/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Data; using System.Drawing; using System.IO; using System.Reflection; using log4net; #if CSharpSqlite using Community.CsharpSqlite.Sqlite; #else using Mono.Data.Sqlite; #endif using OpenMetaverse; using OpenMetaverse.StructuredData; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Data.SQLite { /// <summary> /// A RegionData Interface to the SQLite database /// </summary> public class SQLiteSimulationData : ISimulationDataStore { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private static readonly string LogHeader = "[REGION DB SQLLITE]"; private const string primSelect = "select * from prims"; private const string shapeSelect = "select * from primshapes"; private const string itemsSelect = "select * from primitems"; private const string terrainSelect = "select * from terrain limit 1"; private const string landSelect = "select * from land"; private const string landAccessListSelect = "select distinct * from landaccesslist"; private const string regionbanListSelect = "select * from regionban"; private const string regionSettingsSelect = "select * from regionsettings"; private const string regionWindlightSelect = "select * from regionwindlight"; private const string regionEnvironmentSelect = "select * from regionenvironment"; private const string regionSpawnPointsSelect = "select * from spawn_points"; private DataSet ds; private SqliteDataAdapter primDa; private SqliteDataAdapter shapeDa; private SqliteDataAdapter itemsDa; private SqliteDataAdapter terrainDa; private SqliteDataAdapter landDa; private SqliteDataAdapter landAccessListDa; private SqliteDataAdapter regionSettingsDa; private SqliteDataAdapter regionWindlightDa; private SqliteDataAdapter regionEnvironmentDa; private SqliteDataAdapter regionSpawnPointsDa; private SqliteConnection m_conn; private String m_connectionString; protected virtual Assembly Assembly { get { return GetType().Assembly; } } public SQLiteSimulationData() { } public SQLiteSimulationData(string connectionString) { Initialise(connectionString); } // Temporary attribute while this is experimental /*********************************************************************** * * Public Interface Functions * **********************************************************************/ /// <summary> /// <list type="bullet"> /// <item>Initialises RegionData Interface</item> /// <item>Loads and initialises a new SQLite connection and maintains it.</item> /// </list> /// </summary> /// <param name="connectionString">the connection string</param> public void Initialise(string connectionString) { try { if (Util.IsWindows()) Util.LoadArchSpecificWindowsDll("sqlite3.dll"); m_connectionString = connectionString; ds = new DataSet("Region"); m_log.Info("[SQLITE REGION DB]: Sqlite - connecting: " + connectionString); m_conn = new SqliteConnection(m_connectionString); m_conn.Open(); SqliteCommand primSelectCmd = new SqliteCommand(primSelect, m_conn); primDa = new SqliteDataAdapter(primSelectCmd); SqliteCommand shapeSelectCmd = new SqliteCommand(shapeSelect, m_conn); shapeDa = new SqliteDataAdapter(shapeSelectCmd); // SqliteCommandBuilder shapeCb = new SqliteCommandBuilder(shapeDa); SqliteCommand itemsSelectCmd = new SqliteCommand(itemsSelect, m_conn); itemsDa = new SqliteDataAdapter(itemsSelectCmd); SqliteCommand terrainSelectCmd = new SqliteCommand(terrainSelect, m_conn); terrainDa = new SqliteDataAdapter(terrainSelectCmd); SqliteCommand landSelectCmd = new SqliteCommand(landSelect, m_conn); landDa = new SqliteDataAdapter(landSelectCmd); SqliteCommand landAccessListSelectCmd = new SqliteCommand(landAccessListSelect, m_conn); landAccessListDa = new SqliteDataAdapter(landAccessListSelectCmd); SqliteCommand regionSettingsSelectCmd = new SqliteCommand(regionSettingsSelect, m_conn); regionSettingsDa = new SqliteDataAdapter(regionSettingsSelectCmd); SqliteCommand regionWindlightSelectCmd = new SqliteCommand(regionWindlightSelect, m_conn); regionWindlightDa = new SqliteDataAdapter(regionWindlightSelectCmd); SqliteCommand regionEnvironmentSelectCmd = new SqliteCommand(regionEnvironmentSelect, m_conn); regionEnvironmentDa = new SqliteDataAdapter(regionEnvironmentSelectCmd); SqliteCommand regionSpawnPointsSelectCmd = new SqliteCommand(regionSpawnPointsSelect, m_conn); regionSpawnPointsDa = new SqliteDataAdapter(regionSpawnPointsSelectCmd); // This actually does the roll forward assembly stuff Migration m = new Migration(m_conn, Assembly, "RegionStore"); m.Update(); lock (ds) { ds.Tables.Add(createPrimTable()); setupPrimCommands(primDa, m_conn); ds.Tables.Add(createShapeTable()); setupShapeCommands(shapeDa, m_conn); ds.Tables.Add(createItemsTable()); setupItemsCommands(itemsDa, m_conn); ds.Tables.Add(createTerrainTable()); setupTerrainCommands(terrainDa, m_conn); ds.Tables.Add(createLandTable()); setupLandCommands(landDa, m_conn); ds.Tables.Add(createLandAccessListTable()); setupLandAccessCommands(landAccessListDa, m_conn); ds.Tables.Add(createRegionSettingsTable()); setupRegionSettingsCommands(regionSettingsDa, m_conn); ds.Tables.Add(createRegionWindlightTable()); setupRegionWindlightCommands(regionWindlightDa, m_conn); ds.Tables.Add(createRegionEnvironmentTable()); setupRegionEnvironmentCommands(regionEnvironmentDa, m_conn); ds.Tables.Add(createRegionSpawnPointsTable()); setupRegionSpawnPointsCommands(regionSpawnPointsDa, m_conn); // WORKAROUND: This is a work around for sqlite on // windows, which gets really unhappy with blob columns // that have no sample data in them. At some point we // need to actually find a proper way to handle this. try { primDa.Fill(ds.Tables["prims"]); } catch (Exception e) { m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on prims table :{0}", e.Message); } try { shapeDa.Fill(ds.Tables["primshapes"]); } catch (Exception e) { m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on primshapes table :{0}", e.Message); } try { itemsDa.Fill(ds.Tables["primitems"]); } catch (Exception e) { m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on primitems table :{0}", e.Message); } try { terrainDa.Fill(ds.Tables["terrain"]); } catch (Exception e) { m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on terrain table :{0}", e.Message); } try { landDa.Fill(ds.Tables["land"]); } catch (Exception e) { m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on land table :{0}", e.Message); } try { landAccessListDa.Fill(ds.Tables["landaccesslist"]); } catch (Exception e) { m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on landaccesslist table :{0}", e.Message); } try { regionSettingsDa.Fill(ds.Tables["regionsettings"]); } catch (Exception e) { m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on regionsettings table :{0}", e.Message); } try { regionWindlightDa.Fill(ds.Tables["regionwindlight"]); } catch (Exception e) { m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on regionwindlight table :{0}", e.Message); } try { regionEnvironmentDa.Fill(ds.Tables["regionenvironment"]); } catch (Exception e) { m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on regionenvironment table :{0}", e.Message); } try { regionSpawnPointsDa.Fill(ds.Tables["spawn_points"]); } catch (Exception e) { m_log.ErrorFormat("[SQLITE REGION DB]: Caught fill error on spawn_points table :{0}", e.Message); } // We have to create a data set mapping for every table, otherwise the IDataAdaptor.Update() will not populate rows with values! // Not sure exactly why this is - this kind of thing was not necessary before - justincc 20100409 // Possibly because we manually set up our own DataTables before connecting to the database CreateDataSetMapping(primDa, "prims"); CreateDataSetMapping(shapeDa, "primshapes"); CreateDataSetMapping(itemsDa, "primitems"); CreateDataSetMapping(terrainDa, "terrain"); CreateDataSetMapping(landDa, "land"); CreateDataSetMapping(landAccessListDa, "landaccesslist"); CreateDataSetMapping(regionSettingsDa, "regionsettings"); CreateDataSetMapping(regionWindlightDa, "regionwindlight"); CreateDataSetMapping(regionEnvironmentDa, "regionenvironment"); CreateDataSetMapping(regionSpawnPointsDa, "spawn_points"); } } catch (Exception e) { m_log.ErrorFormat("[SQLITE REGION DB]: {0} - {1}", e.Message, e.StackTrace); Environment.Exit(23); } return; } public void Dispose() { if (m_conn != null) { m_conn.Close(); m_conn = null; } if (ds != null) { ds.Dispose(); ds = null; } if (primDa != null) { primDa.Dispose(); primDa = null; } if (shapeDa != null) { shapeDa.Dispose(); shapeDa = null; } if (itemsDa != null) { itemsDa.Dispose(); itemsDa = null; } if (terrainDa != null) { terrainDa.Dispose(); terrainDa = null; } if (landDa != null) { landDa.Dispose(); landDa = null; } if (landAccessListDa != null) { landAccessListDa.Dispose(); landAccessListDa = null; } if (regionSettingsDa != null) { regionSettingsDa.Dispose(); regionSettingsDa = null; } if (regionWindlightDa != null) { regionWindlightDa.Dispose(); regionWindlightDa = null; } if (regionEnvironmentDa != null) { regionEnvironmentDa.Dispose(); regionEnvironmentDa = null; } if (regionSpawnPointsDa != null) { regionSpawnPointsDa.Dispose(); regionWindlightDa = null; } } public void StoreRegionSettings(RegionSettings rs) { lock (ds) { DataTable regionsettings = ds.Tables["regionsettings"]; DataRow settingsRow = regionsettings.Rows.Find(rs.RegionUUID.ToString()); if (settingsRow == null) { settingsRow = regionsettings.NewRow(); fillRegionSettingsRow(settingsRow, rs); regionsettings.Rows.Add(settingsRow); } else { fillRegionSettingsRow(settingsRow, rs); } StoreSpawnPoints(rs); Commit(); } } public void StoreSpawnPoints(RegionSettings rs) { lock (ds) { // DataTable spawnpoints = ds.Tables["spawn_points"]; // remove region's spawnpoints using ( SqliteCommand cmd = new SqliteCommand("delete from spawn_points where RegionID=:RegionID", m_conn)) { cmd.Parameters.Add(new SqliteParameter(":RegionID", rs.RegionUUID.ToString())); cmd.ExecuteNonQuery(); } } foreach (SpawnPoint sp in rs.SpawnPoints()) { using (SqliteCommand cmd = new SqliteCommand("insert into spawn_points(RegionID, Yaw, Pitch, Distance)" + "values ( :RegionID, :Yaw, :Pitch, :Distance)", m_conn)) { cmd.Parameters.Add(new SqliteParameter(":RegionID", rs.RegionUUID.ToString())); cmd.Parameters.Add(new SqliteParameter(":Yaw", sp.Yaw)); cmd.Parameters.Add(new SqliteParameter(":Pitch", sp.Pitch)); cmd.Parameters.Add(new SqliteParameter(":Distance", sp.Distance)); cmd.ExecuteNonQuery(); } } } /// <summary> /// Load windlight settings from region storage /// </summary> /// <param name="regionUUID">RegionID</param> public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID) { RegionLightShareData wl = null; lock (ds) { DataTable windlightTable = ds.Tables["regionwindlight"]; DataRow windlightRow = windlightTable.Rows.Find(regionUUID.ToString()); if (windlightRow == null) { wl = new RegionLightShareData(); wl.regionID = regionUUID; StoreRegionWindlightSettings(wl); return wl; } wl = buildRegionWindlight(windlightRow); return wl; } } /// <summary> /// Remove windlight settings from region storage /// </summary> /// <param name="regionID">RegionID</param> public void RemoveRegionWindlightSettings(UUID regionID) { lock (ds) { DataTable windlightTable = ds.Tables["regionwindlight"]; DataRow windlightRow = windlightTable.Rows.Find(regionID.ToString()); if (windlightRow != null) { windlightRow.Delete(); } } Commit(); } /// <summary> /// Adds an windlight into region storage /// </summary> /// <param name="wl">RegionLightShareData</param> public void StoreRegionWindlightSettings(RegionLightShareData wl) { lock (ds) { DataTable windlightTable = ds.Tables["regionwindlight"]; DataRow windlightRow = windlightTable.Rows.Find(wl.regionID.ToString()); if (windlightRow == null) { windlightRow = windlightTable.NewRow(); fillRegionWindlightRow(windlightRow, wl); windlightTable.Rows.Add(windlightRow); } else { fillRegionWindlightRow(windlightRow, wl); } Commit(); } } #region Region Environment Settings public string LoadRegionEnvironmentSettings(UUID regionUUID) { lock (ds) { DataTable environmentTable = ds.Tables["regionenvironment"]; DataRow row = environmentTable.Rows.Find(regionUUID.ToString()); if (row == null) { return String.Empty; } return (String)row["llsd_settings"]; } } public void StoreRegionEnvironmentSettings(UUID regionUUID, string settings) { lock (ds) { DataTable environmentTable = ds.Tables["regionenvironment"]; DataRow row = environmentTable.Rows.Find(regionUUID.ToString()); if (row == null) { row = environmentTable.NewRow(); row["region_id"] = regionUUID.ToString(); row["llsd_settings"] = settings; environmentTable.Rows.Add(row); } else { row["llsd_settings"] = settings; } regionEnvironmentDa.Update(ds, "regionenvironment"); } } public void RemoveRegionEnvironmentSettings(UUID regionUUID) { lock (ds) { DataTable environmentTable = ds.Tables["regionenvironment"]; DataRow row = environmentTable.Rows.Find(regionUUID.ToString()); if (row != null) { row.Delete(); } regionEnvironmentDa.Update(ds, "regionenvironment"); } } #endregion public RegionSettings LoadRegionSettings(UUID regionUUID) { lock (ds) { DataTable regionsettings = ds.Tables["regionsettings"]; string searchExp = "regionUUID = '" + regionUUID.ToString() + "'"; DataRow[] rawsettings = regionsettings.Select(searchExp); if (rawsettings.Length == 0) { RegionSettings rs = new RegionSettings(); rs.RegionUUID = regionUUID; rs.OnSave += StoreRegionSettings; StoreRegionSettings(rs); return rs; } DataRow row = rawsettings[0]; RegionSettings newSettings = buildRegionSettings(row); newSettings.OnSave += StoreRegionSettings; LoadSpawnPoints(newSettings); return newSettings; } } private void LoadSpawnPoints(RegionSettings rs) { rs.ClearSpawnPoints(); DataTable spawnpoints = ds.Tables["spawn_points"]; string byRegion = "RegionID = '" + rs.RegionUUID + "'"; DataRow[] spForRegion = spawnpoints.Select(byRegion); foreach (DataRow spRow in spForRegion) { SpawnPoint sp = new SpawnPoint(); sp.Pitch = (float)spRow["Pitch"]; sp.Yaw = (float)spRow["Yaw"]; sp.Distance = (float)spRow["Distance"]; rs.AddSpawnPoint(sp); } } /// <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) { uint flags = obj.RootPart.GetEffectiveObjectFlags(); // Eligibility check // if ((flags & (uint)PrimFlags.Temporary) != 0) return; if ((flags & (uint)PrimFlags.TemporaryOnRez) != 0) return; lock (ds) { foreach (SceneObjectPart prim in obj.Parts) { // m_log.Info("[REGION DB]: Adding obj: " + obj.UUID + " to region: " + regionUUID); addPrim(prim, obj.UUID, regionUUID); } } Commit(); // m_log.Info("[Dump of prims]: " + ds.GetXml()); } /// <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.Guid, regionUUID); DataTable prims = ds.Tables["prims"]; DataTable shapes = ds.Tables["primshapes"]; string selectExp = "SceneGroupID = '" + obj + "' and RegionUUID = '" + regionUUID + "'"; lock (ds) { DataRow[] primRows = prims.Select(selectExp); foreach (DataRow row in primRows) { // Remove shape rows UUID uuid = new UUID((string)row["UUID"]); DataRow shapeRow = shapes.Rows.Find(uuid.ToString()); if (shapeRow != null) { shapeRow.Delete(); } RemoveItems(uuid); // Remove prim row row.Delete(); } } Commit(); } /// <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) { DataTable items = ds.Tables["primitems"]; String sql = String.Format("primID = '{0}'", uuid); DataRow[] itemRows = items.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 = ds.Tables["prims"]; DataTable shapes = ds.Tables["primshapes"]; string byRegion = "RegionUUID = '" + regionUUID + "'"; lock (ds) { DataRow[] primsForRegion = prims.Select(byRegion); // m_log.Info("[SQLITE REGION DB]: Loaded " + primsForRegion.Length + " prims for region: " + regionUUID); // First, create all groups foreach (DataRow primRow in primsForRegion) { try { SceneObjectPart prim = null; string uuid = (string)primRow["UUID"]; string objID = (string)primRow["SceneGroupID"]; if (uuid == objID) //is new SceneObjectGroup ? { prim = buildPrim(primRow); DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString()); if (shapeRow != null) { prim.Shape = buildShape(shapeRow); } else { m_log.Warn( "[SQLITE REGION DB]: No shape found for prim in storage, so setting default box shape"); prim.Shape = PrimitiveBaseShape.Default; } SceneObjectGroup group = new SceneObjectGroup(prim); createdObjects.Add(group.UUID, group); retvals.Add(group); LoadItems(prim); } } catch (Exception e) { m_log.Error("[SQLITE REGION DB]: Failed create prim object in new group, exception and data follows"); m_log.Error("[SQLITE REGION DB]: ", e); foreach (DataColumn col in prims.Columns) { m_log.Error("[SQLITE REGION DB]: Col: " + col.ColumnName + " => " + primRow[col]); } } } // Now fill the groups with part data foreach (DataRow primRow in primsForRegion) { try { SceneObjectPart prim = null; string uuid = (string)primRow["UUID"]; string objID = (string)primRow["SceneGroupID"]; if (uuid != objID) //is new SceneObjectGroup ? { prim = buildPrim(primRow); DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString()); if (shapeRow != null) { prim.Shape = buildShape(shapeRow); } else { m_log.Warn( "[SQLITE REGION DB]: No shape found for prim in storage, so setting default box shape"); prim.Shape = PrimitiveBaseShape.Default; } createdObjects[new UUID(objID)].AddPart(prim); LoadItems(prim); } } catch (Exception e) { m_log.Error("[SQLITE REGION DB]: Failed create prim object in group, exception and data follows"); m_log.Error("[SQLITE REGION DB]: ", e); foreach (DataColumn col in prims.Columns) { m_log.Error("[SQLITE 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) { // m_log.DebugFormat("[SQLITE REGION DB]: Loading inventory for {0} {1}", prim.Name, prim.UUID); DataTable dbItems = ds.Tables["primitems"]; String sql = String.Format("primID = '{0}'", prim.UUID.ToString()); DataRow[] dbItemRows = dbItems.Select(sql); IList<TaskInventoryItem> inventory = new List<TaskInventoryItem>(); // m_log.DebugFormat("[SQLITE REGION DB]: Found {0} items for {1} {2}", dbItemRows.Length, prim.Name, prim.UUID); foreach (DataRow row in dbItemRows) { TaskInventoryItem item = buildItem(row); inventory.Add(item); // m_log.DebugFormat("[SQLITE REGION DB]: Restored item {0} {1}", item.Name, item.ItemID); } prim.Inventory.RestoreInventoryItems(inventory); } // Legacy entry point for when terrain was always a 256x256 hieghtmap public void StoreTerrain(double[,] ter, UUID regionID) { StoreTerrain(new HeightmapTerrainData(ter), regionID); } /// <summary> /// Store a terrain revision in region storage /// </summary> /// <param name="ter">terrain heightfield</param> /// <param name="regionID">region UUID</param> public void StoreTerrain(TerrainData terrData, UUID regionID) { lock (ds) { using ( SqliteCommand cmd = new SqliteCommand("delete from terrain where RegionUUID=:RegionUUID", m_conn)) { cmd.Parameters.Add(new SqliteParameter(":RegionUUID", regionID.ToString())); cmd.ExecuteNonQuery(); } // the following is an work around for .NET. The perf // issues associated with it aren't as bad as you think. String sql = "insert into terrain(RegionUUID, Revision, Heightfield)" + " values(:RegionUUID, :Revision, :Heightfield)"; int terrainDBRevision; Array terrainDBblob; terrData.GetDatabaseBlob(out terrainDBRevision, out terrainDBblob); m_log.DebugFormat("{0} Storing terrain revision r {1}", LogHeader, terrainDBRevision); using (SqliteCommand cmd = new SqliteCommand(sql, m_conn)) { cmd.Parameters.Add(new SqliteParameter(":RegionUUID", regionID.ToString())); cmd.Parameters.Add(new SqliteParameter(":Revision", terrainDBRevision)); cmd.Parameters.Add(new SqliteParameter(":Heightfield", terrainDBblob)); 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) { TerrainData terrData = LoadTerrain(regionID, (int)Constants.RegionSize, (int)Constants.RegionSize, (int)Constants.RegionHeight); return terrData.GetDoubles(); } public TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ) { TerrainData terrData = null; lock (ds) { String sql = "select RegionUUID, Revision, Heightfield from terrain" + " where RegionUUID=:RegionUUID order by Revision desc"; using (SqliteCommand cmd = new SqliteCommand(sql, m_conn)) { cmd.Parameters.Add(new SqliteParameter(":RegionUUID", regionID.ToString())); using (IDataReader row = cmd.ExecuteReader()) { int rev = 0; if (row.Read()) { rev = Convert.ToInt32(row["Revision"]); byte[] blob = (byte[])row["Heightfield"]; terrData = TerrainData.CreateFromDatabaseBlobFactory(pSizeX, pSizeY, pSizeZ, rev, blob); } else { m_log.Warn("[SQLITE REGION DB]: No terrain found for region"); return null; } m_log.Debug("[SQLITE REGION DB]: Loaded terrain revision r" + rev.ToString()); } } } return terrData; } public void RemoveLandObject(UUID globalID) { lock (ds) { // Can't use blanket SQL statements when using SqlAdapters unless you re-read the data into the adapter // after you're done. // replaced below code with the SqliteAdapter version. //using (SqliteCommand cmd = new SqliteCommand("delete from land where UUID=:UUID", m_conn)) //{ // cmd.Parameters.Add(new SqliteParameter(":UUID", globalID.ToString())); // cmd.ExecuteNonQuery(); //} //using (SqliteCommand cmd = new SqliteCommand("delete from landaccesslist where LandUUID=:UUID", m_conn)) //{ // cmd.Parameters.Add(new SqliteParameter(":UUID", globalID.ToString())); // cmd.ExecuteNonQuery(); //} DataTable land = ds.Tables["land"]; DataTable landaccesslist = ds.Tables["landaccesslist"]; DataRow landRow = land.Rows.Find(globalID.ToString()); if (landRow != null) { landRow.Delete(); } List<DataRow> rowsToDelete = new List<DataRow>(); foreach (DataRow rowToCheck in landaccesslist.Rows) { if (rowToCheck["LandUUID"].ToString() == globalID.ToString()) rowsToDelete.Add(rowToCheck); } for (int iter = 0; iter < rowsToDelete.Count; iter++) { rowsToDelete[iter].Delete(); } } Commit(); } /// <summary> /// /// </summary> /// <param name="parcel"></param> public void StoreLandObject(ILandObject parcel) { lock (ds) { DataTable land = ds.Tables["land"]; DataTable landaccesslist = ds.Tables["landaccesslist"]; DataRow landRow = land.Rows.Find(parcel.LandData.GlobalID.ToString()); if (landRow == null) { landRow = land.NewRow(); fillLandRow(landRow, parcel.LandData, parcel.RegionUUID); land.Rows.Add(landRow); } else { fillLandRow(landRow, parcel.LandData, parcel.RegionUUID); } // I know this caused someone issues before, but OpenSim is unusable if we leave this stuff around //using (SqliteCommand cmd = new SqliteCommand("delete from landaccesslist where LandUUID=:LandUUID", m_conn)) //{ // cmd.Parameters.Add(new SqliteParameter(":LandUUID", parcel.LandData.GlobalID.ToString())); // cmd.ExecuteNonQuery(); // } // This is the slower.. but more appropriate thing to do // We can't modify the table with direct queries before calling Commit() and re-filling them. List<DataRow> rowsToDelete = new List<DataRow>(); foreach (DataRow rowToCheck in landaccesslist.Rows) { if (rowToCheck["LandUUID"].ToString() == parcel.LandData.GlobalID.ToString()) rowsToDelete.Add(rowToCheck); } for (int iter = 0; iter < rowsToDelete.Count; iter++) { rowsToDelete[iter].Delete(); landaccesslist.Rows.Remove(rowsToDelete[iter]); } rowsToDelete.Clear(); foreach (LandAccessEntry entry in parcel.LandData.ParcelAccessList) { DataRow newAccessRow = landaccesslist.NewRow(); fillLandAccessRow(newAccessRow, entry, parcel.LandData.GlobalID); landaccesslist.Rows.Add(newAccessRow); } } Commit(); } /// <summary> /// /// </summary> /// <param name="regionUUID"></param> /// <returns></returns> public List<LandData> LoadLandObjects(UUID regionUUID) { List<LandData> landDataForRegion = new List<LandData>(); lock (ds) { DataTable land = ds.Tables["land"]; DataTable landaccesslist = ds.Tables["landaccesslist"]; string searchExp = "RegionUUID = '" + regionUUID + "'"; DataRow[] rawDataForRegion = land.Select(searchExp); foreach (DataRow rawDataLand in rawDataForRegion) { LandData newLand = buildLandData(rawDataLand); string accessListSearchExp = "LandUUID = '" + newLand.GlobalID + "'"; DataRow[] rawDataForLandAccessList = landaccesslist.Select(accessListSearchExp); foreach (DataRow rawDataLandAccess in rawDataForLandAccessList) { newLand.ParcelAccessList.Add(buildLandAccessData(rawDataLandAccess)); } landDataForRegion.Add(newLand); } } return landDataForRegion; } /// <summary> /// /// </summary> public void Commit() { // m_log.Debug("[SQLITE]: Starting commit"); lock (ds) { primDa.Update(ds, "prims"); shapeDa.Update(ds, "primshapes"); itemsDa.Update(ds, "primitems"); terrainDa.Update(ds, "terrain"); landDa.Update(ds, "land"); landAccessListDa.Update(ds, "landaccesslist"); try { regionSettingsDa.Update(ds, "regionsettings"); regionWindlightDa.Update(ds, "regionwindlight"); } catch (SqliteException SqlEx) { throw new Exception( "There was a SQL error or connection string configuration error when saving the region settings. This could be a bug, it could also happen if ConnectionString is defined in the [DatabaseService] section of StandaloneCommon.ini in the config_include folder. This could also happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. If this is your first time running OpenSimulator, please restart the simulator and bug a developer to fix this!", SqlEx); } ds.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 * **********************************************************************/ protected void CreateDataSetMapping(IDataAdapter da, string tableName) { ITableMapping dbMapping = da.TableMappings.Add(tableName, tableName); foreach (DataColumn col in ds.Tables[tableName].Columns) { dbMapping.ColumnMappings.Add(col.ColumnName, col.ColumnName); } } /// <summary> /// /// </summary> /// <param name="dt"></param> /// <param name="name"></param> /// <param name="type"></param> private static void createCol(DataTable dt, string name, Type type) { DataColumn col = new DataColumn(name, type); dt.Columns.Add(col); } /// <summary> /// Creates the "terrain" table /// </summary> /// <returns>terrain table DataTable</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> /// Creates the "prims" table /// </summary> /// <returns>prim table DataTable</returns> private static DataTable createPrimTable() { DataTable prims = new DataTable("prims"); createCol(prims, "UUID", typeof(String)); createCol(prims, "RegionUUID", typeof(String)); createCol(prims, "CreationDate", typeof(Int32)); createCol(prims, "Name", typeof(String)); createCol(prims, "SceneGroupID", typeof(String)); // various text fields createCol(prims, "Text", typeof(String)); createCol(prims, "ColorR", typeof(Int32)); createCol(prims, "ColorG", typeof(Int32)); createCol(prims, "ColorB", typeof(Int32)); createCol(prims, "ColorA", typeof(Int32)); createCol(prims, "Description", typeof(String)); createCol(prims, "SitName", typeof(String)); createCol(prims, "TouchName", typeof(String)); // permissions createCol(prims, "ObjectFlags", typeof(Int32)); createCol(prims, "CreatorID", typeof(String)); createCol(prims, "OwnerID", typeof(String)); createCol(prims, "GroupID", typeof(String)); createCol(prims, "LastOwnerID", typeof(String)); createCol(prims, "OwnerMask", typeof(Int32)); createCol(prims, "NextOwnerMask", typeof(Int32)); createCol(prims, "GroupMask", typeof(Int32)); createCol(prims, "EveryoneMask", typeof(Int32)); createCol(prims, "BaseMask", typeof(Int32)); // vectors createCol(prims, "PositionX", typeof(Double)); createCol(prims, "PositionY", typeof(Double)); createCol(prims, "PositionZ", typeof(Double)); createCol(prims, "GroupPositionX", typeof(Double)); createCol(prims, "GroupPositionY", typeof(Double)); createCol(prims, "GroupPositionZ", typeof(Double)); createCol(prims, "VelocityX", typeof(Double)); createCol(prims, "VelocityY", typeof(Double)); createCol(prims, "VelocityZ", typeof(Double)); createCol(prims, "AngularVelocityX", typeof(Double)); createCol(prims, "AngularVelocityY", typeof(Double)); createCol(prims, "AngularVelocityZ", typeof(Double)); createCol(prims, "AccelerationX", typeof(Double)); createCol(prims, "AccelerationY", typeof(Double)); createCol(prims, "AccelerationZ", typeof(Double)); // quaternions createCol(prims, "RotationX", typeof(Double)); createCol(prims, "RotationY", typeof(Double)); createCol(prims, "RotationZ", typeof(Double)); createCol(prims, "RotationW", typeof(Double)); // sit target createCol(prims, "SitTargetOffsetX", typeof(Double)); createCol(prims, "SitTargetOffsetY", typeof(Double)); createCol(prims, "SitTargetOffsetZ", typeof(Double)); createCol(prims, "SitTargetOrientW", typeof(Double)); createCol(prims, "SitTargetOrientX", typeof(Double)); createCol(prims, "SitTargetOrientY", typeof(Double)); createCol(prims, "SitTargetOrientZ", typeof(Double)); createCol(prims, "PayPrice", typeof(Int32)); createCol(prims, "PayButton1", typeof(Int32)); createCol(prims, "PayButton2", typeof(Int32)); createCol(prims, "PayButton3", typeof(Int32)); createCol(prims, "PayButton4", typeof(Int32)); createCol(prims, "LoopedSound", typeof(String)); createCol(prims, "LoopedSoundGain", typeof(Double)); createCol(prims, "TextureAnimation", typeof(String)); createCol(prims, "ParticleSystem", typeof(String)); createCol(prims, "OmegaX", typeof(Double)); createCol(prims, "OmegaY", typeof(Double)); createCol(prims, "OmegaZ", typeof(Double)); createCol(prims, "CameraEyeOffsetX", typeof(Double)); createCol(prims, "CameraEyeOffsetY", typeof(Double)); createCol(prims, "CameraEyeOffsetZ", typeof(Double)); createCol(prims, "CameraAtOffsetX", typeof(Double)); createCol(prims, "CameraAtOffsetY", typeof(Double)); createCol(prims, "CameraAtOffsetZ", typeof(Double)); createCol(prims, "ForceMouselook", typeof(Int16)); createCol(prims, "ScriptAccessPin", typeof(Int32)); createCol(prims, "AllowedDrop", typeof(Int16)); createCol(prims, "DieAtEdge", typeof(Int16)); createCol(prims, "SalePrice", typeof(Int32)); createCol(prims, "SaleType", typeof(Int16)); // click action createCol(prims, "ClickAction", typeof(Byte)); createCol(prims, "Material", typeof(Byte)); createCol(prims, "CollisionSound", typeof(String)); createCol(prims, "CollisionSoundVolume", typeof(Double)); createCol(prims, "VolumeDetect", typeof(Int16)); createCol(prims, "MediaURL", typeof(String)); createCol(prims, "AttachedPosX", typeof(Double)); createCol(prims, "AttachedPosY", typeof(Double)); createCol(prims, "AttachedPosZ", typeof(Double)); createCol(prims, "DynAttrs", typeof(String)); createCol(prims, "PhysicsShapeType", typeof(Byte)); createCol(prims, "Density", typeof(Double)); createCol(prims, "GravityModifier", typeof(Double)); createCol(prims, "Friction", typeof(Double)); createCol(prims, "Restitution", typeof(Double)); createCol(prims, "KeyframeMotion", typeof(Byte[])); // Add in contraints prims.PrimaryKey = new DataColumn[] { prims.Columns["UUID"] }; return prims; } /// <summary> /// Creates "primshapes" table /// </summary> /// <returns>shape table DataTable</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)); // text TODO: this isn't right, but I'm not sure the right // way to specify this as a blob atm createCol(shapes, "Texture", typeof(Byte[])); createCol(shapes, "ExtraParams", typeof(Byte[])); createCol(shapes, "Media", typeof(String)); shapes.PrimaryKey = new DataColumn[] { shapes.Columns["UUID"] }; return shapes; } /// <summary> /// creates "primitems" table /// </summary> /// <returns>item table DataTable</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(UInt32)); createCol(items, "currentPermissions", typeof(UInt32)); createCol(items, "basePermissions", typeof(UInt32)); createCol(items, "everyonePermissions", typeof(UInt32)); createCol(items, "groupPermissions", typeof(UInt32)); createCol(items, "flags", typeof(UInt32)); items.PrimaryKey = new DataColumn[] { items.Columns["itemID"] }; return items; } /// <summary> /// Creates "land" table /// </summary> /// <returns>land table DataTable</returns> private static DataTable createLandTable() { DataTable land = new DataTable("land"); createCol(land, "UUID", typeof(String)); createCol(land, "RegionUUID", typeof(String)); createCol(land, "LocalLandID", typeof(UInt32)); // Bitmap is a byte[512] createCol(land, "Bitmap", typeof(Byte[])); createCol(land, "Name", typeof(String)); createCol(land, "Desc", typeof(String)); createCol(land, "OwnerUUID", typeof(String)); createCol(land, "IsGroupOwned", typeof(Boolean)); createCol(land, "Area", typeof(Int32)); createCol(land, "AuctionID", typeof(Int32)); //Unemplemented createCol(land, "Category", typeof(Int32)); //Enum OpenMetaverse.Parcel.ParcelCategory createCol(land, "ClaimDate", typeof(Int32)); createCol(land, "ClaimPrice", typeof(Int32)); createCol(land, "GroupUUID", typeof(string)); createCol(land, "SalePrice", typeof(Int32)); createCol(land, "LandStatus", typeof(Int32)); //Enum. OpenMetaverse.Parcel.ParcelStatus createCol(land, "LandFlags", typeof(UInt32)); createCol(land, "LandingType", typeof(Byte)); createCol(land, "MediaAutoScale", typeof(Byte)); createCol(land, "MediaTextureUUID", typeof(String)); createCol(land, "MediaURL", typeof(String)); createCol(land, "MusicURL", typeof(String)); createCol(land, "PassHours", typeof(Double)); createCol(land, "PassPrice", typeof(UInt32)); createCol(land, "SnapshotUUID", typeof(String)); createCol(land, "UserLocationX", typeof(Double)); createCol(land, "UserLocationY", typeof(Double)); createCol(land, "UserLocationZ", typeof(Double)); createCol(land, "UserLookAtX", typeof(Double)); createCol(land, "UserLookAtY", typeof(Double)); createCol(land, "UserLookAtZ", typeof(Double)); createCol(land, "AuthbuyerID", typeof(String)); createCol(land, "OtherCleanTime", typeof(Int32)); createCol(land, "Dwell", typeof(Int32)); createCol(land, "MediaType", typeof(String)); createCol(land, "MediaDescription", typeof(String)); createCol(land, "MediaSize", typeof(String)); createCol(land, "MediaLoop", typeof(Boolean)); createCol(land, "ObscureMedia", typeof(Boolean)); createCol(land, "ObscureMusic", typeof(Boolean)); land.PrimaryKey = new DataColumn[] { land.Columns["UUID"] }; return land; } /// <summary> /// create "landaccesslist" table /// </summary> /// <returns>Landacceslist DataTable</returns> private static DataTable createLandAccessListTable() { DataTable landaccess = new DataTable("landaccesslist"); createCol(landaccess, "LandUUID", typeof(String)); createCol(landaccess, "AccessUUID", typeof(String)); createCol(landaccess, "Flags", typeof(UInt32)); return landaccess; } private static DataTable createRegionSettingsTable() { DataTable regionsettings = new DataTable("regionsettings"); createCol(regionsettings, "regionUUID", typeof(String)); createCol(regionsettings, "block_terraform", typeof(Int32)); createCol(regionsettings, "block_fly", typeof(Int32)); createCol(regionsettings, "allow_damage", typeof(Int32)); createCol(regionsettings, "restrict_pushing", typeof(Int32)); createCol(regionsettings, "allow_land_resell", typeof(Int32)); createCol(regionsettings, "allow_land_join_divide", typeof(Int32)); createCol(regionsettings, "block_show_in_search", typeof(Int32)); createCol(regionsettings, "agent_limit", typeof(Int32)); createCol(regionsettings, "object_bonus", typeof(Double)); createCol(regionsettings, "maturity", typeof(Int32)); createCol(regionsettings, "disable_scripts", typeof(Int32)); createCol(regionsettings, "disable_collisions", typeof(Int32)); createCol(regionsettings, "disable_physics", typeof(Int32)); createCol(regionsettings, "terrain_texture_1", typeof(String)); createCol(regionsettings, "terrain_texture_2", typeof(String)); createCol(regionsettings, "terrain_texture_3", typeof(String)); createCol(regionsettings, "terrain_texture_4", typeof(String)); createCol(regionsettings, "elevation_1_nw", typeof(Double)); createCol(regionsettings, "elevation_2_nw", typeof(Double)); createCol(regionsettings, "elevation_1_ne", typeof(Double)); createCol(regionsettings, "elevation_2_ne", typeof(Double)); createCol(regionsettings, "elevation_1_se", typeof(Double)); createCol(regionsettings, "elevation_2_se", typeof(Double)); createCol(regionsettings, "elevation_1_sw", typeof(Double)); createCol(regionsettings, "elevation_2_sw", typeof(Double)); createCol(regionsettings, "water_height", typeof(Double)); createCol(regionsettings, "terrain_raise_limit", typeof(Double)); createCol(regionsettings, "terrain_lower_limit", typeof(Double)); createCol(regionsettings, "use_estate_sun", typeof(Int32)); createCol(regionsettings, "sandbox", typeof(Int32)); createCol(regionsettings, "sunvectorx", typeof(Double)); createCol(regionsettings, "sunvectory", typeof(Double)); createCol(regionsettings, "sunvectorz", typeof(Double)); createCol(regionsettings, "fixed_sun", typeof(Int32)); createCol(regionsettings, "sun_position", typeof(Double)); createCol(regionsettings, "covenant", typeof(String)); createCol(regionsettings, "covenant_datetime", typeof(Int32)); createCol(regionsettings, "map_tile_ID", typeof(String)); createCol(regionsettings, "TelehubObject", typeof(String)); createCol(regionsettings, "parcel_tile_ID", typeof(String)); regionsettings.PrimaryKey = new DataColumn[] { regionsettings.Columns["regionUUID"] }; return regionsettings; } /// <summary> /// create "regionwindlight" table /// </summary> /// <returns>RegionWindlight DataTable</returns> private static DataTable createRegionWindlightTable() { DataTable regionwindlight = new DataTable("regionwindlight"); createCol(regionwindlight, "region_id", typeof(String)); createCol(regionwindlight, "water_color_r", typeof(Double)); createCol(regionwindlight, "water_color_g", typeof(Double)); createCol(regionwindlight, "water_color_b", typeof(Double)); createCol(regionwindlight, "water_color_i", typeof(Double)); createCol(regionwindlight, "water_fog_density_exponent", typeof(Double)); createCol(regionwindlight, "underwater_fog_modifier", typeof(Double)); createCol(regionwindlight, "reflection_wavelet_scale_1", typeof(Double)); createCol(regionwindlight, "reflection_wavelet_scale_2", typeof(Double)); createCol(regionwindlight, "reflection_wavelet_scale_3", typeof(Double)); createCol(regionwindlight, "fresnel_scale", typeof(Double)); createCol(regionwindlight, "fresnel_offset", typeof(Double)); createCol(regionwindlight, "refract_scale_above", typeof(Double)); createCol(regionwindlight, "refract_scale_below", typeof(Double)); createCol(regionwindlight, "blur_multiplier", typeof(Double)); createCol(regionwindlight, "big_wave_direction_x", typeof(Double)); createCol(regionwindlight, "big_wave_direction_y", typeof(Double)); createCol(regionwindlight, "little_wave_direction_x", typeof(Double)); createCol(regionwindlight, "little_wave_direction_y", typeof(Double)); createCol(regionwindlight, "normal_map_texture", typeof(String)); createCol(regionwindlight, "horizon_r", typeof(Double)); createCol(regionwindlight, "horizon_g", typeof(Double)); createCol(regionwindlight, "horizon_b", typeof(Double)); createCol(regionwindlight, "horizon_i", typeof(Double)); createCol(regionwindlight, "haze_horizon", typeof(Double)); createCol(regionwindlight, "blue_density_r", typeof(Double)); createCol(regionwindlight, "blue_density_g", typeof(Double)); createCol(regionwindlight, "blue_density_b", typeof(Double)); createCol(regionwindlight, "blue_density_i", typeof(Double)); createCol(regionwindlight, "haze_density", typeof(Double)); createCol(regionwindlight, "density_multiplier", typeof(Double)); createCol(regionwindlight, "distance_multiplier", typeof(Double)); createCol(regionwindlight, "max_altitude", typeof(Int32)); createCol(regionwindlight, "sun_moon_color_r", typeof(Double)); createCol(regionwindlight, "sun_moon_color_g", typeof(Double)); createCol(regionwindlight, "sun_moon_color_b", typeof(Double)); createCol(regionwindlight, "sun_moon_color_i", typeof(Double)); createCol(regionwindlight, "sun_moon_position", typeof(Double)); createCol(regionwindlight, "ambient_r", typeof(Double)); createCol(regionwindlight, "ambient_g", typeof(Double)); createCol(regionwindlight, "ambient_b", typeof(Double)); createCol(regionwindlight, "ambient_i", typeof(Double)); createCol(regionwindlight, "east_angle", typeof(Double)); createCol(regionwindlight, "sun_glow_focus", typeof(Double)); createCol(regionwindlight, "sun_glow_size", typeof(Double)); createCol(regionwindlight, "scene_gamma", typeof(Double)); createCol(regionwindlight, "star_brightness", typeof(Double)); createCol(regionwindlight, "cloud_color_r", typeof(Double)); createCol(regionwindlight, "cloud_color_g", typeof(Double)); createCol(regionwindlight, "cloud_color_b", typeof(Double)); createCol(regionwindlight, "cloud_color_i", typeof(Double)); createCol(regionwindlight, "cloud_x", typeof(Double)); createCol(regionwindlight, "cloud_y", typeof(Double)); createCol(regionwindlight, "cloud_density", typeof(Double)); createCol(regionwindlight, "cloud_coverage", typeof(Double)); createCol(regionwindlight, "cloud_scale", typeof(Double)); createCol(regionwindlight, "cloud_detail_x", typeof(Double)); createCol(regionwindlight, "cloud_detail_y", typeof(Double)); createCol(regionwindlight, "cloud_detail_density", typeof(Double)); createCol(regionwindlight, "cloud_scroll_x", typeof(Double)); createCol(regionwindlight, "cloud_scroll_x_lock", typeof(Int32)); createCol(regionwindlight, "cloud_scroll_y", typeof(Double)); createCol(regionwindlight, "cloud_scroll_y_lock", typeof(Int32)); createCol(regionwindlight, "draw_classic_clouds", typeof(Int32)); regionwindlight.PrimaryKey = new DataColumn[] { regionwindlight.Columns["region_id"] }; return regionwindlight; } private static DataTable createRegionEnvironmentTable() { DataTable regionEnvironment = new DataTable("regionenvironment"); createCol(regionEnvironment, "region_id", typeof(String)); createCol(regionEnvironment, "llsd_settings", typeof(String)); regionEnvironment.PrimaryKey = new DataColumn[] { regionEnvironment.Columns["region_id"] }; return regionEnvironment; } private static DataTable createRegionSpawnPointsTable() { DataTable spawn_points = new DataTable("spawn_points"); createCol(spawn_points, "regionID", typeof(String)); createCol(spawn_points, "Yaw", typeof(float)); createCol(spawn_points, "Pitch", typeof(float)); createCol(spawn_points, "Distance", typeof(float)); return spawn_points; } /*********************************************************************** * * Convert between ADO.NET <=> OpenSim Objects * * These should be database independant * **********************************************************************/ /// <summary> /// /// </summary> /// <param name="row"></param> /// <returns></returns> private SceneObjectPart buildPrim(DataRow row) { // Code commented. Uncomment to test the unit test inline. // The unit test mentions this commented code for the purposes // of debugging a unit test failure // SceneObjectGroup sog = new SceneObjectGroup(); // SceneObjectPart sop = new SceneObjectPart(); // sop.LocalId = 1; // sop.Name = "object1"; // sop.Description = "object1"; // sop.Text = ""; // sop.SitName = ""; // sop.TouchName = ""; // sop.UUID = UUID.Random(); // sop.Shape = PrimitiveBaseShape.Default; // sog.SetRootPart(sop); // Add breakpoint in above line. Check sop fields. // TODO: this doesn't work yet because something more // interesting has to be done to actually get these values // back out. Not enough time to figure it out yet. SceneObjectPart prim = new SceneObjectPart(); prim.UUID = new UUID((String)row["UUID"]); // explicit conversion of integers is required, which sort // of sucks. No idea if there is a shortcut here or not. prim.CreationDate = Convert.ToInt32(row["CreationDate"]); prim.Name = row["Name"] == DBNull.Value ? string.Empty : (string)row["Name"]; // various text fields prim.Text = (String)row["Text"]; prim.Color = Color.FromArgb(Convert.ToInt32(row["ColorA"]), Convert.ToInt32(row["ColorR"]), Convert.ToInt32(row["ColorG"]), Convert.ToInt32(row["ColorB"])); prim.Description = (String)row["Description"]; prim.SitName = (String)row["SitName"]; prim.TouchName = (String)row["TouchName"]; // permissions prim.ObjectFlags = Convert.ToUInt32(row["ObjectFlags"]); prim.CreatorIdentification = (String)row["CreatorID"]; prim.OwnerID = new UUID((String)row["OwnerID"]); prim.GroupID = new UUID((String)row["GroupID"]); prim.LastOwnerID = new UUID((String)row["LastOwnerID"]); prim.OwnerMask = Convert.ToUInt32(row["OwnerMask"]); prim.NextOwnerMask = Convert.ToUInt32(row["NextOwnerMask"]); prim.GroupMask = Convert.ToUInt32(row["GroupMask"]); prim.EveryoneMask = Convert.ToUInt32(row["EveryoneMask"]); prim.BaseMask = Convert.ToUInt32(row["BaseMask"]); // vectors prim.OffsetPosition = new Vector3( Convert.ToSingle(row["PositionX"]), Convert.ToSingle(row["PositionY"]), Convert.ToSingle(row["PositionZ"]) ); prim.GroupPosition = new Vector3( Convert.ToSingle(row["GroupPositionX"]), Convert.ToSingle(row["GroupPositionY"]), Convert.ToSingle(row["GroupPositionZ"]) ); prim.Velocity = new Vector3( Convert.ToSingle(row["VelocityX"]), Convert.ToSingle(row["VelocityY"]), Convert.ToSingle(row["VelocityZ"]) ); prim.AngularVelocity = new Vector3( Convert.ToSingle(row["AngularVelocityX"]), Convert.ToSingle(row["AngularVelocityY"]), Convert.ToSingle(row["AngularVelocityZ"]) ); prim.Acceleration = new Vector3( Convert.ToSingle(row["AccelerationX"]), Convert.ToSingle(row["AccelerationY"]), Convert.ToSingle(row["AccelerationZ"]) ); // quaternions prim.RotationOffset = new Quaternion( Convert.ToSingle(row["RotationX"]), Convert.ToSingle(row["RotationY"]), Convert.ToSingle(row["RotationZ"]), Convert.ToSingle(row["RotationW"]) ); prim.SitTargetPositionLL = new Vector3( Convert.ToSingle(row["SitTargetOffsetX"]), Convert.ToSingle(row["SitTargetOffsetY"]), Convert.ToSingle(row["SitTargetOffsetZ"])); prim.SitTargetOrientationLL = new Quaternion( Convert.ToSingle( row["SitTargetOrientX"]), Convert.ToSingle( row["SitTargetOrientY"]), Convert.ToSingle( row["SitTargetOrientZ"]), Convert.ToSingle( row["SitTargetOrientW"])); prim.ClickAction = Convert.ToByte(row["ClickAction"]); prim.PayPrice[0] = Convert.ToInt32(row["PayPrice"]); prim.PayPrice[1] = Convert.ToInt32(row["PayButton1"]); prim.PayPrice[2] = Convert.ToInt32(row["PayButton2"]); prim.PayPrice[3] = Convert.ToInt32(row["PayButton3"]); prim.PayPrice[4] = Convert.ToInt32(row["PayButton4"]); prim.Sound = new UUID(row["LoopedSound"].ToString()); prim.SoundGain = Convert.ToSingle(row["LoopedSoundGain"]); prim.SoundFlags = 1; // If it's persisted at all, it's looped if (!row.IsNull("TextureAnimation")) prim.TextureAnimation = Convert.FromBase64String(row["TextureAnimation"].ToString()); if (!row.IsNull("ParticleSystem")) prim.ParticleSystem = Convert.FromBase64String(row["ParticleSystem"].ToString()); prim.AngularVelocity = new Vector3( Convert.ToSingle(row["OmegaX"]), Convert.ToSingle(row["OmegaY"]), Convert.ToSingle(row["OmegaZ"]) ); prim.SetCameraEyeOffset(new Vector3( Convert.ToSingle(row["CameraEyeOffsetX"]), Convert.ToSingle(row["CameraEyeOffsetY"]), Convert.ToSingle(row["CameraEyeOffsetZ"]) )); prim.SetCameraAtOffset(new Vector3( Convert.ToSingle(row["CameraAtOffsetX"]), Convert.ToSingle(row["CameraAtOffsetY"]), Convert.ToSingle(row["CameraAtOffsetZ"]) )); if (Convert.ToInt16(row["ForceMouselook"]) != 0) prim.SetForceMouselook(true); prim.ScriptAccessPin = Convert.ToInt32(row["ScriptAccessPin"]); if (Convert.ToInt16(row["AllowedDrop"]) != 0) prim.AllowedDrop = true; if (Convert.ToInt16(row["DieAtEdge"]) != 0) prim.DIE_AT_EDGE = true; prim.SalePrice = Convert.ToInt32(row["SalePrice"]); prim.ObjectSaleType = Convert.ToByte(row["SaleType"]); prim.Material = Convert.ToByte(row["Material"]); prim.CollisionSound = new UUID(row["CollisionSound"].ToString()); prim.CollisionSoundVolume = Convert.ToSingle(row["CollisionSoundVolume"]); if (Convert.ToInt16(row["VolumeDetect"]) != 0) prim.VolumeDetectActive = true; if (!(row["MediaURL"] is System.DBNull)) { // m_log.DebugFormat("[SQLITE]: MediaUrl type [{0}]", row["MediaURL"].GetType()); prim.MediaUrl = (string)row["MediaURL"]; } prim.AttachedPos = new Vector3( Convert.ToSingle(row["AttachedPosX"]), Convert.ToSingle(row["AttachedPosY"]), Convert.ToSingle(row["AttachedPosZ"]) ); if (!(row["DynAttrs"] is System.DBNull)) { //m_log.DebugFormat("[SQLITE]: DynAttrs type [{0}]", row["DynAttrs"].GetType()); prim.DynAttrs = DAMap.FromXml((string)row["DynAttrs"]); } else { prim.DynAttrs = new DAMap(); } prim.PhysicsShapeType = Convert.ToByte(row["PhysicsShapeType"]); prim.Density = Convert.ToSingle(row["Density"]); prim.GravityModifier = Convert.ToSingle(row["GravityModifier"]); prim.Friction = Convert.ToSingle(row["Friction"]); prim.Restitution = Convert.ToSingle(row["Restitution"]); if (!(row["KeyframeMotion"] is DBNull)) { Byte[] data = (byte[])row["KeyframeMotion"]; if (data.Length > 0) prim.KeyframeMotion = KeyframeMotion.FromData(null, data); else prim.KeyframeMotion = null; } else { prim.KeyframeMotion = null; } 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.CreatorIdentification = (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; } /// <summary> /// Build a Land Data from the persisted data. /// </summary> /// <param name="row"></param> /// <returns></returns> private LandData buildLandData(DataRow row) { LandData newData = new LandData(); newData.GlobalID = new UUID((String)row["UUID"]); newData.LocalID = Convert.ToInt32(row["LocalLandID"]); // Bitmap is a byte[512] newData.Bitmap = (Byte[])row["Bitmap"]; newData.Name = (String)row["Name"]; newData.Description = (String)row["Desc"]; newData.OwnerID = (UUID)(String)row["OwnerUUID"]; newData.IsGroupOwned = (Boolean)row["IsGroupOwned"]; newData.Area = Convert.ToInt32(row["Area"]); newData.AuctionID = Convert.ToUInt32(row["AuctionID"]); //Unemplemented newData.Category = (ParcelCategory)Convert.ToInt32(row["Category"]); //Enum OpenMetaverse.Parcel.ParcelCategory newData.ClaimDate = Convert.ToInt32(row["ClaimDate"]); newData.ClaimPrice = Convert.ToInt32(row["ClaimPrice"]); newData.GroupID = new UUID((String)row["GroupUUID"]); newData.SalePrice = Convert.ToInt32(row["SalePrice"]); newData.Status = (ParcelStatus)Convert.ToInt32(row["LandStatus"]); //Enum. OpenMetaverse.Parcel.ParcelStatus newData.Flags = Convert.ToUInt32(row["LandFlags"]); newData.LandingType = (Byte)row["LandingType"]; newData.MediaAutoScale = (Byte)row["MediaAutoScale"]; newData.MediaID = new UUID((String)row["MediaTextureUUID"]); newData.MediaURL = (String)row["MediaURL"]; newData.MusicURL = (String)row["MusicURL"]; newData.PassHours = Convert.ToSingle(row["PassHours"]); newData.PassPrice = Convert.ToInt32(row["PassPrice"]); newData.SnapshotID = (UUID)(String)row["SnapshotUUID"]; newData.Dwell = Convert.ToInt32(row["Dwell"]); newData.MediaType = (String)row["MediaType"]; newData.MediaDescription = (String)row["MediaDescription"]; newData.MediaWidth = Convert.ToInt32((((string)row["MediaSize"]).Split(','))[0]); newData.MediaHeight = Convert.ToInt32((((string)row["MediaSize"]).Split(','))[1]); newData.MediaLoop = Convert.ToBoolean(row["MediaLoop"]); newData.ObscureMedia = Convert.ToBoolean(row["ObscureMedia"]); newData.ObscureMusic = Convert.ToBoolean(row["ObscureMusic"]); try { newData.UserLocation = new Vector3(Convert.ToSingle(row["UserLocationX"]), Convert.ToSingle(row["UserLocationY"]), Convert.ToSingle(row["UserLocationZ"])); newData.UserLookAt = new Vector3(Convert.ToSingle(row["UserLookAtX"]), Convert.ToSingle(row["UserLookAtY"]), Convert.ToSingle(row["UserLookAtZ"])); } catch (InvalidCastException) { m_log.ErrorFormat("[SQLITE REGION DB]: unable to get parcel telehub settings for {1}", newData.Name); newData.UserLocation = Vector3.Zero; newData.UserLookAt = Vector3.Zero; } newData.ParcelAccessList = new List<LandAccessEntry>(); UUID authBuyerID = UUID.Zero; UUID.TryParse((string)row["AuthbuyerID"], out authBuyerID); newData.OtherCleanTime = Convert.ToInt32(row["OtherCleanTime"]); return newData; } private RegionSettings buildRegionSettings(DataRow row) { RegionSettings newSettings = new RegionSettings(); newSettings.RegionUUID = new UUID((string)row["regionUUID"]); newSettings.BlockTerraform = Convert.ToBoolean(row["block_terraform"]); newSettings.AllowDamage = Convert.ToBoolean(row["allow_damage"]); newSettings.BlockFly = Convert.ToBoolean(row["block_fly"]); newSettings.RestrictPushing = Convert.ToBoolean(row["restrict_pushing"]); newSettings.AllowLandResell = Convert.ToBoolean(row["allow_land_resell"]); newSettings.AllowLandJoinDivide = Convert.ToBoolean(row["allow_land_join_divide"]); newSettings.BlockShowInSearch = Convert.ToBoolean(row["block_show_in_search"]); newSettings.AgentLimit = Convert.ToInt32(row["agent_limit"]); newSettings.ObjectBonus = Convert.ToDouble(row["object_bonus"]); newSettings.Maturity = Convert.ToInt32(row["maturity"]); newSettings.DisableScripts = Convert.ToBoolean(row["disable_scripts"]); newSettings.DisableCollisions = Convert.ToBoolean(row["disable_collisions"]); newSettings.DisablePhysics = Convert.ToBoolean(row["disable_physics"]); newSettings.TerrainTexture1 = new UUID((String)row["terrain_texture_1"]); newSettings.TerrainTexture2 = new UUID((String)row["terrain_texture_2"]); newSettings.TerrainTexture3 = new UUID((String)row["terrain_texture_3"]); newSettings.TerrainTexture4 = new UUID((String)row["terrain_texture_4"]); newSettings.Elevation1NW = Convert.ToDouble(row["elevation_1_nw"]); newSettings.Elevation2NW = Convert.ToDouble(row["elevation_2_nw"]); newSettings.Elevation1NE = Convert.ToDouble(row["elevation_1_ne"]); newSettings.Elevation2NE = Convert.ToDouble(row["elevation_2_ne"]); newSettings.Elevation1SE = Convert.ToDouble(row["elevation_1_se"]); newSettings.Elevation2SE = Convert.ToDouble(row["elevation_2_se"]); newSettings.Elevation1SW = Convert.ToDouble(row["elevation_1_sw"]); newSettings.Elevation2SW = Convert.ToDouble(row["elevation_2_sw"]); newSettings.WaterHeight = Convert.ToDouble(row["water_height"]); newSettings.TerrainRaiseLimit = Convert.ToDouble(row["terrain_raise_limit"]); newSettings.TerrainLowerLimit = Convert.ToDouble(row["terrain_lower_limit"]); newSettings.UseEstateSun = Convert.ToBoolean(row["use_estate_sun"]); newSettings.Sandbox = Convert.ToBoolean(row["sandbox"]); newSettings.SunVector = new Vector3( Convert.ToSingle(row["sunvectorx"]), Convert.ToSingle(row["sunvectory"]), Convert.ToSingle(row["sunvectorz"]) ); newSettings.FixedSun = Convert.ToBoolean(row["fixed_sun"]); newSettings.SunPosition = Convert.ToDouble(row["sun_position"]); newSettings.Covenant = new UUID((String)row["covenant"]); newSettings.CovenantChangedDateTime = Convert.ToInt32(row["covenant_datetime"]); newSettings.TerrainImageID = new UUID((String)row["map_tile_ID"]); newSettings.TelehubObject = new UUID((String)row["TelehubObject"]); newSettings.ParcelImageID = new UUID((String)row["parcel_tile_ID"]); return newSettings; } /// <summary> /// Build a windlight entry from the persisted data. /// </summary> /// <param name="row"></param> /// <returns>RegionLightShareData</returns> private RegionLightShareData buildRegionWindlight(DataRow row) { RegionLightShareData windlight = new RegionLightShareData(); windlight.regionID = new UUID((string)row["region_id"]); windlight.waterColor.X = Convert.ToSingle(row["water_color_r"]); windlight.waterColor.Y = Convert.ToSingle(row["water_color_g"]); windlight.waterColor.Z = Convert.ToSingle(row["water_color_b"]); //windlight.waterColor.W = Convert.ToSingle(row["water_color_i"]); //not implemented windlight.waterFogDensityExponent = Convert.ToSingle(row["water_fog_density_exponent"]); windlight.underwaterFogModifier = Convert.ToSingle(row["underwater_fog_modifier"]); windlight.reflectionWaveletScale.X = Convert.ToSingle(row["reflection_wavelet_scale_1"]); windlight.reflectionWaveletScale.Y = Convert.ToSingle(row["reflection_wavelet_scale_2"]); windlight.reflectionWaveletScale.Z = Convert.ToSingle(row["reflection_wavelet_scale_3"]); windlight.fresnelScale = Convert.ToSingle(row["fresnel_scale"]); windlight.fresnelOffset = Convert.ToSingle(row["fresnel_offset"]); windlight.refractScaleAbove = Convert.ToSingle(row["refract_scale_above"]); windlight.refractScaleBelow = Convert.ToSingle(row["refract_scale_below"]); windlight.blurMultiplier = Convert.ToSingle(row["blur_multiplier"]); windlight.bigWaveDirection.X = Convert.ToSingle(row["big_wave_direction_x"]); windlight.bigWaveDirection.Y = Convert.ToSingle(row["big_wave_direction_y"]); windlight.littleWaveDirection.X = Convert.ToSingle(row["little_wave_direction_x"]); windlight.littleWaveDirection.Y = Convert.ToSingle(row["little_wave_direction_y"]); windlight.normalMapTexture = new UUID((string)row["normal_map_texture"]); windlight.horizon.X = Convert.ToSingle(row["horizon_r"]); windlight.horizon.Y = Convert.ToSingle(row["horizon_g"]); windlight.horizon.Z = Convert.ToSingle(row["horizon_b"]); windlight.horizon.W = Convert.ToSingle(row["horizon_i"]); windlight.hazeHorizon = Convert.ToSingle(row["haze_horizon"]); windlight.blueDensity.X = Convert.ToSingle(row["blue_density_r"]); windlight.blueDensity.Y = Convert.ToSingle(row["blue_density_g"]); windlight.blueDensity.Z = Convert.ToSingle(row["blue_density_b"]); windlight.blueDensity.W = Convert.ToSingle(row["blue_density_i"]); windlight.hazeDensity = Convert.ToSingle(row["haze_density"]); windlight.densityMultiplier = Convert.ToSingle(row["density_multiplier"]); windlight.distanceMultiplier = Convert.ToSingle(row["distance_multiplier"]); windlight.maxAltitude = Convert.ToUInt16(row["max_altitude"]); windlight.sunMoonColor.X = Convert.ToSingle(row["sun_moon_color_r"]); windlight.sunMoonColor.Y = Convert.ToSingle(row["sun_moon_color_g"]); windlight.sunMoonColor.Z = Convert.ToSingle(row["sun_moon_color_b"]); windlight.sunMoonColor.W = Convert.ToSingle(row["sun_moon_color_i"]); windlight.sunMoonPosition = Convert.ToSingle(row["sun_moon_position"]); windlight.ambient.X = Convert.ToSingle(row["ambient_r"]); windlight.ambient.Y = Convert.ToSingle(row["ambient_g"]); windlight.ambient.Z = Convert.ToSingle(row["ambient_b"]); windlight.ambient.W = Convert.ToSingle(row["ambient_i"]); windlight.eastAngle = Convert.ToSingle(row["east_angle"]); windlight.sunGlowFocus = Convert.ToSingle(row["sun_glow_focus"]); windlight.sunGlowSize = Convert.ToSingle(row["sun_glow_size"]); windlight.sceneGamma = Convert.ToSingle(row["scene_gamma"]); windlight.starBrightness = Convert.ToSingle(row["star_brightness"]); windlight.cloudColor.X = Convert.ToSingle(row["cloud_color_r"]); windlight.cloudColor.Y = Convert.ToSingle(row["cloud_color_g"]); windlight.cloudColor.Z = Convert.ToSingle(row["cloud_color_b"]); windlight.cloudColor.W = Convert.ToSingle(row["cloud_color_i"]); windlight.cloudXYDensity.X = Convert.ToSingle(row["cloud_x"]); windlight.cloudXYDensity.Y = Convert.ToSingle(row["cloud_y"]); windlight.cloudXYDensity.Z = Convert.ToSingle(row["cloud_density"]); windlight.cloudCoverage = Convert.ToSingle(row["cloud_coverage"]); windlight.cloudScale = Convert.ToSingle(row["cloud_scale"]); windlight.cloudDetailXYDensity.X = Convert.ToSingle(row["cloud_detail_x"]); windlight.cloudDetailXYDensity.Y = Convert.ToSingle(row["cloud_detail_y"]); windlight.cloudDetailXYDensity.Z = Convert.ToSingle(row["cloud_detail_density"]); windlight.cloudScrollX = Convert.ToSingle(row["cloud_scroll_x"]); windlight.cloudScrollXLock = Convert.ToBoolean(row["cloud_scroll_x_lock"]); windlight.cloudScrollY = Convert.ToSingle(row["cloud_scroll_y"]); windlight.cloudScrollYLock = Convert.ToBoolean(row["cloud_scroll_y_lock"]); windlight.drawClassicClouds = Convert.ToBoolean(row["draw_classic_clouds"]); return windlight; } /// <summary> /// Build a land access entry from the persisted data. /// </summary> /// <param name="row"></param> /// <returns></returns> private static LandAccessEntry buildLandAccessData(DataRow row) { LandAccessEntry entry = new LandAccessEntry(); entry.AgentID = new UUID((string)row["AccessUUID"]); entry.Flags = (AccessList)row["Flags"]; entry.Expires = 0; return entry; } /// <summary> /// /// </summary> /// <param name="row"></param> /// <param name="prim"></param> /// <param name="sceneGroupID"></param> /// <param name="regionUUID"></param> private static void fillPrimRow(DataRow row, SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID) { row["UUID"] = prim.UUID.ToString(); row["RegionUUID"] = regionUUID.ToString(); row["CreationDate"] = prim.CreationDate; row["Name"] = prim.Name; row["SceneGroupID"] = sceneGroupID.ToString(); // the UUID of the root part for this SceneObjectGroup // various text fields row["Text"] = prim.Text; row["Description"] = prim.Description; row["SitName"] = prim.SitName; row["TouchName"] = prim.TouchName; // permissions row["ObjectFlags"] = prim.ObjectFlags; row["CreatorID"] = prim.CreatorIdentification.ToString(); row["OwnerID"] = prim.OwnerID.ToString(); row["GroupID"] = prim.GroupID.ToString(); row["LastOwnerID"] = prim.LastOwnerID.ToString(); row["OwnerMask"] = prim.OwnerMask; row["NextOwnerMask"] = prim.NextOwnerMask; row["GroupMask"] = prim.GroupMask; row["EveryoneMask"] = prim.EveryoneMask; row["BaseMask"] = prim.BaseMask; // vectors row["PositionX"] = prim.OffsetPosition.X; row["PositionY"] = prim.OffsetPosition.Y; row["PositionZ"] = prim.OffsetPosition.Z; row["GroupPositionX"] = prim.GroupPosition.X; row["GroupPositionY"] = prim.GroupPosition.Y; row["GroupPositionZ"] = prim.GroupPosition.Z; row["VelocityX"] = prim.Velocity.X; row["VelocityY"] = prim.Velocity.Y; row["VelocityZ"] = prim.Velocity.Z; row["AngularVelocityX"] = prim.AngularVelocity.X; row["AngularVelocityY"] = prim.AngularVelocity.Y; row["AngularVelocityZ"] = prim.AngularVelocity.Z; row["AccelerationX"] = prim.Acceleration.X; row["AccelerationY"] = prim.Acceleration.Y; row["AccelerationZ"] = prim.Acceleration.Z; // quaternions row["RotationX"] = prim.RotationOffset.X; row["RotationY"] = prim.RotationOffset.Y; row["RotationZ"] = prim.RotationOffset.Z; row["RotationW"] = prim.RotationOffset.W; // Sit target Vector3 sitTargetPos = prim.SitTargetPositionLL; row["SitTargetOffsetX"] = sitTargetPos.X; row["SitTargetOffsetY"] = sitTargetPos.Y; row["SitTargetOffsetZ"] = sitTargetPos.Z; Quaternion sitTargetOrient = prim.SitTargetOrientationLL; row["SitTargetOrientW"] = sitTargetOrient.W; row["SitTargetOrientX"] = sitTargetOrient.X; row["SitTargetOrientY"] = sitTargetOrient.Y; row["SitTargetOrientZ"] = sitTargetOrient.Z; row["ColorR"] = Convert.ToInt32(prim.Color.R); row["ColorG"] = Convert.ToInt32(prim.Color.G); row["ColorB"] = Convert.ToInt32(prim.Color.B); row["ColorA"] = Convert.ToInt32(prim.Color.A); row["PayPrice"] = prim.PayPrice[0]; row["PayButton1"] = prim.PayPrice[1]; row["PayButton2"] = prim.PayPrice[2]; row["PayButton3"] = prim.PayPrice[3]; row["PayButton4"] = prim.PayPrice[4]; row["TextureAnimation"] = Convert.ToBase64String(prim.TextureAnimation); row["ParticleSystem"] = Convert.ToBase64String(prim.ParticleSystem); row["OmegaX"] = prim.AngularVelocity.X; row["OmegaY"] = prim.AngularVelocity.Y; row["OmegaZ"] = prim.AngularVelocity.Z; row["CameraEyeOffsetX"] = prim.GetCameraEyeOffset().X; row["CameraEyeOffsetY"] = prim.GetCameraEyeOffset().Y; row["CameraEyeOffsetZ"] = prim.GetCameraEyeOffset().Z; row["CameraAtOffsetX"] = prim.GetCameraAtOffset().X; row["CameraAtOffsetY"] = prim.GetCameraAtOffset().Y; row["CameraAtOffsetZ"] = prim.GetCameraAtOffset().Z; if ((prim.SoundFlags & 1) != 0) // Looped { row["LoopedSound"] = prim.Sound.ToString(); row["LoopedSoundGain"] = prim.SoundGain; } else { row["LoopedSound"] = UUID.Zero.ToString(); row["LoopedSoundGain"] = 0.0f; } if (prim.GetForceMouselook()) row["ForceMouselook"] = 1; else row["ForceMouselook"] = 0; row["ScriptAccessPin"] = prim.ScriptAccessPin; if (prim.AllowedDrop) row["AllowedDrop"] = 1; else row["AllowedDrop"] = 0; if (prim.DIE_AT_EDGE) row["DieAtEdge"] = 1; else row["DieAtEdge"] = 0; row["SalePrice"] = prim.SalePrice; row["SaleType"] = Convert.ToInt16(prim.ObjectSaleType); // click action row["ClickAction"] = prim.ClickAction; row["SalePrice"] = prim.SalePrice; row["Material"] = prim.Material; row["CollisionSound"] = prim.CollisionSound.ToString(); row["CollisionSoundVolume"] = prim.CollisionSoundVolume; if (prim.VolumeDetectActive) row["VolumeDetect"] = 1; else row["VolumeDetect"] = 0; row["MediaURL"] = prim.MediaUrl; row["AttachedPosX"] = prim.AttachedPos.X; row["AttachedPosY"] = prim.AttachedPos.Y; row["AttachedPosZ"] = prim.AttachedPos.Z; if (prim.DynAttrs.CountNamespaces > 0) row["DynAttrs"] = prim.DynAttrs.ToXml(); else row["DynAttrs"] = null; row["PhysicsShapeType"] = prim.PhysicsShapeType; row["Density"] = (double)prim.Density; row["GravityModifier"] = (double)prim.GravityModifier; row["Friction"] = (double)prim.Friction; row["Restitution"] = (double)prim.Restitution; if (prim.KeyframeMotion != null) row["KeyframeMotion"] = prim.KeyframeMotion.Serialize(); else row["KeyframeMotion"] = new Byte[0]; } /// <summary> /// /// </summary> /// <param name="row"></param> /// <param name="taskItem"></param> private static void fillItemRow(DataRow row, TaskInventoryItem taskItem) { row["itemID"] = taskItem.ItemID.ToString(); row["primID"] = taskItem.ParentPartID.ToString(); row["assetID"] = taskItem.AssetID.ToString(); row["parentFolderID"] = taskItem.ParentID.ToString(); row["invType"] = taskItem.InvType; row["assetType"] = taskItem.Type; row["name"] = taskItem.Name; row["description"] = taskItem.Description; row["creationDate"] = taskItem.CreationDate; row["creatorID"] = taskItem.CreatorIdentification.ToString(); row["ownerID"] = taskItem.OwnerID.ToString(); row["lastOwnerID"] = taskItem.LastOwnerID.ToString(); row["groupID"] = taskItem.GroupID.ToString(); row["nextPermissions"] = taskItem.NextPermissions; row["currentPermissions"] = taskItem.CurrentPermissions; row["basePermissions"] = taskItem.BasePermissions; row["everyonePermissions"] = taskItem.EveryonePermissions; row["groupPermissions"] = taskItem.GroupPermissions; row["flags"] = taskItem.Flags; } /// <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"] = land.GlobalID.ToString(); row["RegionUUID"] = regionUUID.ToString(); row["LocalLandID"] = land.LocalID; // Bitmap is a byte[512] row["Bitmap"] = land.Bitmap; row["Name"] = land.Name; row["Desc"] = land.Description; row["OwnerUUID"] = land.OwnerID.ToString(); row["IsGroupOwned"] = land.IsGroupOwned; row["Area"] = land.Area; row["AuctionID"] = land.AuctionID; //Unemplemented row["Category"] = land.Category; //Enum OpenMetaverse.Parcel.ParcelCategory row["ClaimDate"] = land.ClaimDate; row["ClaimPrice"] = land.ClaimPrice; row["GroupUUID"] = land.GroupID.ToString(); row["SalePrice"] = land.SalePrice; row["LandStatus"] = land.Status; //Enum. OpenMetaverse.Parcel.ParcelStatus row["LandFlags"] = land.Flags; row["LandingType"] = land.LandingType; row["MediaAutoScale"] = land.MediaAutoScale; row["MediaTextureUUID"] = land.MediaID.ToString(); row["MediaURL"] = land.MediaURL; row["MusicURL"] = land.MusicURL; row["PassHours"] = land.PassHours; row["PassPrice"] = land.PassPrice; row["SnapshotUUID"] = land.SnapshotID.ToString(); row["UserLocationX"] = land.UserLocation.X; row["UserLocationY"] = land.UserLocation.Y; row["UserLocationZ"] = land.UserLocation.Z; row["UserLookAtX"] = land.UserLookAt.X; row["UserLookAtY"] = land.UserLookAt.Y; row["UserLookAtZ"] = land.UserLookAt.Z; row["AuthbuyerID"] = land.AuthBuyerID.ToString(); row["OtherCleanTime"] = land.OtherCleanTime; row["Dwell"] = land.Dwell; row["MediaType"] = land.MediaType; row["MediaDescription"] = land.MediaDescription; row["MediaSize"] = String.Format("{0},{1}", land.MediaWidth, land.MediaHeight); row["MediaLoop"] = land.MediaLoop; row["ObscureMusic"] = land.ObscureMusic; row["ObscureMedia"] = land.ObscureMedia; } /// <summary> /// /// </summary> /// <param name="row"></param> /// <param name="entry"></param> /// <param name="parcelID"></param> private static void fillLandAccessRow(DataRow row, LandAccessEntry entry, UUID parcelID) { row["LandUUID"] = parcelID.ToString(); row["AccessUUID"] = entry.AgentID.ToString(); row["Flags"] = entry.Flags; } private static void fillRegionSettingsRow(DataRow row, RegionSettings settings) { row["regionUUID"] = settings.RegionUUID.ToString(); row["block_terraform"] = settings.BlockTerraform; row["block_fly"] = settings.BlockFly; row["allow_damage"] = settings.AllowDamage; row["restrict_pushing"] = settings.RestrictPushing; row["allow_land_resell"] = settings.AllowLandResell; row["allow_land_join_divide"] = settings.AllowLandJoinDivide; row["block_show_in_search"] = settings.BlockShowInSearch; row["agent_limit"] = settings.AgentLimit; row["object_bonus"] = settings.ObjectBonus; row["maturity"] = settings.Maturity; row["disable_scripts"] = settings.DisableScripts; row["disable_collisions"] = settings.DisableCollisions; row["disable_physics"] = settings.DisablePhysics; row["terrain_texture_1"] = settings.TerrainTexture1.ToString(); row["terrain_texture_2"] = settings.TerrainTexture2.ToString(); row["terrain_texture_3"] = settings.TerrainTexture3.ToString(); row["terrain_texture_4"] = settings.TerrainTexture4.ToString(); row["elevation_1_nw"] = settings.Elevation1NW; row["elevation_2_nw"] = settings.Elevation2NW; row["elevation_1_ne"] = settings.Elevation1NE; row["elevation_2_ne"] = settings.Elevation2NE; row["elevation_1_se"] = settings.Elevation1SE; row["elevation_2_se"] = settings.Elevation2SE; row["elevation_1_sw"] = settings.Elevation1SW; row["elevation_2_sw"] = settings.Elevation2SW; row["water_height"] = settings.WaterHeight; row["terrain_raise_limit"] = settings.TerrainRaiseLimit; row["terrain_lower_limit"] = settings.TerrainLowerLimit; row["use_estate_sun"] = settings.UseEstateSun; row["sandbox"] = settings.Sandbox; // unlike other database modules, sqlite uses a lower case s for sandbox! row["sunvectorx"] = settings.SunVector.X; row["sunvectory"] = settings.SunVector.Y; row["sunvectorz"] = settings.SunVector.Z; row["fixed_sun"] = settings.FixedSun; row["sun_position"] = settings.SunPosition; row["covenant"] = settings.Covenant.ToString(); row["covenant_datetime"] = settings.CovenantChangedDateTime; row["map_tile_ID"] = settings.TerrainImageID.ToString(); row["TelehubObject"] = settings.TelehubObject.ToString(); row["parcel_tile_ID"] = settings.ParcelImageID.ToString(); } /// <summary> /// /// </summary> /// <param name="row"></param> /// <param name="windlight"></param> private static void fillRegionWindlightRow(DataRow row, RegionLightShareData windlight) { row["region_id"] = windlight.regionID.ToString(); row["water_color_r"] = windlight.waterColor.X; row["water_color_g"] = windlight.waterColor.Y; row["water_color_b"] = windlight.waterColor.Z; row["water_color_i"] = 1; //windlight.waterColor.W; //not implemented row["water_fog_density_exponent"] = windlight.waterFogDensityExponent; row["underwater_fog_modifier"] = windlight.underwaterFogModifier; row["reflection_wavelet_scale_1"] = windlight.reflectionWaveletScale.X; row["reflection_wavelet_scale_2"] = windlight.reflectionWaveletScale.Y; row["reflection_wavelet_scale_3"] = windlight.reflectionWaveletScale.Z; row["fresnel_scale"] = windlight.fresnelScale; row["fresnel_offset"] = windlight.fresnelOffset; row["refract_scale_above"] = windlight.refractScaleAbove; row["refract_scale_below"] = windlight.refractScaleBelow; row["blur_multiplier"] = windlight.blurMultiplier; row["big_wave_direction_x"] = windlight.bigWaveDirection.X; row["big_wave_direction_y"] = windlight.bigWaveDirection.Y; row["little_wave_direction_x"] = windlight.littleWaveDirection.X; row["little_wave_direction_y"] = windlight.littleWaveDirection.Y; row["normal_map_texture"] = windlight.normalMapTexture.ToString(); row["horizon_r"] = windlight.horizon.X; row["horizon_g"] = windlight.horizon.Y; row["horizon_b"] = windlight.horizon.Z; row["horizon_i"] = windlight.horizon.W; row["haze_horizon"] = windlight.hazeHorizon; row["blue_density_r"] = windlight.blueDensity.X; row["blue_density_g"] = windlight.blueDensity.Y; row["blue_density_b"] = windlight.blueDensity.Z; row["blue_density_i"] = windlight.blueDensity.W; row["haze_density"] = windlight.hazeDensity; row["density_multiplier"] = windlight.densityMultiplier; row["distance_multiplier"] = windlight.distanceMultiplier; row["max_altitude"] = windlight.maxAltitude; row["sun_moon_color_r"] = windlight.sunMoonColor.X; row["sun_moon_color_g"] = windlight.sunMoonColor.Y; row["sun_moon_color_b"] = windlight.sunMoonColor.Z; row["sun_moon_color_i"] = windlight.sunMoonColor.W; row["sun_moon_position"] = windlight.sunMoonPosition; row["ambient_r"] = windlight.ambient.X; row["ambient_g"] = windlight.ambient.Y; row["ambient_b"] = windlight.ambient.Z; row["ambient_i"] = windlight.ambient.W; row["east_angle"] = windlight.eastAngle; row["sun_glow_focus"] = windlight.sunGlowFocus; row["sun_glow_size"] = windlight.sunGlowSize; row["scene_gamma"] = windlight.sceneGamma; row["star_brightness"] = windlight.starBrightness; row["cloud_color_r"] = windlight.cloudColor.X; row["cloud_color_g"] = windlight.cloudColor.Y; row["cloud_color_b"] = windlight.cloudColor.Z; row["cloud_color_i"] = windlight.cloudColor.W; row["cloud_x"] = windlight.cloudXYDensity.X; row["cloud_y"] = windlight.cloudXYDensity.Y; row["cloud_density"] = windlight.cloudXYDensity.Z; row["cloud_coverage"] = windlight.cloudCoverage; row["cloud_scale"] = windlight.cloudScale; row["cloud_detail_x"] = windlight.cloudDetailXYDensity.X; row["cloud_detail_y"] = windlight.cloudDetailXYDensity.Y; row["cloud_detail_density"] = windlight.cloudDetailXYDensity.Z; row["cloud_scroll_x"] = windlight.cloudScrollX; row["cloud_scroll_x_lock"] = windlight.cloudScrollXLock; row["cloud_scroll_y"] = windlight.cloudScrollY; row["cloud_scroll_y_lock"] = windlight.cloudScrollYLock; row["draw_classic_clouds"] = windlight.drawClassicClouds; } /// <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"]); s.State = Convert.ToByte(row["State"]); s.LastAttachPoint = Convert.ToByte(row["LastAttachPoint"]); byte[] textureEntry = (byte[])row["Texture"]; s.TextureEntry = textureEntry; s.ExtraParams = (byte[])row["ExtraParams"]; if (!(row["Media"] is System.DBNull)) s.Media = PrimitiveBaseShape.MediaList.FromXml((string)row["Media"]); return s; } /// <summary> /// /// </summary> /// <param name="row"></param> /// <param name="prim"></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["State"] = s.State; row["LastAttachPoint"] = s.LastAttachPoint; row["Texture"] = s.TextureEntry; row["ExtraParams"] = s.ExtraParams; if (s.Media != null) row["Media"] = s.Media.ToXml(); } /// <summary> /// Persistently store a prim. /// </summary> /// <param name="prim"></param> /// <param name="sceneGroupID"></param> /// <param name="regionUUID"></param> private void addPrim(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID) { DataTable prims = ds.Tables["prims"]; DataTable shapes = ds.Tables["primshapes"]; DataRow primRow = prims.Rows.Find(prim.UUID.ToString()); if (primRow == null) { primRow = prims.NewRow(); fillPrimRow(primRow, prim, sceneGroupID, regionUUID); prims.Rows.Add(primRow); } else { fillPrimRow(primRow, prim, sceneGroupID, regionUUID); } DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString()); if (shapeRow == null) { shapeRow = shapes.NewRow(); fillShapeRow(shapeRow, prim); shapes.Rows.Add(shapeRow); } else { fillShapeRow(shapeRow, prim); } } /// <summary> /// </summary> /// <param name="primID"></param> /// <param name="items"></param> public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items) { // m_log.DebugFormat("[SQLITE REGION DB]: Entered StorePrimInventory with prim ID {0}", primID); DataTable dbItems = ds.Tables["primitems"]; // For now, we're just going to crudely remove all the previous inventory items // no matter whether they have changed or not, and replace them with the current set. lock (ds) { RemoveItems(primID); // repalce with current inventory details foreach (TaskInventoryItem newItem in items) { // m_log.InfoFormat( // "[DATASTORE]: ", // "Adding item {0}, {1} to prim ID {2}", // newItem.Name, newItem.ItemID, newItem.ParentPartID); DataRow newItemRow = dbItems.NewRow(); fillItemRow(newItemRow, newItem); dbItems.Rows.Add(newItemRow); } } Commit(); } /*********************************************************************** * * SQL Statement Creation Functions * * These functions create SQL statements for update, insert, and create. * They can probably be factored later to have a db independant * portion and a db specific portion * **********************************************************************/ /// <summary> /// Create an insert command /// </summary> /// <param name="table">table name</param> /// <param name="dt">data table</param> /// <returns>the created command</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 SqliteCommand createInsertCommand(string table, DataTable dt) { string[] cols = new string[dt.Columns.Count]; for (int i = 0; i < dt.Columns.Count; i++) { DataColumn col = dt.Columns[i]; cols[i] = col.ColumnName; } string sql = "insert into " + table + "("; sql += String.Join(", ", cols); // important, the first ':' needs to be here, the rest get added in the join sql += ") values (:"; sql += String.Join(", :", cols); sql += ")"; // m_log.DebugFormat("[SQLITE]: Created insert command {0}", sql); SqliteCommand cmd = new SqliteCommand(sql); // this provides the binding for all our parameters, so // much less code than it used to be foreach (DataColumn col in dt.Columns) { cmd.Parameters.Add(createSqliteParameter(col.ColumnName, col.DataType)); } return cmd; } /// <summary> /// create an update command /// </summary> /// <param name="table">table name</param> /// <param name="pk"></param> /// <param name="dt"></param> /// <returns>the created command</returns> private static SqliteCommand createUpdateCommand(string table, string pk, DataTable dt) { string sql = "update " + table + " set "; string subsql = String.Empty; foreach (DataColumn col in dt.Columns) { if (subsql.Length > 0) { // a map function would rock so much here subsql += ", "; } subsql += col.ColumnName + "= :" + col.ColumnName; } sql += subsql; sql += " where " + pk; SqliteCommand cmd = new SqliteCommand(sql); // this provides the binding for all our parameters, so // much less code than it used to be foreach (DataColumn col in dt.Columns) { cmd.Parameters.Add(createSqliteParameter(col.ColumnName, col.DataType)); } return cmd; } /// <summary> /// create an update command /// </summary> /// <param name="table">table name</param> /// <param name="pk"></param> /// <param name="dt"></param> /// <returns>the created command</returns> private static SqliteCommand createUpdateCommand(string table, string pk1, string pk2, DataTable dt) { string sql = "update " + table + " set "; string subsql = String.Empty; foreach (DataColumn col in dt.Columns) { if (subsql.Length > 0) { // a map function would rock so much here subsql += ", "; } subsql += col.ColumnName + "= :" + col.ColumnName; } sql += subsql; sql += " where " + pk1 + " and " + pk2; SqliteCommand cmd = new SqliteCommand(sql); // this provides the binding for all our parameters, so // much less code than it used to be foreach (DataColumn col in dt.Columns) { cmd.Parameters.Add(createSqliteParameter(col.ColumnName, col.DataType)); } return cmd; } /// <summary> /// /// </summary> /// <param name="dt">Data Table</param> /// <returns></returns> // private static string defineTable(DataTable dt) // { // string sql = "create table " + dt.TableName + "("; // string subsql = String.Empty; // foreach (DataColumn col in dt.Columns) // { // if (subsql.Length > 0) // { // // a map function would rock so much here // subsql += ",\n"; // } // subsql += col.ColumnName + " " + sqliteType(col.DataType); // if (dt.PrimaryKey.Length > 0 && col == dt.PrimaryKey[0]) // { // subsql += " primary key"; // } // } // sql += subsql; // sql += ")"; // return sql; // } /*********************************************************************** * * Database Binding functions * * These will be db specific due to typing, and minor differences * in databases. * **********************************************************************/ ///<summary> /// This is a convenience function that collapses 5 repetitive /// lines for defining SqliteParameters to 2 parameters: /// column name and database type. /// /// It assumes certain conventions like :param as the param /// name to replace in parametrized queries, and that source /// version is always current version, both of which are fine /// for us. ///</summary> ///<returns>a built sqlite parameter</returns> private static SqliteParameter createSqliteParameter(string name, Type type) { SqliteParameter param = new SqliteParameter(); param.ParameterName = ":" + name; param.DbType = dbtypeFromType(type); param.SourceColumn = name; param.SourceVersion = DataRowVersion.Current; return param; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void setupPrimCommands(SqliteDataAdapter da, SqliteConnection conn) { da.InsertCommand = createInsertCommand("prims", ds.Tables["prims"]); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("prims", "UUID=:UUID", ds.Tables["prims"]); da.UpdateCommand.Connection = conn; SqliteCommand delete = new SqliteCommand("delete from prims where UUID = :UUID"); delete.Parameters.Add(createSqliteParameter("UUID", typeof(String))); delete.Connection = conn; da.DeleteCommand = delete; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void setupItemsCommands(SqliteDataAdapter da, SqliteConnection conn) { da.InsertCommand = createInsertCommand("primitems", ds.Tables["primitems"]); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("primitems", "itemID = :itemID", ds.Tables["primitems"]); da.UpdateCommand.Connection = conn; SqliteCommand delete = new SqliteCommand("delete from primitems where itemID = :itemID"); delete.Parameters.Add(createSqliteParameter("itemID", typeof(String))); delete.Connection = conn; da.DeleteCommand = delete; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void setupTerrainCommands(SqliteDataAdapter da, SqliteConnection conn) { da.InsertCommand = createInsertCommand("terrain", ds.Tables["terrain"]); da.InsertCommand.Connection = conn; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void setupLandCommands(SqliteDataAdapter da, SqliteConnection conn) { da.InsertCommand = createInsertCommand("land", ds.Tables["land"]); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("land", "UUID=:UUID", ds.Tables["land"]); da.UpdateCommand.Connection = conn; SqliteCommand delete = new SqliteCommand("delete from land where UUID=:UUID"); delete.Parameters.Add(createSqliteParameter("UUID", typeof(String))); da.DeleteCommand = delete; da.DeleteCommand.Connection = conn; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void setupLandAccessCommands(SqliteDataAdapter da, SqliteConnection conn) { da.InsertCommand = createInsertCommand("landaccesslist", ds.Tables["landaccesslist"]); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("landaccesslist", "LandUUID=:landUUID", "AccessUUID=:AccessUUID", ds.Tables["landaccesslist"]); da.UpdateCommand.Connection = conn; SqliteCommand delete = new SqliteCommand("delete from landaccesslist where LandUUID= :LandUUID and AccessUUID= :AccessUUID"); delete.Parameters.Add(createSqliteParameter("LandUUID", typeof(String))); delete.Parameters.Add(createSqliteParameter("AccessUUID", typeof(String))); da.DeleteCommand = delete; da.DeleteCommand.Connection = conn; } private void setupRegionSettingsCommands(SqliteDataAdapter da, SqliteConnection conn) { da.InsertCommand = createInsertCommand("regionsettings", ds.Tables["regionsettings"]); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("regionsettings", "regionUUID=:regionUUID", ds.Tables["regionsettings"]); da.UpdateCommand.Connection = conn; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void setupRegionWindlightCommands(SqliteDataAdapter da, SqliteConnection conn) { da.InsertCommand = createInsertCommand("regionwindlight", ds.Tables["regionwindlight"]); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("regionwindlight", "region_id=:region_id", ds.Tables["regionwindlight"]); da.UpdateCommand.Connection = conn; } private void setupRegionEnvironmentCommands(SqliteDataAdapter da, SqliteConnection conn) { da.InsertCommand = createInsertCommand("regionenvironment", ds.Tables["regionenvironment"]); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("regionenvironment", "region_id=:region_id", ds.Tables["regionenvironment"]); da.UpdateCommand.Connection = conn; } private void setupRegionSpawnPointsCommands(SqliteDataAdapter da, SqliteConnection conn) { da.InsertCommand = createInsertCommand("spawn_points", ds.Tables["spawn_points"]); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("spawn_points", "RegionID=:RegionID", ds.Tables["spawn_points"]); da.UpdateCommand.Connection = conn; } /// <summary> /// /// </summary> /// <param name="da"></param> /// <param name="conn"></param> private void setupShapeCommands(SqliteDataAdapter da, SqliteConnection conn) { da.InsertCommand = createInsertCommand("primshapes", ds.Tables["primshapes"]); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("primshapes", "UUID=:UUID", ds.Tables["primshapes"]); da.UpdateCommand.Connection = conn; SqliteCommand delete = new SqliteCommand("delete from primshapes where UUID = :UUID"); delete.Parameters.Add(createSqliteParameter("UUID", typeof(String))); delete.Connection = conn; da.DeleteCommand = delete; } /*********************************************************************** * * Type conversion functions * **********************************************************************/ /// <summary> /// Type conversion function /// </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; } } static void PrintDataSet(DataSet ds) { // Print out any name and extended properties. Console.WriteLine("DataSet is named: {0}", ds.DataSetName); foreach (System.Collections.DictionaryEntry de in ds.ExtendedProperties) { Console.WriteLine("Key = {0}, Value = {1}", de.Key, de.Value); } Console.WriteLine(); foreach (DataTable dt in ds.Tables) { Console.WriteLine("=> {0} Table:", dt.TableName); // Print out the column names. for (int curCol = 0; curCol < dt.Columns.Count; curCol++) { Console.Write(dt.Columns[curCol].ColumnName + "\t"); } Console.WriteLine("\n----------------------------------"); // Print the DataTable. for (int curRow = 0; curRow < dt.Rows.Count; curRow++) { for (int curCol = 0; curCol < dt.Columns.Count; curCol++) { Console.Write(dt.Rows[curRow][curCol].ToString() + "\t"); } Console.WriteLine(); } } } public void SaveExtra(UUID regionID, string name, string value) { } public void RemoveExtra(UUID regionID, string name) { } public Dictionary<string, string> GetExtra(UUID regionID) { return null; } } }