/* * 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.IO; using System.Reflection; using System.Threading; using System.Drawing; using OpenMetaverse; using log4net; using MySql.Data.MySqlClient; using OpenSim.Framework; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Data.MySQL { /// <summary> /// A MySQL Interface for the Region Server /// </summary> public class MySQLDataStore : IRegionDataStore { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private const string m_primSelect = "select * from prims"; private const string m_shapeSelect = "select * from primshapes"; private const string m_itemsSelect = "select * from primitems"; private const string m_terrainSelect = "select * from terrain limit 1"; private const string m_landSelect = "select * from land"; private const string m_landAccessListSelect = "select * from landaccesslist"; private const string m_regionSettingsSelect = "select * from regionsettings"; private const string m_waitTimeoutSelect = "select @@wait_timeout"; private MySqlConnection m_connection; private string m_connectionString; /// <summary> /// Wait timeout for our connection in ticks. /// </summary> private long m_waitTimeout; /// <summary> /// Make our storage of the timeout this amount smaller than it actually is, to give us a margin on long /// running database operations. /// </summary> private long m_waitTimeoutLeeway = 60 * TimeSpan.TicksPerSecond; /// <summary> /// Holds the last tick time that the connection was used. /// </summary> private long m_lastConnectionUse; private DataSet m_dataSet; private MySqlDataAdapter m_primDataAdapter; private MySqlDataAdapter m_shapeDataAdapter; private MySqlDataAdapter m_itemsDataAdapter; private MySqlDataAdapter m_terrainDataAdapter; private MySqlDataAdapter m_landDataAdapter; private MySqlDataAdapter m_landAccessListDataAdapter; private MySqlDataAdapter m_regionSettingsDataAdapter; private DataTable m_primTable; private DataTable m_shapeTable; private DataTable m_itemsTable; private DataTable m_terrainTable; private DataTable m_landTable; private DataTable m_landAccessListTable; private DataTable m_regionSettingsTable; /*********************************************************************** * * Public Interface Functions * **********************************************************************/ /// <summary> /// see IRegionDataStore /// </summary> /// <param name="connectionstring"></param> public void Initialise(string connectionString) { m_connectionString = connectionString; m_dataSet = new DataSet(); int passPosition = 0; int passEndPosition = 0; string displayConnectionString = null; try { // hide the password in the connection string passPosition = m_connectionString.IndexOf("password", StringComparison.OrdinalIgnoreCase); passPosition = m_connectionString.IndexOf("=", passPosition); if (passPosition < m_connectionString.Length) passPosition += 1; passEndPosition = m_connectionString.IndexOf(";", passPosition); displayConnectionString = m_connectionString.Substring(0, passPosition); displayConnectionString += "***"; displayConnectionString += m_connectionString.Substring(passEndPosition, m_connectionString.Length - passEndPosition); } catch (Exception e ) { m_log.Debug("Exception: password not found in connection string\n" + e.ToString()); } m_log.Info("[REGION DB]: MySql - connecting: " + displayConnectionString); m_connection = new MySqlConnection(m_connectionString); m_connection.Open(); GetWaitTimeout(); // This actually does the roll forward assembly stuff Assembly assem = GetType().Assembly; Migration m = new Migration(m_connection, assem, "RegionStore"); m.Update(); MySqlCommand primSelectCmd = new MySqlCommand(m_primSelect, m_connection); m_primDataAdapter = new MySqlDataAdapter(primSelectCmd); MySqlCommand shapeSelectCmd = new MySqlCommand(m_shapeSelect, m_connection); m_shapeDataAdapter = new MySqlDataAdapter(shapeSelectCmd); MySqlCommand itemsSelectCmd = new MySqlCommand(m_itemsSelect, m_connection); m_itemsDataAdapter = new MySqlDataAdapter(itemsSelectCmd); MySqlCommand terrainSelectCmd = new MySqlCommand(m_terrainSelect, m_connection); m_terrainDataAdapter = new MySqlDataAdapter(terrainSelectCmd); MySqlCommand landSelectCmd = new MySqlCommand(m_landSelect, m_connection); m_landDataAdapter = new MySqlDataAdapter(landSelectCmd); MySqlCommand landAccessListSelectCmd = new MySqlCommand(m_landAccessListSelect, m_connection); m_landAccessListDataAdapter = new MySqlDataAdapter(landAccessListSelectCmd); MySqlCommand regionSettingsSelectCmd = new MySqlCommand(m_regionSettingsSelect, m_connection); m_regionSettingsDataAdapter = new MySqlDataAdapter(regionSettingsSelectCmd); // TODO: move out the ADO.NET pieces here and just go to the db directly lock (m_dataSet) { m_primTable = createPrimTable(); m_dataSet.Tables.Add(m_primTable); SetupPrimCommands(m_primDataAdapter, m_connection); m_primDataAdapter.Fill(m_primTable); m_shapeTable = createShapeTable(); m_dataSet.Tables.Add(m_shapeTable); SetupShapeCommands(m_shapeDataAdapter, m_connection); m_shapeDataAdapter.Fill(m_shapeTable); m_itemsTable = createItemsTable(); m_dataSet.Tables.Add(m_itemsTable); SetupItemsCommands(m_itemsDataAdapter, m_connection); m_itemsDataAdapter.Fill(m_itemsTable); m_terrainTable = createTerrainTable(); m_dataSet.Tables.Add(m_terrainTable); SetupTerrainCommands(m_terrainDataAdapter, m_connection); m_terrainDataAdapter.Fill(m_terrainTable); m_landTable = createLandTable(); m_dataSet.Tables.Add(m_landTable); setupLandCommands(m_landDataAdapter, m_connection); m_landDataAdapter.Fill(m_landTable); m_landAccessListTable = createLandAccessListTable(); m_dataSet.Tables.Add(m_landAccessListTable); setupLandAccessCommands(m_landAccessListDataAdapter, m_connection); m_landAccessListDataAdapter.Fill(m_landAccessListTable); m_regionSettingsTable = createRegionSettingsTable(); m_dataSet.Tables.Add(m_regionSettingsTable); SetupRegionSettingsCommands(m_regionSettingsDataAdapter, m_connection); m_regionSettingsDataAdapter.Fill(m_regionSettingsTable); } } public void Dispose() {} /// <summary> /// Get the wait_timeout value for our connection /// </summary> protected void GetWaitTimeout() { MySqlCommand cmd = new MySqlCommand(m_waitTimeoutSelect, m_connection); using (MySqlDataReader dbReader = cmd.ExecuteReader(CommandBehavior.SingleRow)) { if (dbReader.Read()) { m_waitTimeout = Convert.ToInt32(dbReader["@@wait_timeout"]) * TimeSpan.TicksPerSecond + m_waitTimeoutLeeway; } dbReader.Close(); cmd.Dispose(); } m_lastConnectionUse = System.DateTime.Now.Ticks; m_log.DebugFormat( "[REGION DB]: Connection wait timeout {0} seconds", m_waitTimeout / TimeSpan.TicksPerSecond); } /// <summary> /// Should be called before any db operation. This checks to see if the connection has not timed out /// </summary> protected void CheckConnection() { //m_log.Debug("[REGION DB]: Checking connection"); long timeNow = System.DateTime.Now.Ticks; if (timeNow - m_lastConnectionUse > m_waitTimeout || m_connection.State != ConnectionState.Open) { m_log.DebugFormat("[REGION DB]: Database connection has gone away - reconnecting"); lock (m_connection) { m_connection.Close(); m_connection = new MySqlConnection(m_connectionString); m_connection.Open(); } } // Strictly, we should set this after the actual db operation. But it's more convenient to set here rather // than require the code to call another method - the timeout leeway should be large enough to cover the // inaccuracy. m_lastConnectionUse = timeNow; } /// <summary> /// Execute a SQL statement stored in a resource, as a string /// </summary> /// <param name="name">the ressource name</param> /// <param name="dbcon">The database connection handler</param> public void ExecuteResourceSql(string name, MySqlConnection dbcon) { MySqlCommand cmd = new MySqlCommand(getResourceString(name), dbcon); cmd.ExecuteNonQuery(); } /// <summary> /// Extract a named string resource from the embedded resources /// </summary> /// <param name="name">name of embedded resource</param> /// <returns>string contained within the embedded resource</returns> private string getResourceString(string name) { Assembly assem = GetType().Assembly; string[] names = assem.GetManifestResourceNames(); foreach (string s in names) { if (s.EndsWith(name)) { using (Stream resource = assem.GetManifestResourceStream(s)) { using (StreamReader resourceReader = new StreamReader(resource)) { string resourceString = resourceReader.ReadToEnd(); return resourceString; } } } } throw new Exception(string.Format("Resource '{0}' was not found", name)); } /// <summary> /// Adds an object into region storage /// </summary> /// <param name="obj">The object</param> /// <param name="regionUUID">The region UUID</param> public void StoreObject(SceneObjectGroup obj, UUID regionUUID) { lock (m_dataSet) { foreach (SceneObjectPart prim in obj.Children.Values) { if ((prim.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) == 0 && (prim.GetEffectiveObjectFlags() & (uint)PrimFlags.Temporary) == 0 && (prim.GetEffectiveObjectFlags() & (uint)PrimFlags.TemporaryOnRez) == 0) { //m_log.Info("[REGION DB]: Adding obj: " + obj.UUID + " to region: " + regionUUID); addPrim(prim, obj.UUID, regionUUID); } else { // m_log.Info("[DATASTORE]: Ignoring Physical obj: " + obj.UUID + " in region: " + regionUUID); } } Commit(); } } /// <summary> /// removes an object from region storage /// </summary> /// <param name="obj">The object</param> /// <param name="regionUUID">The Region UUID</param> public void RemoveObject(UUID obj, UUID regionUUID) { m_log.InfoFormat("[REGION DB]: Removing obj: {0} from region: {1}", obj, regionUUID); DataTable prims = m_primTable; DataTable shapes = m_shapeTable; string selectExp = "SceneGroupID = '" + Util.ToRawUuidString(obj) + "' and RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'"; lock (m_dataSet) { DataRow[] primRows = prims.Select(selectExp); foreach (DataRow row in primRows) { // Remove shapes row UUID uuid = new UUID((string) row["UUID"]); DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(uuid)); if (shapeRow != null) { shapeRow.Delete(); } RemoveItems(uuid); // Remove prim row row.Delete(); } Commit(); } } /// <summary> /// Remove all persisted items of the given prim. /// The caller must acquire the necessrary synchronization locks and commit or rollback changes. /// </summary> /// <param name="uuid">the Item UUID</param> private void RemoveItems(UUID uuid) { String sql = String.Format("primID = '{0}'", uuid); DataRow[] itemRows = m_itemsTable.Select(sql); foreach (DataRow itemRow in itemRows) { itemRow.Delete(); } } /// <summary> /// Load persisted objects from region storage. /// </summary> /// <param name="regionUUID">the Region UUID</param> /// <returns>List of loaded groups</returns> public List<SceneObjectGroup> LoadObjects(UUID regionUUID) { Dictionary<UUID, SceneObjectGroup> createdObjects = new Dictionary<UUID, SceneObjectGroup>(); List<SceneObjectGroup> retvals = new List<SceneObjectGroup>(); DataTable prims = m_primTable; DataTable shapes = m_shapeTable; string byRegion = "RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'"; string orderByParent = "ParentID ASC"; lock (m_dataSet) { CheckConnection(); DataRow[] primsForRegion = prims.Select(byRegion, orderByParent); m_log.Info("[REGION DB]: " + "Loaded " + primsForRegion.Length + " prims for region: " + regionUUID); // First, create all groups 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(Util.ToRawUuidString(prim.UUID)); if (shapeRow != null) { prim.Shape = buildShape(shapeRow); } else { m_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); LoadItems(prim); } } catch (Exception e) { m_log.Error("[REGION DB]: Failed create prim object, exception and data follows"); m_log.Info("[REGION DB]: " + e.ToString()); foreach (DataColumn col in prims.Columns) { m_log.Info("[REGION DB]: Col: " + col.ColumnName + " => " + primRow[col]); } } } // Now fill the groups with part data foreach (DataRow primRow in primsForRegion) { try { string uuid = (string) primRow["UUID"]; string objID = (string) primRow["SceneGroupID"]; SceneObjectPart prim = buildPrim(primRow); if (uuid != objID) //is new SceneObjectGroup ? { DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(prim.UUID)); if (shapeRow != null) { prim.Shape = buildShape(shapeRow); } else { m_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) { m_log.Error("[REGION DB]: Failed create prim object, exception and data follows"); m_log.Info("[REGION DB]: " + e.ToString()); foreach (DataColumn col in prims.Columns) { m_log.Info("[REGION DB]: Col: " + col.ColumnName + " => " + primRow[col]); } } } } return retvals; } /// <summary> /// Load in a prim's persisted inventory. /// </summary> /// <param name="prim">The prim</param> private void LoadItems(SceneObjectPart prim) { lock (m_dataSet) { CheckConnection(); //m_log.InfoFormat("[DATASTORE]: Loading inventory for {0}, {1}", prim.Name, prim.UUID); DataTable dbItems = m_itemsTable; String sql = String.Format("primID = '{0}'", prim.UUID.ToString()); 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.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> /// Store a terrain revision in region storage /// </summary> /// <param name="ter">HeightField data</param> /// <param name="regionID">region UUID</param> public void StoreTerrain(double[,] ter, UUID regionID) { int revision = 1; m_log.Info("[REGION DB]: Storing terrain revision r" + revision.ToString()); lock (m_dataSet) { MySqlCommand delete = new MySqlCommand("delete from terrain where RegionUUID=?RegionUUID", m_connection); MySqlCommand cmd = new MySqlCommand("insert into terrain(RegionUUID, Revision, Heightfield)" + " values(?RegionUUID, ?Revision, ?Heightfield)", m_connection); using (cmd) { delete.Parameters.Add(new MySqlParameter("?RegionUUID", Util.ToRawUuidString(regionID))); CheckConnection(); delete.ExecuteNonQuery(); cmd.Parameters.Add(new MySqlParameter("?RegionUUID", Util.ToRawUuidString(regionID))); cmd.Parameters.Add(new MySqlParameter("?Revision", revision)); cmd.Parameters.Add(new MySqlParameter("?Heightfield", serializeTerrain(ter))); cmd.ExecuteNonQuery(); } } } /// <summary> /// Load the latest terrain revision from region storage /// </summary> /// <param name="regionID">the region UUID</param> /// <returns>Heightfield data</returns> public double[,] LoadTerrain(UUID regionID) { double[,] terret = new double[256,256]; terret.Initialize(); MySqlCommand cmd = new MySqlCommand( @"select RegionUUID, Revision, Heightfield from terrain where RegionUUID=?RegionUUID order by Revision desc limit 1" , m_connection); // MySqlParameter param = new MySqlParameter(); cmd.Parameters.Add(new MySqlParameter("?RegionUUID", Util.ToRawUuidString(regionID))); if (m_connection.State != ConnectionState.Open) { m_connection.Open(); } lock (m_dataSet) { CheckConnection(); using (MySqlDataReader row = cmd.ExecuteReader()) { int rev = 0; if (row.Read()) { MemoryStream str = new MemoryStream((byte[]) row["Heightfield"]); BinaryReader br = new BinaryReader(str); for (int x = 0; x < 256; x++) { for (int y = 0; y < 256; y++) { terret[x, y] = br.ReadDouble(); } } rev = (int) row["Revision"]; } else { m_log.Info("[REGION DB]: No terrain found for region"); return null; } m_log.Info("[REGION DB]: Loaded terrain revision r" + rev.ToString()); } } return terret; } /// <summary> /// <list type="bullet"> /// <item>delete from land where UUID=globalID</item> /// <item>delete from landaccesslist where LandUUID=globalID</item> /// </list> /// </summary> /// <param name="globalID"></param> public void RemoveLandObject(UUID globalID) { lock (m_dataSet) { CheckConnection(); using (MySqlCommand cmd = new MySqlCommand("delete from land where UUID=?UUID", m_connection)) { cmd.Parameters.Add(new MySqlParameter("?UUID", Util.ToRawUuidString(globalID))); cmd.ExecuteNonQuery(); } using ( MySqlCommand cmd = new MySqlCommand("delete from landaccesslist where LandUUID=?UUID", m_connection) ) { cmd.Parameters.Add(new MySqlParameter("?UUID", Util.ToRawUuidString(globalID))); cmd.ExecuteNonQuery(); } } } /// <summary> /// </summary> /// <param name="parcel"></param> public void StoreLandObject(ILandObject parcel) { lock (m_dataSet) { CheckConnection(); DataTable land = m_landTable; DataTable landaccesslist = m_landAccessListTable; DataRow landRow = land.Rows.Find(Util.ToRawUuidString(parcel.landData.GlobalID)); if (landRow == null) { landRow = land.NewRow(); fillLandRow(landRow, parcel.landData, parcel.regionUUID); land.Rows.Add(landRow); } else { fillLandRow(landRow, parcel.landData, parcel.regionUUID); } using ( MySqlCommand cmd = new MySqlCommand("delete from landaccesslist where LandUUID=?LandUUID", m_connection)) { cmd.Parameters.Add(new MySqlParameter("?LandUUID", Util.ToRawUuidString(parcel.landData.GlobalID))); cmd.ExecuteNonQuery(); } foreach (ParcelManager.ParcelAccessEntry entry in parcel.landData.ParcelAccessList) { DataRow newAccessRow = landaccesslist.NewRow(); fillLandAccessRow(newAccessRow, entry, parcel.landData.GlobalID); landaccesslist.Rows.Add(newAccessRow); } Commit(); } } public RegionSettings LoadRegionSettings(UUID regionUUID) { lock (m_dataSet) { CheckConnection(); DataTable regionsettings = m_regionSettingsTable; string searchExp = "regionUUID = '" + regionUUID.ToString() + "'"; DataRow[] rawsettings = regionsettings.Select(searchExp); if (rawsettings.Length == 0) { RegionSettings rs = new RegionSettings(); rs.RegionUUID = regionUUID; rs.OnSave += StoreRegionSettings; StoreRegionSettings(rs); return rs; } DataRow row = rawsettings[0]; RegionSettings newSettings = buildRegionSettings(row); newSettings.OnSave += StoreRegionSettings; return newSettings; } } public void StoreRegionSettings(RegionSettings rs) { lock (m_dataSet) { CheckConnection(); DataTable regionsettings = m_dataSet.Tables["regionsettings"]; DataRow settingsRow = regionsettings.Rows.Find(rs.RegionUUID.ToString()); if (settingsRow == null) { settingsRow = regionsettings.NewRow(); fillRegionSettingsRow(settingsRow, rs); regionsettings.Rows.Add(settingsRow); } else { fillRegionSettingsRow(settingsRow, rs); } Commit(); } } /// <summary> /// /// </summary> /// <param name="regionUUID"></param> /// <returns></returns> public List<LandData> LoadLandObjects(UUID regionUUID) { List<LandData> landDataForRegion = new List<LandData>(); lock (m_dataSet) { CheckConnection(); DataTable land = m_landTable; DataTable landaccesslist = m_landAccessListTable; string searchExp = "RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'"; DataRow[] rawDataForRegion = land.Select(searchExp); foreach (DataRow rawDataLand in rawDataForRegion) { LandData newLand = buildLandData(rawDataLand); string accessListSearchExp = "LandUUID = '" + Util.ToRawUuidString(newLand.GlobalID) + "'"; DataRow[] rawDataForLandAccessList = landaccesslist.Select(accessListSearchExp); foreach (DataRow rawDataLandAccess in rawDataForLandAccessList) { newLand.ParcelAccessList.Add(buildLandAccessData(rawDataLandAccess)); } landDataForRegion.Add(newLand); } } return landDataForRegion; } /// <summary> /// /// </summary> public void Commit() { lock (m_dataSet) { CheckConnection(); // DisplayDataSet(m_dataSet, "Region DataSet"); m_primDataAdapter.Update(m_primTable); m_shapeDataAdapter.Update(m_shapeTable); m_itemsDataAdapter.Update(m_itemsTable); m_terrainDataAdapter.Update(m_terrainTable); m_landDataAdapter.Update(m_landTable); m_landAccessListDataAdapter.Update(m_landAccessListTable); m_regionSettingsDataAdapter.Update(m_regionSettingsTable); m_dataSet.AcceptChanges(); } } /// <summary> /// See <see cref="Commit"/> /// </summary> public void Shutdown() { Commit(); } /*********************************************************************** * * Database Definition Functions * * This should be db agnostic as we define them in ADO.NET terms * **********************************************************************/ /// <summary> /// /// </summary> /// <param name="dt"></param> /// <param name="name"></param> /// <param name="type"></param> /// <returns></returns> private static DataColumn createCol(DataTable dt, string name, Type type) { DataColumn col = new DataColumn(name, type); dt.Columns.Add(col); return col; } /// <summary> /// Create the "terrain" table /// </summary> /// <returns></returns> private static DataTable createTerrainTable() { DataTable terrain = new DataTable("terrain"); createCol(terrain, "RegionUUID", typeof (String)); createCol(terrain, "Revision", typeof (Int32)); createCol(terrain, "Heightfield", typeof (Byte[])); return terrain; } /// <summary> /// Create the "regionsettings" table /// </summary> /// <returns></returns> private static DataTable createRegionSettingsTable() { DataTable regionsettings = new DataTable("regionsettings"); createCol(regionsettings, "regionUUID", typeof(String)); createCol(regionsettings, "block_terraform", typeof (Int32)); createCol(regionsettings, "block_fly", typeof (Int32)); createCol(regionsettings, "allow_damage", typeof (Int32)); createCol(regionsettings, "restrict_pushing", typeof (Int32)); createCol(regionsettings, "allow_land_resell", typeof (Int32)); createCol(regionsettings, "allow_land_join_divide", typeof (Int32)); createCol(regionsettings, "block_show_in_search", typeof (Int32)); createCol(regionsettings, "agent_limit", typeof (Int32)); createCol(regionsettings, "object_bonus", typeof (Double)); createCol(regionsettings, "maturity", typeof (Int32)); createCol(regionsettings, "disable_scripts", typeof (Int32)); createCol(regionsettings, "disable_collisions", typeof (Int32)); createCol(regionsettings, "disable_physics", typeof (Int32)); createCol(regionsettings, "terrain_texture_1", typeof(String)); createCol(regionsettings, "terrain_texture_2", typeof(String)); createCol(regionsettings, "terrain_texture_3", typeof(String)); createCol(regionsettings, "terrain_texture_4", typeof(String)); createCol(regionsettings, "elevation_1_nw", typeof (Double)); createCol(regionsettings, "elevation_2_nw", typeof (Double)); createCol(regionsettings, "elevation_1_ne", typeof (Double)); createCol(regionsettings, "elevation_2_ne", typeof (Double)); createCol(regionsettings, "elevation_1_se", typeof (Double)); createCol(regionsettings, "elevation_2_se", typeof (Double)); createCol(regionsettings, "elevation_1_sw", typeof (Double)); createCol(regionsettings, "elevation_2_sw", typeof (Double)); createCol(regionsettings, "water_height", typeof (Double)); createCol(regionsettings, "terrain_raise_limit", typeof (Double)); createCol(regionsettings, "terrain_lower_limit", typeof (Double)); createCol(regionsettings, "use_estate_sun", typeof (Int32)); createCol(regionsettings, "sandbox", typeof (Int32)); createCol(regionsettings, "fixed_sun", typeof (Int32)); createCol(regionsettings, "sun_position", typeof (Double)); createCol(regionsettings, "covenant", typeof(String)); regionsettings.PrimaryKey = new DataColumn[] {regionsettings.Columns["RegionUUID"]}; return regionsettings; } /// <summary> /// Create the "prims" table /// </summary> /// <returns></returns> private static DataTable createPrimTable() { DataTable prims = new DataTable("prims"); createCol(prims, "UUID", typeof (String)); createCol(prims, "RegionUUID", typeof (String)); createCol(prims, "ParentID", typeof (Int32)); createCol(prims, "CreationDate", typeof (Int32)); createCol(prims, "Name", typeof (String)); createCol(prims, "SceneGroupID", typeof (String)); // various text fields createCol(prims, "Text", typeof (String)); createCol(prims, "ColorR", typeof (Int32)); createCol(prims, "ColorG", typeof (Int32)); createCol(prims, "ColorB", typeof (Int32)); createCol(prims, "ColorA", typeof (Int32)); createCol(prims, "Description", typeof (String)); createCol(prims, "SitName", typeof (String)); createCol(prims, "TouchName", typeof (String)); // permissions createCol(prims, "ObjectFlags", typeof (Int32)); createCol(prims, "CreatorID", typeof (String)); createCol(prims, "OwnerID", typeof (String)); createCol(prims, "GroupID", typeof (String)); createCol(prims, "LastOwnerID", typeof (String)); createCol(prims, "OwnerMask", typeof (Int32)); createCol(prims, "NextOwnerMask", typeof (Int32)); createCol(prims, "GroupMask", typeof (Int32)); createCol(prims, "EveryoneMask", typeof (Int32)); createCol(prims, "BaseMask", typeof (Int32)); // vectors createCol(prims, "PositionX", typeof (Double)); createCol(prims, "PositionY", typeof (Double)); createCol(prims, "PositionZ", typeof (Double)); createCol(prims, "GroupPositionX", typeof (Double)); createCol(prims, "GroupPositionY", typeof (Double)); createCol(prims, "GroupPositionZ", typeof (Double)); createCol(prims, "VelocityX", typeof (Double)); createCol(prims, "VelocityY", typeof (Double)); createCol(prims, "VelocityZ", typeof (Double)); createCol(prims, "AngularVelocityX", typeof (Double)); createCol(prims, "AngularVelocityY", typeof (Double)); createCol(prims, "AngularVelocityZ", typeof (Double)); createCol(prims, "AccelerationX", typeof (Double)); createCol(prims, "AccelerationY", typeof (Double)); createCol(prims, "AccelerationZ", typeof (Double)); // quaternions createCol(prims, "RotationX", typeof (Double)); createCol(prims, "RotationY", typeof (Double)); createCol(prims, "RotationZ", typeof (Double)); createCol(prims, "RotationW", typeof (Double)); // sit target createCol(prims, "SitTargetOffsetX", typeof (Double)); createCol(prims, "SitTargetOffsetY", typeof (Double)); createCol(prims, "SitTargetOffsetZ", typeof (Double)); createCol(prims, "SitTargetOrientW", typeof (Double)); createCol(prims, "SitTargetOrientX", typeof (Double)); createCol(prims, "SitTargetOrientY", typeof (Double)); createCol(prims, "SitTargetOrientZ", typeof (Double)); createCol(prims, "PayPrice", typeof(Int32)); createCol(prims, "PayButton1", typeof(Int32)); createCol(prims, "PayButton2", typeof(Int32)); createCol(prims, "PayButton3", typeof(Int32)); createCol(prims, "PayButton4", typeof(Int32)); createCol(prims, "LoopedSound", typeof(String)); createCol(prims, "LoopedSoundGain", typeof(Double)); createCol(prims, "TextureAnimation", typeof(Byte[])); createCol(prims, "ParticleSystem", typeof(Byte[])); createCol(prims, "OmegaX", typeof (Double)); createCol(prims, "OmegaY", typeof (Double)); createCol(prims, "OmegaZ", typeof (Double)); createCol(prims, "CameraEyeOffsetX", typeof (Double)); createCol(prims, "CameraEyeOffsetY", typeof (Double)); createCol(prims, "CameraEyeOffsetZ", typeof (Double)); createCol(prims, "CameraAtOffsetX", typeof (Double)); createCol(prims, "CameraAtOffsetY", typeof (Double)); createCol(prims, "CameraAtOffsetZ", typeof (Double)); createCol(prims, "ForceMouselook", typeof (Int16)); createCol(prims, "ScriptAccessPin", typeof(Int32)); createCol(prims, "AllowedDrop", typeof (Int16)); createCol(prims, "DieAtEdge", typeof (Int16)); createCol(prims, "SalePrice", typeof(Int32)); createCol(prims, "SaleType", typeof (Int16)); createCol(prims, "ClickAction", typeof (Byte)); createCol(prims, "Material", typeof (Byte)); // Add in contraints prims.PrimaryKey = new DataColumn[] {prims.Columns["UUID"]}; return prims; } /// <summary> /// Create the "land" table /// </summary> /// <returns></returns> private static DataTable createLandTable() { DataTable land = new DataTable("land"); createCol(land, "UUID", typeof (String)); createCol(land, "RegionUUID", typeof (String)); createCol(land, "LocalLandID", typeof (Int32)); // Bitmap is a byte[512] createCol(land, "Bitmap", typeof (Byte[])); createCol(land, "Name", typeof (String)); createCol(land, "Description", typeof (String)); createCol(land, "OwnerUUID", typeof (String)); createCol(land, "IsGroupOwned", typeof (Int32)); createCol(land, "Area", typeof (Int32)); createCol(land, "AuctionID", typeof (Int32)); //Unemplemented createCol(land, "Category", typeof (Int32)); //Enum libsecondlife.Parcel.ParcelCategory createCol(land, "ClaimDate", typeof (Int32)); createCol(land, "ClaimPrice", typeof (Int32)); createCol(land, "GroupUUID", typeof (String)); createCol(land, "SalePrice", typeof (Int32)); createCol(land, "LandStatus", typeof (Int32)); //Enum. libsecondlife.Parcel.ParcelStatus createCol(land, "LandFlags", typeof (UInt32)); createCol(land, "LandingType", typeof (Int32)); createCol(land, "MediaAutoScale", typeof (Int32)); createCol(land, "MediaTextureUUID", typeof (String)); createCol(land, "MediaURL", typeof (String)); createCol(land, "MusicURL", typeof (String)); createCol(land, "PassHours", typeof (Double)); createCol(land, "PassPrice", typeof (Int32)); createCol(land, "SnapshotUUID", typeof (String)); createCol(land, "UserLocationX", typeof (Double)); createCol(land, "UserLocationY", typeof (Double)); createCol(land, "UserLocationZ", typeof (Double)); createCol(land, "UserLookAtX", typeof (Double)); createCol(land, "UserLookAtY", typeof (Double)); createCol(land, "UserLookAtZ", typeof (Double)); createCol(land, "AuthBuyerID", typeof (String)); createCol(land, "OtherCleanTime", typeof(Int32)); createCol(land, "Dwell", typeof(Int32)); land.PrimaryKey = new DataColumn[] {land.Columns["UUID"]}; return land; } /// <summary> /// Create the "landaccesslist" table /// </summary> /// <returns></returns> private static DataTable createLandAccessListTable() { DataTable landaccess = new DataTable("landaccesslist"); createCol(landaccess, "LandUUID", typeof (String)); createCol(landaccess, "AccessUUID", typeof (String)); createCol(landaccess, "Flags", typeof (Int32)); return landaccess; } /// <summary> /// Create the "primshapes" table /// </summary> /// <returns></returns> private static DataTable createShapeTable() { DataTable shapes = new DataTable("primshapes"); createCol(shapes, "UUID", typeof (String)); // shape is an enum createCol(shapes, "Shape", typeof (Int32)); // vectors createCol(shapes, "ScaleX", typeof (Double)); createCol(shapes, "ScaleY", typeof (Double)); createCol(shapes, "ScaleZ", typeof (Double)); // paths createCol(shapes, "PCode", typeof (Int32)); createCol(shapes, "PathBegin", typeof (Int32)); createCol(shapes, "PathEnd", typeof (Int32)); createCol(shapes, "PathScaleX", typeof (Int32)); createCol(shapes, "PathScaleY", typeof (Int32)); createCol(shapes, "PathShearX", typeof (Int32)); createCol(shapes, "PathShearY", typeof (Int32)); createCol(shapes, "PathSkew", typeof (Int32)); createCol(shapes, "PathCurve", typeof (Int32)); createCol(shapes, "PathRadiusOffset", typeof (Int32)); createCol(shapes, "PathRevolutions", typeof (Int32)); createCol(shapes, "PathTaperX", typeof (Int32)); createCol(shapes, "PathTaperY", typeof (Int32)); createCol(shapes, "PathTwist", typeof (Int32)); createCol(shapes, "PathTwistBegin", typeof (Int32)); // profile createCol(shapes, "ProfileBegin", typeof (Int32)); createCol(shapes, "ProfileEnd", typeof (Int32)); createCol(shapes, "ProfileCurve", typeof (Int32)); createCol(shapes, "ProfileHollow", typeof (Int32)); createCol(shapes, "State", typeof(Int32)); createCol(shapes, "Texture", typeof (Byte[])); createCol(shapes, "ExtraParams", typeof (Byte[])); shapes.PrimaryKey = new DataColumn[] {shapes.Columns["UUID"]}; return shapes; } /// <summary> /// Create the "primitems" table /// </summary> /// <returns></returns> private static DataTable createItemsTable() { DataTable items = new DataTable("primitems"); createCol(items, "itemID", typeof (String)); createCol(items, "primID", typeof (String)); createCol(items, "assetID", typeof (String)); createCol(items, "parentFolderID", typeof (String)); createCol(items, "invType", typeof (Int32)); createCol(items, "assetType", typeof (Int32)); createCol(items, "name", typeof (String)); createCol(items, "description", typeof (String)); createCol(items, "creationDate", typeof (Int64)); createCol(items, "creatorID", typeof (String)); createCol(items, "ownerID", typeof (String)); createCol(items, "lastOwnerID", typeof (String)); createCol(items, "groupID", typeof (String)); createCol(items, "nextPermissions", typeof (Int32)); createCol(items, "currentPermissions", typeof (Int32)); createCol(items, "basePermissions", typeof (Int32)); createCol(items, "everyonePermissions", typeof (Int32)); createCol(items, "groupPermissions", typeof (Int32)); createCol(items, "flags", typeof (Int32)); items.PrimaryKey = new DataColumn[] {items.Columns["itemID"]}; return items; } /*********************************************************************** * * Convert between ADO.NET <=> OpenSim Objects * * These should be database independant * **********************************************************************/ /// <summary> /// /// </summary> /// <param name="row"></param> /// <returns></returns> private SceneObjectPart buildPrim(DataRow row) { SceneObjectPart prim = new SceneObjectPart(); prim.UUID = new UUID((String) row["UUID"]); // explicit conversion of integers is required, which sort // of sucks. No idea if there is a shortcut here or not. prim.ParentID = Convert.ToUInt32(row["ParentID"]); prim.CreationDate = Convert.ToInt32(row["CreationDate"]); prim.Name = (String) row["Name"]; // various text fields prim.Text = (String) row["Text"]; prim.Color = Color.FromArgb(Convert.ToInt32(row["ColorA"]), Convert.ToInt32(row["ColorR"]), Convert.ToInt32(row["ColorG"]), Convert.ToInt32(row["ColorB"])); prim.Description = (String) row["Description"]; prim.SitName = (String) row["SitName"]; prim.TouchName = (String) row["TouchName"]; // permissions prim.ObjectFlags = Convert.ToUInt32(row["ObjectFlags"]); prim.CreatorID = new UUID((String) row["CreatorID"]); prim.OwnerID = new UUID((String) row["OwnerID"]); prim.GroupID = new UUID((String) row["GroupID"]); prim.LastOwnerID = new UUID((String) row["LastOwnerID"]); prim.OwnerMask = Convert.ToUInt32(row["OwnerMask"]); prim.NextOwnerMask = Convert.ToUInt32(row["NextOwnerMask"]); prim.GroupMask = Convert.ToUInt32(row["GroupMask"]); prim.EveryoneMask = Convert.ToUInt32(row["EveryoneMask"]); prim.BaseMask = Convert.ToUInt32(row["BaseMask"]); // vectors prim.OffsetPosition = new Vector3( Convert.ToSingle(row["PositionX"]), Convert.ToSingle(row["PositionY"]), Convert.ToSingle(row["PositionZ"]) ); prim.GroupPosition = new Vector3( Convert.ToSingle(row["GroupPositionX"]), Convert.ToSingle(row["GroupPositionY"]), Convert.ToSingle(row["GroupPositionZ"]) ); prim.Velocity = new Vector3( Convert.ToSingle(row["VelocityX"]), Convert.ToSingle(row["VelocityY"]), Convert.ToSingle(row["VelocityZ"]) ); prim.AngularVelocity = new Vector3( Convert.ToSingle(row["AngularVelocityX"]), Convert.ToSingle(row["AngularVelocityY"]), Convert.ToSingle(row["AngularVelocityZ"]) ); prim.Acceleration = new Vector3( Convert.ToSingle(row["AccelerationX"]), Convert.ToSingle(row["AccelerationY"]), Convert.ToSingle(row["AccelerationZ"]) ); // quaternions prim.RotationOffset = new Quaternion( Convert.ToSingle(row["RotationX"]), Convert.ToSingle(row["RotationY"]), Convert.ToSingle(row["RotationZ"]), Convert.ToSingle(row["RotationW"]) ); prim.SitTargetPositionLL = new Vector3( Convert.ToSingle(row["SitTargetOffsetX"]), Convert.ToSingle(row["SitTargetOffsetY"]), Convert.ToSingle(row["SitTargetOffsetZ"]) ); prim.SitTargetOrientationLL = new Quaternion( Convert.ToSingle(row["SitTargetOrientX"]), Convert.ToSingle(row["SitTargetOrientY"]), Convert.ToSingle(row["SitTargetOrientZ"]), Convert.ToSingle(row["SitTargetOrientW"]) ); prim.PayPrice[0] = Convert.ToInt32(row["PayPrice"]); prim.PayPrice[1] = Convert.ToInt32(row["PayButton1"]); prim.PayPrice[2] = Convert.ToInt32(row["PayButton2"]); prim.PayPrice[3] = Convert.ToInt32(row["PayButton3"]); prim.PayPrice[4] = Convert.ToInt32(row["PayButton4"]); prim.Sound = new UUID(row["LoopedSound"].ToString()); prim.SoundGain = Convert.ToSingle(row["LoopedSoundGain"]); prim.SoundFlags = 1; // If it's persisted at all, it's looped if (!row.IsNull("TextureAnimation")) prim.TextureAnimation = (Byte[])row["TextureAnimation"]; if (!row.IsNull("ParticleSystem")) prim.ParticleSystem = (Byte[])row["ParticleSystem"]; prim.RotationalVelocity = new Vector3( Convert.ToSingle(row["OmegaX"]), Convert.ToSingle(row["OmegaY"]), Convert.ToSingle(row["OmegaZ"]) ); prim.SetCameraEyeOffset(new Vector3( Convert.ToSingle(row["CameraEyeOffsetX"]), Convert.ToSingle(row["CameraEyeOffsetY"]), Convert.ToSingle(row["CameraEyeOffsetZ"]) )); prim.SetCameraAtOffset(new Vector3( Convert.ToSingle(row["CameraAtOffsetX"]), Convert.ToSingle(row["CameraAtOffsetY"]), Convert.ToSingle(row["CameraAtOffsetZ"]) )); if (Convert.ToInt16(row["ForceMouselook"]) != 0) prim.SetForceMouselook(true); prim.ScriptAccessPin = Convert.ToInt32(row["ScriptAccessPin"]); if (Convert.ToInt16(row["AllowedDrop"]) != 0) prim.AllowedDrop = true; if (Convert.ToInt16(row["DieAtEdge"]) != 0) prim.DIE_AT_EDGE = true; prim.SalePrice = Convert.ToInt32(row["SalePrice"]); prim.ObjectSaleType = Convert.ToByte(row["SaleType"]); prim.Material = Convert.ToByte(row["Material"]); if (!row.IsNull("ClickAction")) prim.ClickAction = Convert.ToByte(row["ClickAction"]); return prim; } /// <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; } private static RegionSettings buildRegionSettings(DataRow row) { RegionSettings newSettings = new RegionSettings(); newSettings.RegionUUID = new UUID((string) row["regionUUID"]); newSettings.BlockTerraform = Convert.ToBoolean(row["block_terraform"]); newSettings.AllowDamage = Convert.ToBoolean(row["allow_damage"]); newSettings.BlockFly = Convert.ToBoolean(row["block_fly"]); newSettings.RestrictPushing = Convert.ToBoolean(row["restrict_pushing"]); newSettings.AllowLandResell = Convert.ToBoolean(row["allow_land_resell"]); newSettings.AllowLandJoinDivide = Convert.ToBoolean(row["allow_land_join_divide"]); newSettings.BlockShowInSearch = Convert.ToBoolean(row["block_show_in_search"]); newSettings.AgentLimit = Convert.ToInt32(row["agent_limit"]); newSettings.ObjectBonus = Convert.ToDouble(row["object_bonus"]); newSettings.Maturity = Convert.ToInt32(row["maturity"]); newSettings.DisableScripts = Convert.ToBoolean(row["disable_scripts"]); newSettings.DisableCollisions = Convert.ToBoolean(row["disable_collisions"]); newSettings.DisablePhysics = Convert.ToBoolean(row["disable_physics"]); newSettings.TerrainTexture1 = new UUID((String) row["terrain_texture_1"]); newSettings.TerrainTexture2 = new UUID((String) row["terrain_texture_2"]); newSettings.TerrainTexture3 = new UUID((String) row["terrain_texture_3"]); newSettings.TerrainTexture4 = new UUID((String) row["terrain_texture_4"]); newSettings.Elevation1NW = Convert.ToDouble(row["elevation_1_nw"]); newSettings.Elevation2NW = Convert.ToDouble(row["elevation_2_nw"]); newSettings.Elevation1NE = Convert.ToDouble(row["elevation_1_ne"]); newSettings.Elevation2NE = Convert.ToDouble(row["elevation_2_ne"]); newSettings.Elevation1SE = Convert.ToDouble(row["elevation_1_se"]); newSettings.Elevation2SE = Convert.ToDouble(row["elevation_2_se"]); newSettings.Elevation1SW = Convert.ToDouble(row["elevation_1_sw"]); newSettings.Elevation2SW = Convert.ToDouble(row["elevation_2_sw"]); newSettings.WaterHeight = Convert.ToDouble(row["water_height"]); newSettings.TerrainRaiseLimit = Convert.ToDouble(row["terrain_raise_limit"]); newSettings.TerrainLowerLimit = Convert.ToDouble(row["terrain_lower_limit"]); newSettings.UseEstateSun = Convert.ToBoolean(row["use_estate_sun"]); newSettings.Sandbox = Convert.ToBoolean(row["sandbox"]); newSettings.FixedSun = Convert.ToBoolean(row["fixed_sun"]); newSettings.SunPosition = Convert.ToDouble(row["sun_position"]); newSettings.Covenant = new UUID((String) row["covenant"]); return newSettings; } /// <summary> /// /// </summary> /// <param name="row"></param> /// <returns></returns> private static LandData buildLandData(DataRow row) { LandData newData = new LandData(); newData.GlobalID = new UUID((String) row["UUID"]); newData.LocalID = Convert.ToInt32(row["LocalLandID"]); // Bitmap is a byte[512] newData.Bitmap = (Byte[]) row["Bitmap"]; newData.Name = (String) row["Name"]; newData.Description = (String) row["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"]); //Unimplemented 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.Zero; UUID snapshotID = UUID.Zero; UUID.TryParse((string)row["AuthBuyerID"], out authedbuyer); UUID.TryParse((string)row["SnapshotUUID"], out snapshotID); newData.OtherCleanTime = Convert.ToInt32(row["OtherCleanTime"]); newData.Dwell = Convert.ToInt32(row["Dwell"]); newData.AuthBuyerID = authedbuyer; newData.SnapshotID = snapshotID; 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; m_log.ErrorFormat("[PARCEL]: unable to get parcel telehub settings for {1}", newData.Name); } newData.ParcelAccessList = new List<ParcelManager.ParcelAccessEntry>(); return newData; } /// <summary> /// /// </summary> /// <param name="row"></param> /// <returns></returns> private static ParcelManager.ParcelAccessEntry buildLandAccessData(DataRow 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> /// /// </summary> /// <param name="val"></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> /// /// </summary> /// <param name="row"></param> /// <param name="prim"></param> /// <param name="sceneGroupID"></param> /// <param name="regionUUID"></param> private void fillPrimRow(DataRow row, SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID) { row["UUID"] = Util.ToRawUuidString(prim.UUID); row["RegionUUID"] = Util.ToRawUuidString(regionUUID); row["ParentID"] = prim.ParentID; row["CreationDate"] = prim.CreationDate; row["Name"] = prim.Name; row["SceneGroupID"] = Util.ToRawUuidString(sceneGroupID); // 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"] = Util.ToRawUuidString(prim.CreatorID); row["OwnerID"] = Util.ToRawUuidString(prim.OwnerID); row["GroupID"] = Util.ToRawUuidString(prim.GroupID); row["LastOwnerID"] = Util.ToRawUuidString(prim.LastOwnerID); 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; } /// <summary> /// /// </summary> /// <param name="row"></param> /// <param name="taskItem"></param> private static void fillItemRow(DataRow row, TaskInventoryItem taskItem) { row["itemID"] = taskItem.ItemID; row["primID"] = taskItem.ParentPartID; row["assetID"] = taskItem.AssetID; row["parentFolderID"] = taskItem.ParentID; row["invType"] = taskItem.InvType; row["assetType"] = taskItem.Type; row["name"] = taskItem.Name; row["description"] = taskItem.Description; row["creationDate"] = taskItem.CreationDate; row["creatorID"] = taskItem.CreatorID; row["ownerID"] = taskItem.OwnerID; row["lastOwnerID"] = taskItem.LastOwnerID; row["groupID"] = taskItem.GroupID; row["nextPermissions"] = taskItem.NextPermissions; row["currentPermissions"] = taskItem.CurrentPermissions; row["basePermissions"] = taskItem.BasePermissions; row["everyonePermissions"] = taskItem.EveryonePermissions; row["groupPermissions"] = taskItem.GroupPermissions; row["flags"] = taskItem.Flags; } /// <summary> /// /// </summary> private static void fillRegionSettingsRow(DataRow row, RegionSettings settings) { row["regionUUID"] = settings.RegionUUID.ToString(); row["block_terraform"] = settings.BlockTerraform; row["block_fly"] = settings.BlockFly; row["allow_damage"] = settings.AllowDamage; row["restrict_pushing"] = settings.RestrictPushing; row["allow_land_resell"] = settings.AllowLandResell; row["allow_land_join_divide"] = settings.AllowLandJoinDivide; row["block_show_in_search"] = settings.BlockShowInSearch; row["agent_limit"] = settings.AgentLimit; row["object_bonus"] = settings.ObjectBonus; row["maturity"] = settings.Maturity; row["disable_scripts"] = settings.DisableScripts; row["disable_collisions"] = settings.DisableCollisions; row["disable_physics"] = settings.DisablePhysics; row["terrain_texture_1"] = settings.TerrainTexture1.ToString(); row["terrain_texture_2"] = settings.TerrainTexture2.ToString(); row["terrain_texture_3"] = settings.TerrainTexture3.ToString(); row["terrain_texture_4"] = settings.TerrainTexture4.ToString(); row["elevation_1_nw"] = settings.Elevation1NW; row["elevation_2_nw"] = settings.Elevation2NW; row["elevation_1_ne"] = settings.Elevation1NE; row["elevation_2_ne"] = settings.Elevation2NE; row["elevation_1_se"] = settings.Elevation1SE; row["elevation_2_se"] = settings.Elevation2SE; row["elevation_1_sw"] = settings.Elevation1SW; row["elevation_2_sw"] = settings.Elevation2SW; row["water_height"] = settings.WaterHeight; row["terrain_raise_limit"] = settings.TerrainRaiseLimit; row["terrain_lower_limit"] = settings.TerrainLowerLimit; row["use_estate_sun"] = settings.UseEstateSun; row["sandbox"] = settings.Sandbox; row["fixed_sun"] = settings.FixedSun; row["sun_position"] = settings.SunPosition; row["covenant"] = settings.Covenant.ToString(); } /// <summary> /// /// </summary> /// <param name="row"></param> /// <param name="land"></param> /// <param name="regionUUID"></param> private static void fillLandRow(DataRow row, LandData land, UUID regionUUID) { row["UUID"] = Util.ToRawUuidString(land.GlobalID); row["RegionUUID"] = Util.ToRawUuidString(regionUUID); row["LocalLandID"] = land.LocalID; // Bitmap is a byte[512] row["Bitmap"] = land.Bitmap; row["Name"] = land.Name; row["Description"] = land.Description; row["OwnerUUID"] = Util.ToRawUuidString(land.OwnerID); row["IsGroupOwned"] = land.IsGroupOwned; row["Area"] = land.Area; row["AuctionID"] = land.AuctionID; //Unemplemented row["Category"] = land.Category; //Enum libsecondlife.Parcel.ParcelCategory row["ClaimDate"] = land.ClaimDate; row["ClaimPrice"] = land.ClaimPrice; row["GroupUUID"] = Util.ToRawUuidString(land.GroupID); row["SalePrice"] = land.SalePrice; row["LandStatus"] = land.Status; //Enum. libsecondlife.Parcel.ParcelStatus row["LandFlags"] = land.Flags; row["LandingType"] = land.LandingType; row["MediaAutoScale"] = land.MediaAutoScale; row["MediaTextureUUID"] = Util.ToRawUuidString(land.MediaID); row["MediaURL"] = land.MediaURL; row["MusicURL"] = land.MusicURL; row["PassHours"] = land.PassHours; row["PassPrice"] = land.PassPrice; row["SnapshotUUID"] = Util.ToRawUuidString(land.SnapshotID); row["UserLocationX"] = land.UserLocation.X; row["UserLocationY"] = land.UserLocation.Y; row["UserLocationZ"] = land.UserLocation.Z; row["UserLookAtX"] = land.UserLookAt.X; row["UserLookAtY"] = land.UserLookAt.Y; row["UserLookAtZ"] = land.UserLookAt.Z; row["AuthBuyerID"] = land.AuthBuyerID; row["OtherCleanTime"] = land.OtherCleanTime; row["Dwell"] = land.Dwell; } /// <summary> /// /// </summary> /// <param name="row"></param> /// <param name="entry"></param> /// <param name="parcelID"></param> private static void fillLandAccessRow(DataRow row, ParcelManager.ParcelAccessEntry entry, UUID parcelID) { row["LandUUID"] = Util.ToRawUuidString(parcelID); row["AccessUUID"] = Util.ToRawUuidString(entry.AgentID); row["Flags"] = entry.Flags; } /// <summary> /// /// </summary> /// <param name="row"></param> /// <returns></returns> private PrimitiveBaseShape buildShape(DataRow row) { PrimitiveBaseShape s = new PrimitiveBaseShape(); s.Scale = new Vector3( Convert.ToSingle(row["ScaleX"]), Convert.ToSingle(row["ScaleY"]), Convert.ToSingle(row["ScaleZ"]) ); // paths s.PCode = Convert.ToByte(row["PCode"]); s.PathBegin = Convert.ToUInt16(row["PathBegin"]); s.PathEnd = Convert.ToUInt16(row["PathEnd"]); s.PathScaleX = Convert.ToByte(row["PathScaleX"]); s.PathScaleY = Convert.ToByte(row["PathScaleY"]); s.PathShearX = Convert.ToByte(row["PathShearX"]); s.PathShearY = Convert.ToByte(row["PathShearY"]); s.PathSkew = Convert.ToSByte(row["PathSkew"]); s.PathCurve = Convert.ToByte(row["PathCurve"]); s.PathRadiusOffset = Convert.ToSByte(row["PathRadiusOffset"]); s.PathRevolutions = Convert.ToByte(row["PathRevolutions"]); s.PathTaperX = Convert.ToSByte(row["PathTaperX"]); s.PathTaperY = Convert.ToSByte(row["PathTaperY"]); s.PathTwist = Convert.ToSByte(row["PathTwist"]); s.PathTwistBegin = Convert.ToSByte(row["PathTwistBegin"]); // profile s.ProfileBegin = Convert.ToUInt16(row["ProfileBegin"]); s.ProfileEnd = Convert.ToUInt16(row["ProfileEnd"]); s.ProfileCurve = Convert.ToByte(row["ProfileCurve"]); s.ProfileHollow = Convert.ToUInt16(row["ProfileHollow"]); byte[] textureEntry = (byte[]) row["Texture"]; s.TextureEntry = textureEntry; s.ExtraParams = (byte[]) row["ExtraParams"]; s.State = Convert.ToByte(row["State"]); return s; } /// <summary> /// /// </summary> /// <param name="row"></param> /// <param name="prim"></param> private void fillShapeRow(DataRow row, SceneObjectPart prim) { PrimitiveBaseShape s = prim.Shape; row["UUID"] = Util.ToRawUuidString(prim.UUID); // 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; } /// <summary> /// /// </summary> /// <param name="prim"></param> /// <param name="sceneGroupID"></param> /// <param name="regionUUID"></param> private void addPrim(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID) { lock (m_dataSet) { DataTable prims = m_dataSet.Tables["prims"]; DataTable shapes = m_dataSet.Tables["primshapes"]; DataRow primRow = prims.Rows.Find(Util.ToRawUuidString(prim.UUID)); if (primRow == null) { primRow = prims.NewRow(); fillPrimRow(primRow, prim, sceneGroupID, regionUUID); prims.Rows.Add(primRow); } else { fillPrimRow(primRow, prim, sceneGroupID, regionUUID); } DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(prim.UUID)); if (shapeRow == null) { shapeRow = shapes.NewRow(); fillShapeRow(shapeRow, prim); shapes.Rows.Add(shapeRow); } else { fillShapeRow(shapeRow, prim); } } } /// <summary> /// see IRegionDatastore /// </summary> /// <param name="primID"></param> /// <param name="items"></param> public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items) { //m_log.InfoFormat("[REGION DB]: Persisting Prim Inventory with prim ID {0}", primID); // For now, we're just going to crudely remove all the previous inventory items // no matter whether they have changed or not, and replace them with the current set. lock (m_dataSet) { RemoveItems(primID); // repalce with current inventory details foreach (TaskInventoryItem newItem in items) { // m_log.InfoFormat( // "[REGION DB]: " + // "Adding item {0}, {1} to prim ID {2}", // newItem.Name, newItem.ItemID, newItem.ParentPartID); DataRow newItemRow = m_itemsTable.NewRow(); fillItemRow(newItemRow, newItem); m_itemsTable.Rows.Add(newItemRow); } } Commit(); } /*********************************************************************** * * SQL Statement Creation Functions * * These functions create SQL statements for update, insert, and create. * They can probably be factored later to have a db independant * portion and a db specific portion * **********************************************************************/ /// <summary> /// Create a MySQL insert command /// </summary> /// <param name="table"></param> /// <param name="dt"></param> /// <returns></returns> /// <remarks> /// This is subtle enough to deserve some commentary. /// Instead of doing *lots* and *lots of hardcoded strings /// for database definitions we'll use the fact that /// realistically all insert statements look like "insert /// into A(b, c) values(:b, :c) on the parameterized query /// front. If we just have a list of b, c, etc... we can /// generate these strings instead of typing them out. /// </remarks> private static MySqlCommand createInsertCommand(string table, DataTable dt) { string[] cols = new string[dt.Columns.Count]; for (int i = 0; i < dt.Columns.Count; i++) { DataColumn col = dt.Columns[i]; cols[i] = col.ColumnName; } string sql = "insert into " + table + "("; sql += String.Join(", ", cols); // important, the first ':' needs to be here, the rest get added in the join sql += ") values (?"; sql += String.Join(", ?", cols); sql += ")"; MySqlCommand cmd = new MySqlCommand(sql); // this provides the binding for all our parameters, so // much less code than it used to be foreach (DataColumn col in dt.Columns) { cmd.Parameters.Add(createMySqlParameter(col.ColumnName, col.DataType)); } return cmd; } /// <summary> /// Create a MySQL update command /// </summary> /// <param name="table"></param> /// <param name="pk"></param> /// <param name="dt"></param> /// <returns></returns> private static MySqlCommand createUpdateCommand(string table, string pk, DataTable dt) { string sql = "update " + table + " set "; string subsql = String.Empty; foreach (DataColumn col in dt.Columns) { if (subsql.Length > 0) { // a map function would rock so much here subsql += ", "; } subsql += col.ColumnName + "=?" + col.ColumnName; } sql += subsql; sql += " where " + pk; MySqlCommand cmd = new MySqlCommand(sql); // this provides the binding for all our parameters, so // much less code than it used to be foreach (DataColumn col in dt.Columns) { cmd.Parameters.Add(createMySqlParameter(col.ColumnName, col.DataType)); } return cmd; } /*********************************************************************** * * Database Binding functions * * These will be db specific due to typing, and minor differences * in databases. * **********************************************************************/ ///<summary> /// <para>This is a convenience function that collapses 5 repetitive /// lines for defining MySqlParameters to 2 parameters: /// column name and database type. /// </para> /// <para> /// It assumes certain conventions like ?param as the param /// name to replace in parametrized queries, and that source /// version is always current version, both of which are fine /// for us. /// </para> /// </summary> /// <returns>a built MySql parameter</returns> private static MySqlParameter createMySqlParameter(string name, Type type) { MySqlParameter param = new MySqlParameter(); param.ParameterName = "?" + name; param.DbType = dbtypeFromType(type); param.SourceColumn = name; param.SourceVersion = DataRowVersion.Current; return param; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void SetupPrimCommands(MySqlDataAdapter da, MySqlConnection conn) { MySqlCommand insertCommand = createInsertCommand("prims", m_primTable); insertCommand.Connection = conn; da.InsertCommand = insertCommand; MySqlCommand updateCommand = createUpdateCommand("prims", "UUID=?UUID", m_primTable); updateCommand.Connection = conn; da.UpdateCommand = updateCommand; MySqlCommand delete = new MySqlCommand("delete from prims where UUID=?UUID"); delete.Parameters.Add(createMySqlParameter("UUID", typeof (String))); delete.Connection = conn; da.DeleteCommand = delete; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void SetupItemsCommands(MySqlDataAdapter da, MySqlConnection conn) { da.InsertCommand = createInsertCommand("primitems", m_itemsTable); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("primitems", "itemID = ?itemID", m_itemsTable); da.UpdateCommand.Connection = conn; MySqlCommand delete = new MySqlCommand("delete from primitems where itemID = ?itemID"); delete.Parameters.Add(createMySqlParameter("itemID", typeof (String))); delete.Connection = conn; da.DeleteCommand = delete; } private void SetupRegionSettingsCommands(MySqlDataAdapter da, MySqlConnection conn) { da.InsertCommand = createInsertCommand("regionsettings", m_regionSettingsTable); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("regionsettings", "regionUUID = ?regionUUID", m_regionSettingsTable); da.UpdateCommand.Connection = conn; MySqlCommand delete = new MySqlCommand("delete from regionsettings where regionUUID = ?regionUUID"); delete.Parameters.Add(createMySqlParameter("regionUUID", typeof(String))); delete.Connection = conn; da.DeleteCommand = delete; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void SetupTerrainCommands(MySqlDataAdapter da, MySqlConnection conn) { da.InsertCommand = createInsertCommand("terrain", m_dataSet.Tables["terrain"]); da.InsertCommand.Connection = conn; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void setupLandCommands(MySqlDataAdapter da, MySqlConnection conn) { da.InsertCommand = createInsertCommand("land", m_dataSet.Tables["land"]); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("land", "UUID=?UUID", m_dataSet.Tables["land"]); da.UpdateCommand.Connection = conn; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void setupLandAccessCommands(MySqlDataAdapter da, MySqlConnection conn) { da.InsertCommand = createInsertCommand("landaccesslist", m_dataSet.Tables["landaccesslist"]); da.InsertCommand.Connection = conn; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void SetupShapeCommands(MySqlDataAdapter da, MySqlConnection conn) { da.InsertCommand = createInsertCommand("primshapes", m_dataSet.Tables["primshapes"]); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("primshapes", "UUID=?UUID", m_dataSet.Tables["primshapes"]); da.UpdateCommand.Connection = conn; MySqlCommand delete = new MySqlCommand("delete from primshapes where UUID = ?UUID"); delete.Parameters.Add(createMySqlParameter("UUID", typeof (String))); delete.Connection = conn; da.DeleteCommand = delete; } /*********************************************************************** * * Type conversion functions * **********************************************************************/ /// <summary> /// Type conversion functions /// </summary> /// <param name="type"></param> /// <returns></returns> private static DbType dbtypeFromType(Type type) { if (type == typeof (String)) { return DbType.String; } else if (type == typeof (Int32)) { return DbType.Int32; } else if (type == typeof (Double)) { return DbType.Double; } else if (type == typeof (Byte)) { return DbType.Byte; } else if (type == typeof (Double)) { return DbType.Double; } else if (type == typeof (Byte[])) { return DbType.Binary; } else { return DbType.String; } } } }