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using System;
using System.Collections.Generic;
using System.Text;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.LandManagement;
using OpenSim.Region.Environment;
using OpenSim.Region.Interfaces;
using OpenSim.Framework.Console;
using OpenSim.Framework.Types;
using libsecondlife;
using System.Data;
// Yes, this won't compile on MS, need to deal with that later
using Mono.Data.SqliteClient;
namespace OpenSim.DataStore.MonoSqliteStorage
{
public class MonoSqliteDataStore : IRegionDataStore
{
private const string primSelect = "select * from prims";
private const string shapeSelect = "select * from primshapes";
private Dictionary<string, DbType> primDataDefs;
private Dictionary<string, DbType> shapeDataDefs;
private DataSet ds;
private SqliteDataAdapter primDa;
private SqliteDataAdapter shapeDa;
public void Initialise(string dbfile, string dbname)
{
// for us, dbfile will be the connect string
MainLog.Instance.Verbose("DATASTORE", "Sqlite - connecting: " + dbfile);
SqliteConnection conn = new SqliteConnection(dbfile);
SqliteCommand primSelectCmd = new SqliteCommand(primSelect, conn);
primDa = new SqliteDataAdapter(primSelectCmd);
// SqliteCommandBuilder primCb = new SqliteCommandBuilder(primDa);
SqliteCommand shapeSelectCmd = new SqliteCommand(shapeSelect, conn);
shapeDa = new SqliteDataAdapter(shapeSelectCmd);
// SqliteCommandBuilder shapeCb = new SqliteCommandBuilder(shapeDa);
ds = new DataSet();
// We fill the data set, now we've got copies in memory for the information
// TODO: see if the linkage actually holds.
// primDa.FillSchema(ds, SchemaType.Source, "PrimSchema");
primDa.Fill(ds, "prims");
ds.AcceptChanges();
DataTable prims = ds.Tables["prims"];
prims.PrimaryKey = new DataColumn[] { prims.Columns["UUID"] };
setupPrimCommands(primDa, conn);
// shapeDa.FillSchema(ds, SchemaType.Source, "ShapeSchema");
shapeDa.Fill(ds, "primshapes");
return;
}
private SqliteParameter createSqliteParameter(string name, DbType type)
{
SqliteParameter param = new SqliteParameter();
param.ParameterName = ":" + name;
param.DbType = type;
param.SourceColumn = name;
param.SourceVersion = DataRowVersion.Current;
return param;
}
private Dictionary<string, DbType> createPrimDataDefs()
{
Dictionary<string, DbType> data = new Dictionary<string, DbType>();
data.Add("UUID", DbType.String);
data.Add("ParentID", DbType.Int32);
data.Add("CreationDate", DbType.Int32);
data.Add("Name", DbType.String);
// various text fields
data.Add("Text", DbType.String);
data.Add("Description", DbType.String);
data.Add("SitName", DbType.String);
data.Add("TouchName", DbType.String);
// permissions
data.Add("CreatorID", DbType.String);
data.Add("OwnerID", DbType.String);
data.Add("GroupID", DbType.String);
data.Add("LastOwnerID", DbType.String);
data.Add("OwnerMask", DbType.Int32);
data.Add("NextOwnerMask", DbType.Int32);
data.Add("GroupMask", DbType.Int32);
data.Add("EveryoneMask", DbType.Int32);
data.Add("BaseMask", DbType.Int32);
// vectors
data.Add("PositionX", DbType.Double);
data.Add("PositionY", DbType.Double);
data.Add("PositionZ", DbType.Double);
data.Add("VelocityX", DbType.Double);
data.Add("VelocityY", DbType.Double);
data.Add("VelocityZ", DbType.Double);
data.Add("AngularVelocityX", DbType.Double);
data.Add("AngularVelocityY", DbType.Double);
data.Add("AngularVelocityZ", DbType.Double);
data.Add("AccelerationX", DbType.Double);
data.Add("AccelerationY", DbType.Double);
data.Add("AccelerationZ", DbType.Double);
// quaternions
data.Add("RotationX", DbType.Double);
data.Add("RotationY", DbType.Double);
data.Add("RotationZ", DbType.Double);
data.Add("RotationW", DbType.Double);
return data;
}
private Dictionary<string, DbType> createShapeDataDefs()
{
Dictionary<string, DbType> data = new Dictionary<string, DbType>();
data.Add("UUID", DbType.String);
// shape is an enum
data.Add("Shape", DbType.Int32);
// vectors
data.Add("ScaleX", DbType.Double);
data.Add("ScaleY", DbType.Double);
data.Add("ScaleZ", DbType.Double);
// paths
data.Add("PCode", DbType.Int32);
data.Add("PathBegin", DbType.Int32);
data.Add("PathEnd", DbType.Int32);
data.Add("PathScaleX", DbType.Int32);
data.Add("PathScaleY", DbType.Int32);
data.Add("PathShearX", DbType.Int32);
data.Add("PathShearY", DbType.Int32);
data.Add("PathSkew", DbType.Int32);
data.Add("PathCurve", DbType.Int32);
data.Add("PathRadiusOffset", DbType.Int32);
data.Add("PathRevolutions", DbType.Int32);
data.Add("PathTaperX", DbType.Int32);
data.Add("PathTaperY", DbType.Int32);
data.Add("PathTwist", DbType.Int32);
data.Add("PathTwistBegin", DbType.Int32);
// profile
data.Add("ProfileBegin", DbType.Int32);
data.Add("ProfileEnd", DbType.Int32);
data.Add("ProfileCurve", DbType.Int32);
data.Add("ProfileHollow", DbType.Int32);
// text TODO: this isn't right, but I'm not sure the right
// way to specify this as a blob atm
data.Add("Texture", DbType.Binary);
return data;
}
private SqliteCommand createInsertCommand(string table, Dictionary<string, DbType> defs)
{
/**
* 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.
*/
string[] cols = new string[defs.Keys.Count];
defs.Keys.CopyTo(cols, 0);
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 (KeyValuePair<string, DbType> kvp in defs) {
cmd.Parameters.Add(createSqliteParameter(kvp.Key, kvp.Value));
}
return cmd;
}
private SqliteCommand createUpdateCommand(string table, string pk, Dictionary<string, DbType> defs)
{
string sql = "update " + table + " set ";
foreach (string key in defs.Keys) {
sql += key + "= :" + key + ", ";
}
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 (KeyValuePair<string, DbType> kvp in defs) {
cmd.Parameters.Add(createSqliteParameter(kvp.Key, kvp.Value));
}
return cmd;
}
private void setupPrimCommands(SqliteDataAdapter da, SqliteConnection conn)
{
Dictionary<string, DbType> primDataDefs = createPrimDataDefs();
da.InsertCommand = createInsertCommand("prims", primDataDefs);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("prims", "UUID=:UUID", primDataDefs);
da.UpdateCommand.Connection = conn;
SqliteCommand delete = new SqliteCommand("delete from prims where UUID = :UUID");
delete.Parameters.Add(createSqliteParameter("UUID", DbType.String));
delete.Connection = conn;
da.DeleteCommand = delete;
}
private void setupShapeCommands(SqliteDataAdapter da, SqliteConnection conn)
{
Dictionary<string, DbType> shapeDataDefs = createShapeDataDefs();
da.InsertCommand = createInsertCommand("primshapes", shapeDataDefs);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("primshapes", "UUID=:UUID", shapeDataDefs);
da.UpdateCommand.Connection = conn;
SqliteCommand delete = new SqliteCommand("delete from primshapes where UUID = :UUID");
delete.Parameters.Add(createSqliteParameter("UUID", DbType.String));
delete.Connection = conn;
da.DeleteCommand = delete;
}
private void fillPrimRow(DataRow row, SceneObjectPart prim)
{
row["UUID"] = prim.UUID;
row["ParentID"] = prim.ParentID;
row["CreationDate"] = prim.CreationDate;
row["Name"] = prim.PartName;
// various text fields
row["Text"] = prim.Text;
row["Description"] = prim.Description;
row["SitName"] = prim.SitName;
row["TouchName"] = prim.TouchName;
// permissions
row["CreatorID"] = prim.CreatorID;
row["OwnerID"] = prim.OwnerID;
row["GroupID"] = prim.GroupID;
row["LastOwnerID"] = prim.LastOwnerID;
row["OwnerMask"] = prim.OwnerMask;
row["NextOwnerMask"] = prim.NextOwnerMask;
row["GroupMask"] = prim.GroupMask;
row["EveryoneMask"] = prim.EveryoneMask;
row["BaseMask"] = prim.BaseMask;
// vectors
row["PositionX"] = prim.OffsetPosition.X;
row["PositionY"] = prim.OffsetPosition.Y;
row["PositionZ"] = prim.OffsetPosition.Z;
row["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;
}
private void fillShapeRow(DataRow row, PrimitiveBaseShape shape)
{
}
private void addPrim(SceneObjectPart prim)
{
DataTable prims = ds.Tables["prims"];
DataTable shapes = ds.Tables["shapes"];
DataRow primRow = prims.Rows.Find(prim.UUID);
if (primRow == null) {
primRow = prims.NewRow();
fillPrimRow(primRow, prim);
prims.Rows.Add(primRow);
} else {
fillPrimRow(primRow, prim);
}
DataRow shapeRow = shapes.Rows.Find(prim.UUID);
if (shapeRow == null) {
shapeRow = prims.NewRow();
fillShapeRow(shapeRow, prim.Shape);
prims.Rows.Add(shapeRow);
} else {
fillPrimRow(shapeRow, prim);
}
}
public void StoreObject(SceneObjectGroup obj)
{
foreach (SceneObjectPart prim in obj.Children.Values)
{
addPrim(prim);
}
MainLog.Instance.Verbose("Attempting to do update....");
primDa.Update(ds, "prims");
MainLog.Instance.Verbose("Dump of prims:", ds.GetXml());
}
public void RemoveObject(LLUUID obj)
{
// TODO: remove code
}
public List<SceneObjectGroup> LoadObjects()
{
List<SceneObjectGroup> retvals = new List<SceneObjectGroup>();
MainLog.Instance.Verbose("DATASTORE", "Sqlite - LoadObjects found " + " objects");
return retvals;
}
public void StoreTerrain(double[,] ter)
{
}
public double[,] LoadTerrain()
{
return null;
}
public void RemoveLandObject(uint id)
{
}
public void StoreParcel(Land parcel)
{
}
public List<Land> LoadLandObjects()
{
return new List<Land>();
}
public void Shutdown()
{
// TODO: DataSet commit
}
}
}
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