()); if (primRow == null) { primRow = prims.NewRow(); fillPrimRow(primRow, prim, obj.UUID, regionUUID); prims.Rows.Add(primRow); } else { fillPrimRow(primRow, prim, obj.UUID, 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); } } } //Save changes CommitDataSet(); } } /// <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("[REGION DB]: Removing obj: {0} from region: {1}", objectID, regionUUID); //Remove from prims and primsitem table string sqlPrims = string.Format("DELETE FROM PRIMS WHERE SceneGroupID = '{0}'", objectID); string sqlPrimItems = string.Format("DELETE FROM PRIMITEMS WHERE primID in (SELECT UUID FROM PRIMS WHERE SceneGroupID = '{0}')", objectID); string sqlPrimShapes = string.Format("DELETE FROM PRIMSHAPES WHERE uuid in (SELECT UUID FROM PRIMS WHERE SceneGroupID = '{0}')", objectID); lock (_Database) { //Using the non transaction mode. using (AutoClosingSqlCommand cmd = _Database.Query(sqlPrimShapes)) { 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(); } } } /// <summary> /// Loads the terrain map. /// </summary> /// <param name="regionID">regionID.</param> /// <returns></returns> public double[,] LoadTerrain(UUID regionID) { double[,] terrain = new double[256, 256]; 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.AddWithValue("@RegionUUID", regionID.ToString()); 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 < 256; x++) { for (int y = 0; y < 256; 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 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> /// Load in a prim's persisted inventory. /// </summary> /// <param name="prim">The prim</param> private void LoadItems(SceneObjectPart prim) { DataTable dbItems = _PrimsDataSet.Tables["primitems"]; String sql = String.Format("primID = '{0}'", prim.UUID); DataRow[] dbItemRows = dbItems.Select(sql); IList<TaskInventoryItem> inventory = new List<TaskInventoryItem>(); 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); // XXX A nasty little hack to recover the folder id for the prim (which is currently stored in // every item). This data should really be stored in the prim table itself. if (dbItemRows.Length > 0) { prim.FolderID = inventory[0].ParentID; } } /// <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(65536 * sizeof(double)); BinaryWriter bw = new BinaryWriter(str); // TODO: COMPATIBILITY - Add byte-order conversions for (int x = 0; x < 256; x++) for (int y = 0; y < 256; 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]) 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)"; 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((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.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((String)row["covenant"]); 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((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["Description"]; newData.OwnerID = (UUID)(String)row["OwnerUUID"]; newData.IsGroupOwned = Convert.ToBoolean(row["IsGroupOwned"]); newData.Area = Convert.ToInt32(row["Area"]); newData.AuctionID = Convert.ToUInt32(row["AuctionID"]); //Unemplemented newData.Category = (Parcel.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((String)row["GroupUUID"]); newData.SalePrice = Convert.ToInt32(row["SalePrice"]); newData.Status = (Parcel.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((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"]); 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.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((string)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(DataRow primRow) { SceneObjectPart prim = new SceneObjectPart(); prim.UUID = new UUID((String)primRow["UUID"]); // explicit conversion of integers is required, which sort // of sucks. No idea if there is a shortcut here or not. prim.ParentID = (uint)Convert.ToInt32(primRow["ParentID"]); 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((String)primRow["CreatorID"]); prim.OwnerID = new UUID((String)primRow["OwnerID"]); prim.GroupID = new UUID((String)primRow["GroupID"]); prim.LastOwnerID = new UUID((String)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(primRow["LoopedSound"].ToString()); prim.SoundGain = Convert.ToSingle(primRow["LoopedSoundGain"]); prim.SoundFlags = 1; // If it's persisted at all, it's looped if (!primRow.IsNull("TextureAnimation") && primRow["TextureAnimation"] != DBNull.Value) prim.TextureAnimation = (Byte[])primRow["TextureAnimation"]; if (!primRow.IsNull("ParticleSystem")) prim.ParticleSystem = (Byte[])primRow["ParticleSystem"]; prim.RotationalVelocity = 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.IsNull("ClickAction")) prim.ClickAction = Convert.ToByte(primRow["ClickAction"]); prim.CollisionSound = new UUID(primRow["CollisionSound"].ToString()); prim.CollisionSoundVolume = Convert.ToSingle(primRow["CollisionSoundVolume"]); return prim; } /// <summary> /// Builds the prim shape from a datarecord. /// </summary> /// <param name="row">The row.</param> /// <returns></returns> private static 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"]); byte[] textureEntry = (byte[])row["Texture"]; s.TextureEntry = textureEntry; s.ExtraParams = (byte[])row["ExtraParams"]; try { s.State = Convert.ToByte(row["State"]); } catch (InvalidCastException) { } return s; } /// <summary> /// Build a prim inventory item from the persisted data. /// </summary> /// <param name="row"></param> /// <returns></returns> 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; } #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) { SqlParameter[] parameters = new SqlParameter[19]; parameters[0] = _Database.CreateParameter("itemID", taskItem.ItemID); parameters[1] = _Database.CreateParameter("primID", taskItem.ParentPartID); parameters[2] = _Database.CreateParameter("assetID", taskItem.AssetID); parameters[3] = _Database.CreateParameter("parentFolderID", taskItem.ParentID); parameters[4] = _Database.CreateParameter("invType", taskItem.InvType); parameters[5] = _Database.CreateParameter("assetType", taskItem.Type); parameters[6] = _Database.CreateParameter("name", taskItem.Name); parameters[7] = _Database.CreateParameter("description", taskItem.Description); parameters[8] = _Database.CreateParameter("creationDate", taskItem.CreationDate); parameters[9] = _Database.CreateParameter("creatorID", taskItem.CreatorID); parameters[10] = _Database.CreateParameter("ownerID", taskItem.OwnerID); parameters[11] = _Database.CreateParameter("lastOwnerID", taskItem.LastOwnerID); parameters[12] = _Database.CreateParameter("groupID", taskItem.GroupID); parameters[13] = _Database.CreateParameter("nextPermissions", taskItem.NextPermissions); parameters[14] = _Database.CreateParameter("currentPermissions", taskItem.CurrentPermissions); parameters[15] = _Database.CreateParameter("basePermissions", taskItem.BasePermissions); parameters[16] = _Database.CreateParameter("everyonePermissions", taskItem.EveryonePermissions); parameters[17] = _Database.CreateParameter("groupPermissions", taskItem.GroupPermissions); parameters[18] = _Database.CreateParameter("flags", taskItem.Flags); return parameters; } /// <summary> /// Creates the region setting parameters. /// </summary> /// <param name="settings">regionsettings.</param> /// <returns></returns> private SqlParameter[] CreateRegionSettingParameters(RegionSettings settings) { SqlParameter[] parameters = new SqlParameter[37]; parameters[0] = _Database.CreateParameter("regionUUID", settings.RegionUUID); parameters[1] = _Database.CreateParameter("block_terraform", settings.BlockTerraform); parameters[2] = _Database.CreateParameter("block_fly", settings.BlockFly); parameters[3] = _Database.CreateParameter("allow_damage", settings.AllowDamage); parameters[4] = _Database.CreateParameter("restrict_pushing", settings.RestrictPushing); parameters[5] = _Database.CreateParameter("allow_land_resell", settings.AllowLandResell); parameters[6] = _Database.CreateParameter("allow_land_join_divide", settings.AllowLandJoinDivide); parameters[7] = _Database.CreateParameter("block_show_in_search", settings.BlockShowInSearch); parameters[8] = _Database.CreateParameter("agent_limit", settings.AgentLimit); parameters[9] = _Database.CreateParameter("object_bonus", settings.ObjectBonus); parameters[10] = _Database.CreateParameter("maturity", settings.Maturity); parameters[11] = _Database.CreateParameter("disable_scripts", settings.DisableScripts); parameters[12] = _Database.CreateParameter("disable_collisions", settings.DisableCollisions); parameters[13] = _Database.CreateParameter("disable_physics", settings.DisablePhysics); parameters[14] = _Database.CreateParameter("terrain_texture_1", settings.TerrainTexture1); parameters[15] = _Database.CreateParameter("terrain_texture_2", settings.TerrainTexture2); parameters[16] = _Database.CreateParameter("terrain_texture_3", settings.TerrainTexture3); parameters[17] = _Database.CreateParameter("terrain_texture_4", settings.TerrainTexture4); parameters[18] = _Database.CreateParameter("elevation_1_nw", settings.Elevation1NW); parameters[19] = _Database.CreateParameter("elevation_2_nw", settings.Elevation2NW); parameters[20] = _Database.CreateParameter("elevation_1_ne", settings.Elevation1NE); parameters[21] = _Database.CreateParameter("elevation_2_ne", settings.Elevation2NE); parameters[22] = _Database.CreateParameter("elevation_1_se", settings.Elevation1SE); parameters[23] = _Database.CreateParameter("elevation_2_se", settings.Elevation2SE); parameters[24] = _Database.CreateParameter("elevation_1_sw", settings.Elevation1SW); parameters[25] = _Database.CreateParameter("elevation_2_sw", settings.Elevation2SW); parameters[26] = _Database.CreateParameter("water_height", settings.WaterHeight); parameters[27] = _Database.CreateParameter("terrain_raise_limit", settings.TerrainRaiseLimit); parameters[28] = _Database.CreateParameter("terrain_lower_limit", settings.TerrainLowerLimit); parameters[29] = _Database.CreateParameter("use_estate_sun", settings.UseEstateSun); parameters[30] = _Database.CreateParameter("sandbox", settings.Sandbox); parameters[31] = _Database.CreateParameter("fixed_sun", settings.FixedSun); parameters[32] = _Database.CreateParameter("sun_position", settings.SunPosition); parameters[33] = _Database.CreateParameter("sunvectorx", settings.SunVector.X); parameters[34] = _Database.CreateParameter("sunvectory", settings.SunVector.Y); parameters[35] = _Database.CreateParameter("sunvectorz", settings.SunVector.Z); parameters[36] = _Database.CreateParameter("covenant", settings.Covenant); return parameters; } /// <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) { SqlParameter[] parameters = new SqlParameter[34]; parameters[0] = _Database.CreateParameter("UUID", land.GlobalID); parameters[1] = _Database.CreateParameter("RegionUUID", regionUUID); parameters[2] = _Database.CreateParameter("LocalLandID", land.LocalID); // Bitmap is a byte[512] parameters[3] = _Database.CreateParameter("Bitmap", land.Bitmap); parameters[4] = _Database.CreateParameter("Name", land.Name); parameters[5] = _Database.CreateParameter("Description", land.Description); parameters[6] = _Database.CreateParameter("OwnerUUID", land.OwnerID); parameters[7] = _Database.CreateParameter("IsGroupOwned", land.IsGroupOwned); parameters[8] = _Database.CreateParameter("Area", land.Area); parameters[9] = _Database.CreateParameter("AuctionID", land.AuctionID); //Unemplemented parameters[10] = _Database.CreateParameter("Category", (int)land.Category); //Enum libsecondlife.Parcel.ParcelCategory parameters[11] = _Database.CreateParameter("ClaimDate", land.ClaimDate); parameters[12] = _Database.CreateParameter("ClaimPrice", land.ClaimPrice); parameters[13] = _Database.CreateParameter("GroupUUID", land.GroupID); parameters[14] = _Database.CreateParameter("SalePrice", land.SalePrice); parameters[15] = _Database.CreateParameter("LandStatus", (int)land.Status); //Enum. libsecondlife.Parcel.ParcelStatus parameters[16] = _Database.CreateParameter("LandFlags", land.Flags); parameters[17] = _Database.CreateParameter("LandingType", land.LandingType); parameters[18] = _Database.CreateParameter("MediaAutoScale", land.MediaAutoScale); parameters[19] = _Database.CreateParameter("MediaTextureUUID", land.MediaID); parameters[20] = _Database.CreateParameter("MediaURL", land.MediaURL); parameters[21] = _Database.CreateParameter("MusicURL", land.MusicURL); parameters[22] = _Database.CreateParameter("PassHours", land.PassHours); parameters[23] = _Database.CreateParameter("PassPrice", land.PassPrice); parameters[24] = _Database.CreateParameter("SnapshotUUID", land.SnapshotID); parameters[25] = _Database.CreateParameter("UserLocationX", land.UserLocation.X); parameters[26] = _Database.CreateParameter("UserLocationY", land.UserLocation.Y); parameters[27] = _Database.CreateParameter("UserLocationZ", land.UserLocation.Z); parameters[28] = _Database.CreateParameter("UserLookAtX", land.UserLookAt.X); parameters[29] = _Database.CreateParameter("UserLookAtY", land.UserLookAt.Y); parameters[30] = _Database.CreateParameter("UserLookAtZ", land.UserLookAt.Z); parameters[31] = _Database.CreateParameter("AuthBuyerID", land.AuthBuyerID); parameters[32] = _Database.CreateParameter("OtherCleanTime", land.OtherCleanTime); parameters[33] = _Database.CreateParameter("Dwell", land.Dwell); return parameters; } /// <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) { SqlParameter[] parameters = new SqlParameter[3]; parameters[0] = _Database.CreateParameter("LandUUID", parcelID); parameters[1] = _Database.CreateParameter("AccessUUID", parcelAccessEntry.AgentID); parameters[2] = _Database.CreateParameter("Flags", parcelAccessEntry.Flags); return parameters; } /// <summary> /// <summary> /// Fills/Updates the prim datarow. /// </summary> /// <param name="row">datarow.</param> /// <param name="prim">prim data.</param> /// <param name="sceneGroupID">scenegroup ID.</param> /// <param name="regionUUID">regionUUID.</param> private static void fillPrimRow(DataRow row, SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID) { row["UUID"] = prim.UUID.ToString(); row["RegionUUID"] = regionUUID.ToString(); row["ParentID"] = (int)prim.ParentID; 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["ColorR"] = prim.Color.R; row["ColorG"] = prim.Color.G; row["ColorB"] = prim.Color.B; row["ColorA"] = prim.Color.A; 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["PayPrice"] = prim.PayPrice[0]; row["PayButton1"] = prim.PayPrice[1]; row["PayButton2"] = prim.PayPrice[2]; row["PayButton3"] = prim.PayPrice[3]; row["PayButton4"] = prim.PayPrice[4]; if ((prim.SoundFlags & 1) != 0) // Looped { row["LoopedSound"] = prim.Sound.ToString(); row["LoopedSoundGain"] = prim.SoundGain; } else { row["LoopedSound"] = UUID.Zero; row["LoopedSoundGain"] = 0.0f; } row["TextureAnimation"] = prim.TextureAnimation; row["ParticleSystem"] = prim.ParticleSystem; row["OmegaX"] = prim.RotationalVelocity.X; row["OmegaY"] = prim.RotationalVelocity.Y; row["OmegaZ"] = prim.RotationalVelocity.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.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); byte clickAction = prim.ClickAction; row["ClickAction"] = clickAction; row["Material"] = prim.Material; row["CollisionSound"] = prim.CollisionSound.ToString(); row["CollisionSoundVolume"] = prim.CollisionSoundVolume; } /// <summary> /// Fills/Updates the shape datarow. /// </summary> /// <param name="row">datarow to fill/update.</param> /// <param name="prim">prim shape data.</param> 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["Texture"] = s.TextureEntry; row["ExtraParams"] = s.ExtraParams; row["State"] = s.State; } #endregion /// <summary> /// Retrieves the prims data for region. /// </summary> /// <param name="regionUUID">The region UUID.</param> /// <param name="sceneGroupID">The scene group ID.</param> /// <param name="primID">The prim ID.</param> private void RetrievePrimsDataForRegion(UUID regionUUID, UUID sceneGroupID, string primID) { using (SqlConnection connection = _Database.DatabaseConnection()) { _PrimDataAdapter.SelectCommand.Connection = connection; _PrimDataAdapter.SelectCommand.Parameters["@RegionUUID"].Value = regionUUID.ToString(); _PrimDataAdapter.Fill(_PrimsDataSet, "prims"); _Log.Debug("Prim row count: " + _PrimsDataSet.Tables["prims"].Rows.Count); _ShapeDataAdapter.SelectCommand.Connection = connection; _ShapeDataAdapter.SelectCommand.Parameters["@RegionUUID"].Value = regionUUID.ToString(); _ShapeDataAdapter.Fill(_PrimsDataSet, "primshapes"); _ItemsDataAdapter.SelectCommand.Connection = connection; _ItemsDataAdapter.SelectCommand.Parameters["@RegionUUID"].Value = regionUUID.ToString(); _ItemsDataAdapter.Fill(_PrimsDataSet, "primitems"); } } /// <summary> /// Commits the dataset. /// </summary> private void CommitDataSet() { try { using (SqlConnection connection = _Database.DatabaseConnection()) { _PrimDataAdapter.InsertCommand.Connection = connection; _PrimDataAdapter.UpdateCommand.Connection = connection; _PrimDataAdapter.DeleteCommand.Connection = connection; _ShapeDataAdapter.InsertCommand.Connection = connection; _ShapeDataAdapter.UpdateCommand.Connection = connection; _ShapeDataAdapter.DeleteCommand.Connection = connection; _ItemsDataAdapter.InsertCommand.Connection = connection; _ItemsDataAdapter.UpdateCommand.Connection = connection; _ItemsDataAdapter.DeleteCommand.Connection = connection; _PrimDataAdapter.Update(_PrimsDataSet.Tables["prims"]); _ShapeDataAdapter.Update(_PrimsDataSet.Tables["primshapes"]); _ItemsDataAdapter.Update(_PrimsDataSet.Tables["primitems"]); } } finally { _PrimsDataSet.AcceptChanges(); _PrimsDataSet.Tables["prims"].Clear(); _PrimsDataSet.Tables["primshapes"].Clear(); _PrimsDataSet.Tables["primitems"].Clear(); } } /// <summary> /// Create commands for a dataadapter. /// </summary> /// <param name="dataAdapter">The data adapter.</param> private static void SetupCommands(SqlDataAdapter dataAdapter) { SqlCommandBuilder commandBuilder = new SqlCommandBuilder(dataAdapter); dataAdapter.InsertCommand = commandBuilder.GetInsertCommand(true); dataAdapter.UpdateCommand = commandBuilder.GetUpdateCommand(true); dataAdapter.DeleteCommand = commandBuilder.GetDeleteCommand(true); } #endregion } }