/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSimulator Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using System.Collections.Generic; using System.Data; using System.Drawing; using System.IO; using System.Reflection; using log4net; using Mono.Data.SqliteClient; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Data.SQLiteLegacy { /// <summary> /// A RegionData Interface to the SQLite database /// </summary> public class SQLiteRegionData : IRegionDataStore { private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); private const string primSelect = "select * from prims"; private const string shapeSelect = "select * from primshapes"; private const string itemsSelect = "select * from primitems"; private const string terrainSelect = "select * from terrain limit 1"; private const string landSelect = "select * from land"; private const string landAccessListSelect = "select distinct * from landaccesslist"; private const string regionbanListSelect = "select * from regionban"; private const string regionSettingsSelect = "select * from regionsettings"; private DataSet ds; private SqliteDataAdapter primDa; private SqliteDataAdapter shapeDa; private SqliteDataAdapter itemsDa; private SqliteDataAdapter terrainDa; private SqliteDataAdapter landDa; private SqliteDataAdapter landAccessListDa; private SqliteDataAdapter regionSettingsDa; private SqliteConnection m_conn; private String m_connectionString; // Temporary attribute while this is experimental /*********************************************************************** * * Public Interface Functions * **********************************************************************/ /// <summary> /// See IRegionDataStore /// <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) { m_connectionString = connectionString; ds = new DataSet(); m_log.Info("[REGION DB]: Sqlite - connecting: " + connectionString); m_conn = new SqliteConnection(m_connectionString); m_conn.Open(); SqliteCommand primSelectCmd = new SqliteCommand(primSelect, m_conn); primDa = new SqliteDataAdapter(primSelectCmd); // SqliteCommandBuilder primCb = new SqliteCommandBuilder(primDa); SqliteCommand shapeSelectCmd = new SqliteCommand(shapeSelect, m_conn); shapeDa = new SqliteDataAdapter(shapeSelectCmd); // SqliteCommandBuilder shapeCb = new SqliteCommandBuilder(shapeDa); SqliteCommand itemsSelectCmd = new SqliteCommand(itemsSelect, m_conn); itemsDa = new SqliteDataAdapter(itemsSelectCmd); SqliteCommand terrainSelectCmd = new SqliteCommand(terrainSelect, m_conn); terrainDa = new SqliteDataAdapter(terrainSelectCmd); SqliteCommand landSelectCmd = new SqliteCommand(landSelect, m_conn); landDa = new SqliteDataAdapter(landSelectCmd); SqliteCommand landAccessListSelectCmd = new SqliteCommand(landAccessListSelect, m_conn); landAccessListDa = new SqliteDataAdapter(landAccessListSelectCmd); SqliteCommand regionSettingsSelectCmd = new SqliteCommand(regionSettingsSelect, m_conn); regionSettingsDa = new SqliteDataAdapter(regionSettingsSelectCmd); // This actually does the roll forward assembly stuff Assembly assem = GetType().Assembly; Migration m = new Migration(m_conn, assem, "RegionStore"); m.Update(); lock (ds) { ds.Tables.Add(createPrimTable()); setupPrimCommands(primDa, m_conn); primDa.Fill(ds.Tables["prims"]); ds.Tables.Add(createShapeTable()); setupShapeCommands(shapeDa, m_conn); ds.Tables.Add(createItemsTable()); setupItemsCommands(itemsDa, m_conn); itemsDa.Fill(ds.Tables["primitems"]); ds.Tables.Add(createTerrainTable()); setupTerrainCommands(terrainDa, m_conn); ds.Tables.Add(createLandTable()); setupLandCommands(landDa, m_conn); ds.Tables.Add(createLandAccessListTable()); setupLandAccessCommands(landAccessListDa, m_conn); ds.Tables.Add(createRegionSettingsTable()); setupRegionSettingsCommands(regionSettingsDa, m_conn); // WORKAROUND: This is a work around for sqlite on // windows, which gets really unhappy with blob columns // that have no sample data in them. At some point we // need to actually find a proper way to handle this. try { shapeDa.Fill(ds.Tables["primshapes"]); } catch (Exception) { m_log.Info("[REGION DB]: Caught fill error on primshapes table"); } try { terrainDa.Fill(ds.Tables["terrain"]); } catch (Exception) { m_log.Info("[REGION DB]: Caught fill error on terrain table"); } try { landDa.Fill(ds.Tables["land"]); } catch (Exception) { m_log.Info("[REGION DB]: Caught fill error on land table"); } try { landAccessListDa.Fill(ds.Tables["landaccesslist"]); } catch (Exception) { m_log.Info("[REGION DB]: Caught fill error on landaccesslist table"); } try { regionSettingsDa.Fill(ds.Tables["regionsettings"]); } catch (Exception) { m_log.Info("[REGION DB]: Caught fill error on regionsettings table"); } return; } } public void Dispose() { if (m_conn != null) { m_conn.Close(); m_conn = null; } if (ds != null) { ds.Dispose(); ds = null; } if (primDa != null) { primDa.Dispose(); primDa = null; } if (shapeDa != null) { shapeDa.Dispose(); shapeDa = null; } if (itemsDa != null) { itemsDa.Dispose(); itemsDa = null; } if (terrainDa != null) { terrainDa.Dispose(); terrainDa = null; } if (landDa != null) { landDa.Dispose(); landDa = null; } if (landAccessListDa != null) { landAccessListDa.Dispose(); landAccessListDa = null; } if (regionSettingsDa != null) { regionSettingsDa.Dispose(); regionSettingsDa = null; } } public void StoreRegionSettings(RegionSettings rs) { lock (ds) { DataTable regionsettings = ds.Tables["regionsettings"]; DataRow settingsRow = regionsettings.Rows.Find(rs.RegionUUID.ToString()); if (settingsRow == null) { settingsRow = regionsettings.NewRow(); fillRegionSettingsRow(settingsRow, rs); regionsettings.Rows.Add(settingsRow); } else { fillRegionSettingsRow(settingsRow, rs); } Commit(); } } public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID) { //This connector doesn't support the windlight module yet //Return default LL windlight settings return new RegionLightShareData(); } public void StoreRegionWindlightSettings(RegionLightShareData wl) { //This connector doesn't support the windlight module yet } public RegionSettings LoadRegionSettings(UUID regionUUID) { lock (ds) { DataTable regionsettings = ds.Tables["regionsettings"]; string searchExp = "regionUUID = '" + regionUUID.ToString() + "'"; DataRow[] rawsettings = regionsettings.Select(searchExp); if (rawsettings.Length == 0) { RegionSettings rs = new RegionSettings(); rs.RegionUUID = regionUUID; rs.OnSave += StoreRegionSettings; StoreRegionSettings(rs); return rs; } DataRow row = rawsettings[0]; RegionSettings newSettings = buildRegionSettings(row); newSettings.OnSave += StoreRegionSettings; return newSettings; } } /// <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.Children.Values) { // m_log.Info("[REGION DB]: Adding obj: " + obj.UUID + " to region: " + regionUUID); addPrim(prim, obj.UUID, regionUUID); } } Commit(); // m_log.Info("[Dump of prims]: " + ds.GetXml()); } /// <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("[REGION DB]: Loaded " + primsForRegion.Length + " prims for region: " + regionUUID); // First, create all groups foreach (DataRow primRow in primsForRegion) { try { SceneObjectPart prim = null; string uuid = (string) primRow["UUID"]; string objID = (string) primRow["SceneGroupID"]; if (uuid == objID) //is new SceneObjectGroup ? { prim = buildPrim(primRow); DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString()); if (shapeRow != null) { prim.Shape = buildShape(shapeRow); } else { m_log.Info( "[REGION DB]: No shape found for prim in storage, so setting default box shape"); prim.Shape = PrimitiveBaseShape.Default; } SceneObjectGroup group = new SceneObjectGroup(prim); createdObjects.Add(group.UUID, group); retvals.Add(group); LoadItems(prim); } } catch (Exception e) { m_log.Error("[REGION DB]: Failed create prim object in new group, exception and data follows"); m_log.Info("[REGION DB]: " + e.ToString()); foreach (DataColumn col in prims.Columns) { m_log.Info("[REGION DB]: Col: " + col.ColumnName + " => " + primRow[col]); } } } // Now fill the groups with part data foreach (DataRow primRow in primsForRegion) { try { SceneObjectPart prim = null; string uuid = (string) primRow["UUID"]; string objID = (string) primRow["SceneGroupID"]; if (uuid != objID) //is new SceneObjectGroup ? { prim = buildPrim(primRow); DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString()); if (shapeRow != null) { prim.Shape = buildShape(shapeRow); } else { m_log.Warn( "[REGION DB]: No shape found for prim in storage, so setting default box shape"); prim.Shape = PrimitiveBaseShape.Default; } createdObjects[new UUID(objID)].AddPart(prim); LoadItems(prim); } } catch (Exception e) { m_log.Error("[REGION DB]: Failed create prim object in group, exception and data follows"); m_log.Info("[REGION DB]: " + e.ToString()); foreach (DataColumn col in prims.Columns) { m_log.Info("[REGION DB]: Col: " + col.ColumnName + " => " + primRow[col]); } } } } return retvals; } /// <summary> /// Load in a prim's persisted inventory. /// </summary> /// <param name="prim">the prim</param> private void LoadItems(SceneObjectPart prim) { //m_log.DebugFormat("[DATASTORE]: Loading inventory for {0}, {1}", prim.Name, prim.UUID); DataTable dbItems = ds.Tables["primitems"]; String sql = String.Format("primID = '{0}'", prim.UUID.ToString()); DataRow[] dbItemRows = dbItems.Select(sql); IList<TaskInventoryItem> inventory = new List<TaskInventoryItem>(); foreach (DataRow row in dbItemRows) { TaskInventoryItem item = buildItem(row); inventory.Add(item); //m_log.DebugFormat("[DATASTORE]: Restored item {0}, {1}", item.Name, item.ItemID); } prim.Inventory.RestoreInventoryItems(inventory); } /// <summary> /// Store a terrain revision in region storage /// </summary> /// <param name="ter">terrain heightfield</param> /// <param name="regionID">region UUID</param> public void StoreTerrain(double[,] ter, UUID regionID) { lock (ds) { int revision = Util.UnixTimeSinceEpoch(); // This is added to get rid of the infinitely growing // terrain databases which negatively impact on SQLite // over time. Before reenabling this feature there // needs to be a limitter put on the number of // revisions in the database, as this old // implementation is a DOS attack waiting to happen. using ( SqliteCommand cmd = new SqliteCommand("delete from terrain where RegionUUID=:RegionUUID and Revision <= :Revision", m_conn)) { cmd.Parameters.Add(new SqliteParameter(":RegionUUID", regionID.ToString())); cmd.Parameters.Add(new SqliteParameter(":Revision", revision)); cmd.ExecuteNonQuery(); } // the following is an work around for .NET. The perf // issues associated with it aren't as bad as you think. m_log.Info("[REGION DB]: Storing terrain revision r" + revision.ToString()); String sql = "insert into terrain(RegionUUID, Revision, Heightfield)" + " values(:RegionUUID, :Revision, :Heightfield)"; using (SqliteCommand cmd = new SqliteCommand(sql, m_conn)) { cmd.Parameters.Add(new SqliteParameter(":RegionUUID", regionID.ToString())); cmd.Parameters.Add(new SqliteParameter(":Revision", revision)); cmd.Parameters.Add(new SqliteParameter(":Heightfield", serializeTerrain(ter))); cmd.ExecuteNonQuery(); } } } /// <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) { lock (ds) { double[,] terret = new double[(int)Constants.RegionSize, (int)Constants.RegionSize]; terret.Initialize(); String sql = "select RegionUUID, Revision, Heightfield from terrain" + " where RegionUUID=:RegionUUID order by Revision desc"; using (SqliteCommand cmd = new SqliteCommand(sql, m_conn)) { cmd.Parameters.Add(new SqliteParameter(":RegionUUID", regionID.ToString())); using (IDataReader row = cmd.ExecuteReader()) { int rev = 0; if (row.Read()) { // TODO: put this into a function using (MemoryStream str = new MemoryStream((byte[])row["Heightfield"])) { using (BinaryReader br = new BinaryReader(str)) { for (int x = 0; x < (int)Constants.RegionSize; x++) { for (int y = 0; y < (int)Constants.RegionSize; y++) { terret[x, y] = br.ReadDouble(); } } } } rev = (int) row["Revision"]; } else { m_log.Info("[REGION DB]: No terrain found for region"); return null; } m_log.Info("[REGION DB]: Loaded terrain revision r" + rev.ToString()); } } return terret; } } /// <summary> /// /// </summary> /// <param name="globalID"></param> public void RemoveLandObject(UUID globalID) { lock (ds) { // Can't use blanket SQL statements when using SqlAdapters unless you re-read the data into the adapter // after you're done. // replaced below code with the SqliteAdapter version. //using (SqliteCommand cmd = new SqliteCommand("delete from land where UUID=:UUID", m_conn)) //{ // cmd.Parameters.Add(new SqliteParameter(":UUID", globalID.ToString())); // cmd.ExecuteNonQuery(); //} //using (SqliteCommand cmd = new SqliteCommand("delete from landaccesslist where LandUUID=:UUID", m_conn)) //{ // cmd.Parameters.Add(new SqliteParameter(":UUID", globalID.ToString())); // cmd.ExecuteNonQuery(); //} DataTable land = ds.Tables["land"]; DataTable landaccesslist = ds.Tables["landaccesslist"]; DataRow landRow = land.Rows.Find(globalID.ToString()); if (landRow != null) { land.Rows.Remove(landRow); } List<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++) { landaccesslist.Rows.Remove(rowsToDelete[iter]); } } 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++) { landaccesslist.Rows.Remove(rowsToDelete[iter]); } rowsToDelete.Clear(); foreach (ParcelManager.ParcelAccessEntry entry in parcel.LandData.ParcelAccessList) { DataRow newAccessRow = landaccesslist.NewRow(); fillLandAccessRow(newAccessRow, entry, parcel.LandData.GlobalID); landaccesslist.Rows.Add(newAccessRow); } } Commit(); } /// <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() { lock (ds) { primDa.Update(ds, "prims"); shapeDa.Update(ds, "primshapes"); itemsDa.Update(ds, "primitems"); terrainDa.Update(ds, "terrain"); landDa.Update(ds, "land"); landAccessListDa.Update(ds, "landaccesslist"); try { regionSettingsDa.Update(ds, "regionsettings"); } catch (SqliteExecutionException SqlEx) { if (SqlEx.Message.Contains("logic error")) { throw new Exception( "There was a SQL error or connection string configuration error when saving the region settings. This could be a bug, it could also happen if ConnectionString is defined in the [DatabaseService] section of StandaloneCommon.ini in the config_include folder. This could also happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. If this is your first time running OpenSimulator, please restart the simulator and bug a developer to fix this!", SqlEx); } else { throw SqlEx; } } ds.AcceptChanges(); } } /// <summary> /// See <see cref="Commit"/> /// </summary> public void Shutdown() { Commit(); } /*********************************************************************** * * Database Definition Functions * * This should be db agnostic as we define them in ADO.NET terms * **********************************************************************/ /// <summary> /// /// </summary> /// <param name="dt"></param> /// <param name="name"></param> /// <param name="type"></param> 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)); // 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[])); 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)); 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)); regionsettings.PrimaryKey = new DataColumn[] { regionsettings.Columns["regionUUID"] }; return regionsettings; } /*********************************************************************** * * 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.Flags = (PrimFlags)Convert.ToUInt32(row["ObjectFlags"]); prim.CreatorID = new UUID((String) row["CreatorID"]); prim.OwnerID = new UUID((String) row["OwnerID"]); prim.GroupID = new UUID((String) row["GroupID"]); prim.LastOwnerID = new UUID((String) row["LastOwnerID"]); prim.OwnerMask = Convert.ToUInt32(row["OwnerMask"]); prim.NextOwnerMask = Convert.ToUInt32(row["NextOwnerMask"]); prim.GroupMask = Convert.ToUInt32(row["GroupMask"]); prim.EveryoneMask = Convert.ToUInt32(row["EveryoneMask"]); prim.BaseMask = Convert.ToUInt32(row["BaseMask"]); // vectors prim.OffsetPosition = new Vector3( Convert.ToSingle(row["PositionX"]), Convert.ToSingle(row["PositionY"]), Convert.ToSingle(row["PositionZ"]) ); prim.GroupPosition = new Vector3( Convert.ToSingle(row["GroupPositionX"]), Convert.ToSingle(row["GroupPositionY"]), Convert.ToSingle(row["GroupPositionZ"]) ); prim.Velocity = new Vector3( Convert.ToSingle(row["VelocityX"]), Convert.ToSingle(row["VelocityY"]), Convert.ToSingle(row["VelocityZ"]) ); prim.AngularVelocity = new Vector3( Convert.ToSingle(row["AngularVelocityX"]), Convert.ToSingle(row["AngularVelocityY"]), Convert.ToSingle(row["AngularVelocityZ"]) ); prim.Acceleration = new Vector3( Convert.ToSingle(row["AccelerationX"]), Convert.ToSingle(row["AccelerationY"]), Convert.ToSingle(row["AccelerationZ"]) ); // quaternions prim.RotationOffset = new Quaternion( Convert.ToSingle(row["RotationX"]), Convert.ToSingle(row["RotationY"]), Convert.ToSingle(row["RotationZ"]), Convert.ToSingle(row["RotationW"]) ); prim.SitTargetPositionLL = new Vector3( Convert.ToSingle(row["SitTargetOffsetX"]), Convert.ToSingle(row["SitTargetOffsetY"]), Convert.ToSingle(row["SitTargetOffsetZ"])); prim.SitTargetOrientationLL = new Quaternion( Convert.ToSingle( row["SitTargetOrientX"]), Convert.ToSingle( row["SitTargetOrientY"]), Convert.ToSingle( row["SitTargetOrientZ"]), Convert.ToSingle( row["SitTargetOrientW"])); prim.ClickAction = Convert.ToByte(row["ClickAction"]); prim.PayPrice[0] = Convert.ToInt32(row["PayPrice"]); prim.PayPrice[1] = Convert.ToInt32(row["PayButton1"]); prim.PayPrice[2] = Convert.ToInt32(row["PayButton2"]); prim.PayPrice[3] = Convert.ToInt32(row["PayButton3"]); prim.PayPrice[4] = Convert.ToInt32(row["PayButton4"]); prim.Sound = new UUID(row["LoopedSound"].ToString()); prim.SoundGain = Convert.ToSingle(row["LoopedSoundGain"]); prim.SoundFlags = 1; // If it's persisted at all, it's looped if (!row.IsNull("TextureAnimation")) prim.TextureAnimation = Convert.FromBase64String(row["TextureAnimation"].ToString()); if (!row.IsNull("ParticleSystem")) prim.ParticleSystem = Convert.FromBase64String(row["ParticleSystem"].ToString()); prim.AngularVelocity = new Vector3( Convert.ToSingle(row["OmegaX"]), Convert.ToSingle(row["OmegaY"]), Convert.ToSingle(row["OmegaZ"]) ); prim.SetCameraEyeOffset(new Vector3( Convert.ToSingle(row["CameraEyeOffsetX"]), Convert.ToSingle(row["CameraEyeOffsetY"]), Convert.ToSingle(row["CameraEyeOffsetZ"]) )); prim.SetCameraAtOffset(new Vector3( Convert.ToSingle(row["CameraAtOffsetX"]), Convert.ToSingle(row["CameraAtOffsetY"]), Convert.ToSingle(row["CameraAtOffsetZ"]) )); if (Convert.ToInt16(row["ForceMouselook"]) != 0) prim.SetForceMouselook(true); prim.ScriptAccessPin = Convert.ToInt32(row["ScriptAccessPin"]); if (Convert.ToInt16(row["AllowedDrop"]) != 0) prim.AllowedDrop = true; if (Convert.ToInt16(row["DieAtEdge"]) != 0) prim.DIE_AT_EDGE = true; prim.SalePrice = Convert.ToInt32(row["SalePrice"]); prim.ObjectSaleType = Convert.ToByte(row["SaleType"]); prim.Material = Convert.ToByte(row["Material"]); prim.CollisionSound = new UUID(row["CollisionSound"].ToString()); prim.CollisionSoundVolume = Convert.ToSingle(row["CollisionSoundVolume"]); if (Convert.ToInt16(row["VolumeDetect"]) != 0) prim.VolumeDetectActive = true; return prim; } /// <summary> /// Build a prim inventory item from the persisted data. /// </summary> /// <param name="row"></param> /// <returns></returns> private static TaskInventoryItem buildItem(DataRow row) { TaskInventoryItem taskItem = new TaskInventoryItem(); taskItem.ItemID = new UUID((String)row["itemID"]); taskItem.ParentPartID = new UUID((String)row["primID"]); taskItem.AssetID = new UUID((String)row["assetID"]); taskItem.ParentID = new UUID((String)row["parentFolderID"]); taskItem.InvType = Convert.ToInt32(row["invType"]); taskItem.Type = Convert.ToInt32(row["assetType"]); taskItem.Name = (String)row["name"]; taskItem.Description = (String)row["description"]; taskItem.CreationDate = Convert.ToUInt32(row["creationDate"]); taskItem.CreatorID = new UUID((String)row["creatorID"]); taskItem.OwnerID = new UUID((String)row["ownerID"]); taskItem.LastOwnerID = new UUID((String)row["lastOwnerID"]); taskItem.GroupID = new UUID((String)row["groupID"]); taskItem.NextPermissions = Convert.ToUInt32(row["nextPermissions"]); taskItem.CurrentPermissions = Convert.ToUInt32(row["currentPermissions"]); taskItem.BasePermissions = Convert.ToUInt32(row["basePermissions"]); taskItem.EveryonePermissions = Convert.ToUInt32(row["everyonePermissions"]); taskItem.GroupPermissions = Convert.ToUInt32(row["groupPermissions"]); taskItem.Flags = Convert.ToUInt32(row["flags"]); return taskItem; } /// <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"]; try { newData.UserLocation = new Vector3(Convert.ToSingle(row["UserLocationX"]), Convert.ToSingle(row["UserLocationY"]), Convert.ToSingle(row["UserLocationZ"])); newData.UserLookAt = new Vector3(Convert.ToSingle(row["UserLookAtX"]), Convert.ToSingle(row["UserLookAtY"]), Convert.ToSingle(row["UserLookAtZ"])); } catch (InvalidCastException) { m_log.ErrorFormat("[PARCEL]: unable to get parcel telehub settings for {1}", newData.Name); newData.UserLocation = Vector3.Zero; newData.UserLookAt = Vector3.Zero; } newData.ParcelAccessList = new List<ParcelManager.ParcelAccessEntry>(); UUID authBuyerID = UUID.Zero; UUID.TryParse((string)row["AuthbuyerID"], out authBuyerID); newData.OtherCleanTime = Convert.ToInt32(row["OtherCleanTime"]); newData.Dwell = Convert.ToInt32(row["Dwell"]); return newData; } private RegionSettings buildRegionSettings(DataRow row) { RegionSettings newSettings = new RegionSettings(); newSettings.RegionUUID = new UUID((string) row["regionUUID"]); newSettings.BlockTerraform = Convert.ToBoolean(row["block_terraform"]); newSettings.AllowDamage = Convert.ToBoolean(row["allow_damage"]); newSettings.BlockFly = Convert.ToBoolean(row["block_fly"]); newSettings.RestrictPushing = Convert.ToBoolean(row["restrict_pushing"]); newSettings.AllowLandResell = Convert.ToBoolean(row["allow_land_resell"]); newSettings.AllowLandJoinDivide = Convert.ToBoolean(row["allow_land_join_divide"]); newSettings.BlockShowInSearch = Convert.ToBoolean(row["block_show_in_search"]); newSettings.AgentLimit = Convert.ToInt32(row["agent_limit"]); newSettings.ObjectBonus = Convert.ToDouble(row["object_bonus"]); newSettings.Maturity = Convert.ToInt32(row["maturity"]); newSettings.DisableScripts = Convert.ToBoolean(row["disable_scripts"]); newSettings.DisableCollisions = Convert.ToBoolean(row["disable_collisions"]); newSettings.DisablePhysics = Convert.ToBoolean(row["disable_physics"]); newSettings.TerrainTexture1 = new UUID((String) row["terrain_texture_1"]); newSettings.TerrainTexture2 = new UUID((String) row["terrain_texture_2"]); newSettings.TerrainTexture3 = new UUID((String) row["terrain_texture_3"]); newSettings.TerrainTexture4 = new UUID((String) row["terrain_texture_4"]); newSettings.Elevation1NW = Convert.ToDouble(row["elevation_1_nw"]); newSettings.Elevation2NW = Convert.ToDouble(row["elevation_2_nw"]); newSettings.Elevation1NE = Convert.ToDouble(row["elevation_1_ne"]); newSettings.Elevation2NE = Convert.ToDouble(row["elevation_2_ne"]); newSettings.Elevation1SE = Convert.ToDouble(row["elevation_1_se"]); newSettings.Elevation2SE = Convert.ToDouble(row["elevation_2_se"]); newSettings.Elevation1SW = Convert.ToDouble(row["elevation_1_sw"]); newSettings.Elevation2SW = Convert.ToDouble(row["elevation_2_sw"]); newSettings.WaterHeight = Convert.ToDouble(row["water_height"]); newSettings.TerrainRaiseLimit = Convert.ToDouble(row["terrain_raise_limit"]); newSettings.TerrainLowerLimit = Convert.ToDouble(row["terrain_lower_limit"]); newSettings.UseEstateSun = Convert.ToBoolean(row["use_estate_sun"]); newSettings.Sandbox = Convert.ToBoolean(row["sandbox"]); newSettings.SunVector = new Vector3 ( Convert.ToSingle(row["sunvectorx"]), Convert.ToSingle(row["sunvectory"]), Convert.ToSingle(row["sunvectorz"]) ); newSettings.FixedSun = Convert.ToBoolean(row["fixed_sun"]); newSettings.SunPosition = Convert.ToDouble(row["sun_position"]); newSettings.Covenant = new UUID((String) row["covenant"]); return newSettings; } /// <summary> /// Build a land access entry from the persisted data. /// </summary> /// <param name="row"></param> /// <returns></returns> private static ParcelManager.ParcelAccessEntry buildLandAccessData(DataRow row) { ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry(); entry.AgentID = new UUID((string) row["AccessUUID"]); entry.Flags = (AccessList) row["Flags"]; entry.Time = new DateTime(); return entry; } /// <summary> /// /// </summary> /// <param name="val"></param> /// <returns></returns> private static Array serializeTerrain(double[,] val) { MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize) *sizeof (double)); BinaryWriter bw = new BinaryWriter(str); // TODO: COMPATIBILITY - Add byte-order conversions for (int x = 0; x < (int)Constants.RegionSize; x++) for (int y = 0; y < (int)Constants.RegionSize; y++) bw.Write(val[x, y]); return str.ToArray(); } // private void fillTerrainRow(DataRow row, UUID regionUUID, int rev, double[,] val) // { // row["RegionUUID"] = regionUUID; // row["Revision"] = rev; // MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize)*sizeof (double)); // BinaryWriter bw = new BinaryWriter(str); // // TODO: COMPATIBILITY - Add byte-order conversions // for (int x = 0; x < (int)Constants.RegionSize; x++) // for (int y = 0; y < (int)Constants.RegionSize; y++) // bw.Write(val[x, y]); // row["Heightfield"] = str.ToArray(); // } /// <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"] = (uint)prim.Flags; row["CreatorID"] = prim.CreatorID.ToString(); row["OwnerID"] = prim.OwnerID.ToString(); row["GroupID"] = prim.GroupID.ToString(); row["LastOwnerID"] = prim.LastOwnerID.ToString(); row["OwnerMask"] = prim.OwnerMask; row["NextOwnerMask"] = prim.NextOwnerMask; row["GroupMask"] = prim.GroupMask; row["EveryoneMask"] = prim.EveryoneMask; row["BaseMask"] = prim.BaseMask; // vectors row["PositionX"] = prim.OffsetPosition.X; row["PositionY"] = prim.OffsetPosition.Y; row["PositionZ"] = prim.OffsetPosition.Z; row["GroupPositionX"] = prim.GroupPosition.X; row["GroupPositionY"] = prim.GroupPosition.Y; row["GroupPositionZ"] = prim.GroupPosition.Z; row["VelocityX"] = prim.Velocity.X; row["VelocityY"] = prim.Velocity.Y; row["VelocityZ"] = prim.Velocity.Z; row["AngularVelocityX"] = prim.AngularVelocity.X; row["AngularVelocityY"] = prim.AngularVelocity.Y; row["AngularVelocityZ"] = prim.AngularVelocity.Z; row["AccelerationX"] = prim.Acceleration.X; row["AccelerationY"] = prim.Acceleration.Y; row["AccelerationZ"] = prim.Acceleration.Z; // quaternions row["RotationX"] = prim.RotationOffset.X; row["RotationY"] = prim.RotationOffset.Y; row["RotationZ"] = prim.RotationOffset.Z; row["RotationW"] = prim.RotationOffset.W; // Sit target Vector3 sitTargetPos = prim.SitTargetPositionLL; row["SitTargetOffsetX"] = sitTargetPos.X; row["SitTargetOffsetY"] = sitTargetPos.Y; row["SitTargetOffsetZ"] = sitTargetPos.Z; Quaternion sitTargetOrient = prim.SitTargetOrientationLL; row["SitTargetOrientW"] = sitTargetOrient.W; row["SitTargetOrientX"] = sitTargetOrient.X; row["SitTargetOrientY"] = sitTargetOrient.Y; row["SitTargetOrientZ"] = sitTargetOrient.Z; row["ColorR"] = Convert.ToInt32(prim.Color.R); row["ColorG"] = Convert.ToInt32(prim.Color.G); row["ColorB"] = Convert.ToInt32(prim.Color.B); row["ColorA"] = Convert.ToInt32(prim.Color.A); row["PayPrice"] = prim.PayPrice[0]; row["PayButton1"] = prim.PayPrice[1]; row["PayButton2"] = prim.PayPrice[2]; row["PayButton3"] = prim.PayPrice[3]; row["PayButton4"] = prim.PayPrice[4]; row["TextureAnimation"] = Convert.ToBase64String(prim.TextureAnimation); row["ParticleSystem"] = Convert.ToBase64String(prim.ParticleSystem); row["OmegaX"] = prim.AngularVelocity.X; row["OmegaY"] = prim.AngularVelocity.Y; row["OmegaZ"] = prim.AngularVelocity.Z; row["CameraEyeOffsetX"] = prim.GetCameraEyeOffset().X; row["CameraEyeOffsetY"] = prim.GetCameraEyeOffset().Y; row["CameraEyeOffsetZ"] = prim.GetCameraEyeOffset().Z; row["CameraAtOffsetX"] = prim.GetCameraAtOffset().X; row["CameraAtOffsetY"] = prim.GetCameraAtOffset().Y; row["CameraAtOffsetZ"] = prim.GetCameraAtOffset().Z; if ((prim.SoundFlags & 1) != 0) // Looped { row["LoopedSound"] = prim.Sound.ToString(); row["LoopedSoundGain"] = prim.SoundGain; } else { row["LoopedSound"] = UUID.Zero.ToString(); row["LoopedSoundGain"] = 0.0f; } if (prim.GetForceMouselook()) row["ForceMouselook"] = 1; else row["ForceMouselook"] = 0; row["ScriptAccessPin"] = prim.ScriptAccessPin; if (prim.AllowedDrop) row["AllowedDrop"] = 1; else row["AllowedDrop"] = 0; if (prim.DIE_AT_EDGE) row["DieAtEdge"] = 1; else row["DieAtEdge"] = 0; row["SalePrice"] = prim.SalePrice; row["SaleType"] = Convert.ToInt16(prim.ObjectSaleType); // click action row["ClickAction"] = prim.ClickAction; row["SalePrice"] = prim.SalePrice; row["Material"] = prim.Material; row["CollisionSound"] = prim.CollisionSound.ToString(); row["CollisionSoundVolume"] = prim.CollisionSoundVolume; if (prim.VolumeDetectActive) row["VolumeDetect"] = 1; else row["VolumeDetect"] = 0; } /// <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.CreatorID.ToString(); row["ownerID"] = taskItem.OwnerID.ToString(); row["lastOwnerID"] = taskItem.LastOwnerID.ToString(); row["groupID"] = taskItem.GroupID.ToString(); row["nextPermissions"] = taskItem.NextPermissions; row["currentPermissions"] = taskItem.CurrentPermissions; row["basePermissions"] = taskItem.BasePermissions; row["everyonePermissions"] = taskItem.EveryonePermissions; row["groupPermissions"] = taskItem.GroupPermissions; row["flags"] = taskItem.Flags; } /// <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; } /// <summary> /// /// </summary> /// <param name="row"></param> /// <param name="entry"></param> /// <param name="parcelID"></param> private static void fillLandAccessRow(DataRow row, ParcelManager.ParcelAccessEntry entry, UUID parcelID) { row["LandUUID"] = parcelID.ToString(); row["AccessUUID"] = entry.AgentID.ToString(); row["Flags"] = entry.Flags; } private static void fillRegionSettingsRow(DataRow row, RegionSettings settings) { row["regionUUID"] = settings.RegionUUID.ToString(); row["block_terraform"] = settings.BlockTerraform; row["block_fly"] = settings.BlockFly; row["allow_damage"] = settings.AllowDamage; row["restrict_pushing"] = settings.RestrictPushing; row["allow_land_resell"] = settings.AllowLandResell; row["allow_land_join_divide"] = settings.AllowLandJoinDivide; row["block_show_in_search"] = settings.BlockShowInSearch; row["agent_limit"] = settings.AgentLimit; row["object_bonus"] = settings.ObjectBonus; row["maturity"] = settings.Maturity; row["disable_scripts"] = settings.DisableScripts; row["disable_collisions"] = settings.DisableCollisions; row["disable_physics"] = settings.DisablePhysics; row["terrain_texture_1"] = settings.TerrainTexture1.ToString(); row["terrain_texture_2"] = settings.TerrainTexture2.ToString(); row["terrain_texture_3"] = settings.TerrainTexture3.ToString(); row["terrain_texture_4"] = settings.TerrainTexture4.ToString(); row["elevation_1_nw"] = settings.Elevation1NW; row["elevation_2_nw"] = settings.Elevation2NW; row["elevation_1_ne"] = settings.Elevation1NE; row["elevation_2_ne"] = settings.Elevation2NE; row["elevation_1_se"] = settings.Elevation1SE; row["elevation_2_se"] = settings.Elevation2SE; row["elevation_1_sw"] = settings.Elevation1SW; row["elevation_2_sw"] = settings.Elevation2SW; row["water_height"] = settings.WaterHeight; row["terrain_raise_limit"] = settings.TerrainRaiseLimit; row["terrain_lower_limit"] = settings.TerrainLowerLimit; row["use_estate_sun"] = settings.UseEstateSun; row["Sandbox"] = settings.Sandbox; // database uses upper case S for sandbox row["sunvectorx"] = settings.SunVector.X; row["sunvectory"] = settings.SunVector.Y; row["sunvectorz"] = settings.SunVector.Z; row["fixed_sun"] = settings.FixedSun; row["sun_position"] = settings.SunPosition; row["covenant"] = settings.Covenant.ToString(); } /// <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"]); byte[] textureEntry = (byte[])row["Texture"]; s.TextureEntry = textureEntry; s.ExtraParams = (byte[]) row["ExtraParams"]; 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["Texture"] = s.TextureEntry; row["ExtraParams"] = s.ExtraParams; } /// <summary> /// /// </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> /// see IRegionDatastore /// </summary> /// <param name="primID"></param> /// <param name="items"></param> public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items) { m_log.InfoFormat("[REGION DB]: Entered StorePrimInventory with prim ID {0}", primID); DataTable dbItems = ds.Tables["primitems"]; // For now, we're just going to crudely remove all the previous inventory items // no matter whether they have changed or not, and replace them with the current set. lock (ds) { RemoveItems(primID); // repalce with current inventory details foreach (TaskInventoryItem newItem in items) { // m_log.InfoFormat( // "[DATASTORE]: ", // "Adding item {0}, {1} to prim ID {2}", // newItem.Name, newItem.ItemID, newItem.ParentPartID); DataRow newItemRow = dbItems.NewRow(); fillItemRow(newItemRow, newItem); dbItems.Rows.Add(newItemRow); } } Commit(); } /*********************************************************************** * * SQL Statement Creation Functions * * These functions create SQL statements for update, insert, and create. * They can probably be factored later to have a db independant * portion and a db specific portion * **********************************************************************/ /// <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 += ")"; 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 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; } } } }