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* fix to do hollow prims correctly. Reported fromSean Dague2007-09-221-1/+1
| | | | | | | http://bug.opensecondlife.org/view.php?id=394
* add some locks around DataSet manipulation to ensure we are doing this Sean Dague2007-09-131-117/+93
| | | | | | safely
* Backup is now optional on classeslbsa712007-09-131-47/+37
| | | | | | | | * Removed unused BackUp method on EntityBase * Added overridable InSceneBackup property on SceneObjectGroup * Refactored out AttachToBackup and DetachFromBackup * Normalized namespace OpenSim.DataStore.MonoSqliteStorage to OpenSim.DataStore.MonoSqlite
* hooked up sdague new sqlite asset database provider to the old asset system. ↵MW2007-09-101-0/+1
| | | | | | | | So we can still use sqlite for assets while we wait for the rest of the new asset system to be wrote. Needs more testing, so if it causes problems will have to swap back to db4o.
* remove some more rote Verbose strings, leave only ones that actually have ↵Sean Dague2007-08-311-3/+0
| | | | | | | | something interesting to say
* change debugging around failed prim loading. I have one prim that doesn't Sean Dague2007-08-311-2/+5
| | | | | | | like loading in my environment, and hopefully this will help figure out what is going on
* Remove a debug line.MW2007-08-291-2/+1
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* Fixed the problem of prims not being loaded from the database (that my last ↵MW2007-08-291-80/+110
| | | | commit created).
* use order by ParentID to ensure root prims are selected firstSean Dague2007-08-281-35/+38
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* Removed last commit, as sdague has also done a fix.MW2007-08-281-18/+3
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* Attempt to track down the loading prims error. So Temporary fix to see if it ↵MW2007-08-281-1/+20
| | | | is what we think.
* Start of trying to make Region/Scene more modular. MW2007-08-282-2/+2
| | | | | | | | | Added preliminary IRegionModule interface. Also have a work in progress way of Modules registering optional API methods (kind of like Apache optional functions). But there must be a cleaner/nicer way in c# of doing these than the current way. Added three work in progress modules: ChatModule (simple handles in world chat, but by moving this to a module, we could support other types of chat modules, ie like a irc - opensim bridge module. ) , AvatarProfilesModule and XferModule. Moved most of the code from Scene.ModifyTerrain() into the BasicTerrain library, as the start of trying to make that more modular. Stopped Child agents showing up as part of the "show users" command.
* get rid of my debugging, it causes a crash on multiple backupsSean Dague2007-08-271-3/+0
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* some debugging to see if there are easy optimizations here for updateSean Dague2007-08-271-0/+2
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* updated to include saving of object flags.Sean Dague2007-08-251-0/+3
| | | | | | People will need to blow away their databases after this point.
* add some better verbose statements to get a better feel for what is goingSean Dague2007-08-241-6/+14
| | | | | | on in the data paths
* Added temporary fix for the sqlite datastore exception in windows .Net, ↵MW2007-08-241-2/+11
| | | | Added a Try catch block around "shapeDa.Fill(ds.Tables["primshapes"]);" line. Seems if the database file is empty (ie opensim has just created it or nothing has been stored in it yet.) then the exception will be fired and catch, then opensim can continue and have no problems (it will still save prims fine), then on next restart if the database file has entries in it, the exception will no longer be thrown.
* attempted fix for .NET issue with the databaseSean Dague2007-08-241-6/+6
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* Add region to dbSean Dague2007-08-231-48/+50
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* I think this fixes blob save/load issues (though I'm still not convinced this Sean Dague2007-08-231-20/+26
| | | | | | | | | will handle > 8k textures yet). Need MW to test to see if this gets rid of his issue. There is commented code left in here for now until we know it is fixed
* grouping of functions to make the overall logic easier to grasp for people,Sean Dague2007-08-231-349/+394
| | | | | | and start to show how this can be super classed with some common elements.
* fix typoSean Dague2007-08-231-5/+1
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* setup test tables function which lets us make sure that everythingSean Dague2007-08-221-111/+28
| | | | | | | | | | we are going to ask for from the database is actually there. This will let us bail early with a useful error message, instead of late with a hard to understand one. Do some other cleanups to get rid of debug input I put in
* Bit of refactoring of the sqlite storage code to build the Sean Dague2007-08-221-50/+187
| | | | | | | | data definition in ado.net objects up front. This makes auto generating the sql commands work a lot more reliably.
* auto create sqlite database if it doesn't exist. This works, but needs someSean Dague2007-08-211-85/+161
| | | | | | | cleaning up prior to release. However this should make it easy for people to start using sqlite storage.
* The regionUUID is now being passed to the datastore calls.MW2007-08-203-9/+9
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* Sqlite datastore should now save the textures and extraparams data (used by ↵MW2007-08-191-38/+100
| | | | | | | | | | | | | sculpties) correctly. [Really need to add a ExtraParams field to the sqlite database though, but for now I have combined their data so that we don't lose backward compatibility, know a couple of people have been using the datastore already]. Now have a rough day/night cycle (the movement of the sun needs to be made smoother but for now it is better than we had I think). Added dalien's patch (issue 294) for saving and loading prims to a xml file (think he will be modifying these to be import/export functions and maybe writing a xml datastore for backups). Some preliminary work on task inventory (ie object's/prim's inventory). Added place holder data for AvatarProperties (ie a avatar's profile). Should we store this sort of data on the user server or have another server for it (a normal webserver should work). Added a few more method to IClientAPI. Sure there is something I'm forgeting.
* Had to rename Rotation in SceneObjectGroup to GroupRotation to stop conflict ↵MW2007-08-161-1/+18
| | | | | | | with Rotation in entitybase (couldn't override as they are different types (LL vs Axiom) and didn't want to add new). When you take prims into inventory (or delete them), they should now be removed from the prim datastore, so they no longer reappear in-world when you restart opensim.
* * Introduced IScriptHost as an interface to fetching object data from scripts.lbsa712007-08-161-2/+2
| | | | | | * This meant introducing AbsolutePosition on all objects (since SimChat wants that)
* Start of Inventory service, currently only (partially) functional in ↵MW2007-08-141-1/+1
| | | | | | | | standalone mode and using sqlite). In standalone mode, if you have account authenticate turned on (setting in opensim.ini) then when you create a new account, a set of inventory is created for that account and stored in database (currently only a set of empty folders). Then during login the database is search for that set and sent to the client in the login response. More functions will be added soon, like creating new folders (and a bit later items) from the client inventory window.
* Partial Linking of prim groups should work (its partial as currently only ↵MW2007-08-131-18/+34
| | | | | | | the root prim of the child group will actually get linked, working on linking the rest now). Multiple prim groups are now stored in the sqlite database and are reloaded correctly.
* Added a new column (SceneGroupID) to sqlite3 table (sqlite3-prims.sql) so ↵MW2007-08-111-5/+8
| | | | that we can tell what prims belong to the same SceneObjectGroup. If sdague has a different method in mind when he gets back then he can change it then.
* Some cleaning up and removed a few old files no longer in use.MW2007-08-101-3/+4
| | | | | | | | | | | Temporary have had to rename the OpenSim.DataStore.MonoSqlite project to OpenSim.DataStore.MonoSqlite1, as I'm not sure what was done to stop the old project name being included in the VS2005 solution. Also some config changes: OpenSim now has a INI (OpenSim.ini) file that it will read some config settings from (if the ini file exists). Added Mono.Data.SqliteClient.dll so that we can use the same code for sqlite on Windows and mono/linux. (from what I can tell Mono class libraries have a MIT license so there should be no problems with us including this dll). So now to get the basic prim storage working , you need to first create the sqlite database file from the sqlite3-prims.sql in share directory. Then in the OpenSim.ini file, change the storage_plugin so it points to OpenSim.DataStore.MonoSqlite1.dll (storage_plugin = OpenSim.DataStore.MonoSqlite1.dll). Then in your region.xml files change the DataStore value so it is the name of your database file (at the moment you need a different sqlite3 database file for each region).
* Removed a piece of debug codeMW2007-08-101-9/+0
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* Made a few changes so that once we enable the sqlite data store (simple line ↵MW2007-08-101-8/+41
| | | | change in OpenSimMain), then basic ( with a few limits at moment) prim database backup will work.
* Couldn't leave this one alone. Data is now flowing both ways inSean Dague2007-08-091-72/+79
| | | | | | | | | | | | sqlite *but* isn't being added back to the scene on load because some information (like rootpart) isn't currently exposed enough to save/restore, and I don't want to change the SceneObjectGroup definition without MW around to discuss. A couple of minor changes on the object interface for SceneObjectGroup and tweaks to this class, and we have persistant prims again.
* comment out load from sqlite as this blows up on object creation right now.Sean Dague2007-08-091-11/+14
| | | | | | must run away on vacation. See you all in a week and change.
* completely untest load prims from db code. Testing shortlySean Dague2007-08-091-0/+16
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* utility functions to convert from rows to new objects. untestedSean Dague2007-08-091-0/+87
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* added GroupPositionSean Dague2007-08-091-1/+13
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* build update clauses correctlySean Dague2007-08-091-1/+6
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* some more typos about wrong table for shapesSean Dague2007-08-091-3/+3
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* use correct table name for shapesSean Dague2007-08-091-1/+1
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* pull out some uneeded attributes, and setup keys on primshapes datasetSean Dague2007-08-091-3/+3
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* prim.Shape -> primshapes tableSean Dague2007-08-091-3/+35
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* prim object -> prims table codeSean Dague2007-08-091-7/+52
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* make MonoSqliteDataStore compile with new objectsSean Dague2007-08-091-23/+23
| | | | | | now the fun begins of connecting all the dots
* Start of replacing the old SceneObject/Primitive classes with the new versions.MW2007-08-092-11/+11
| | | | | | PLEASE NOTE: that with this revision some prim related features may be broke for a while. (things like linking prims and the parcel prim count.) Also this revision may not work on mono, but that will be fixed soon.
* Start defining prim shape definition. Officially bed time nowSean Dague2007-08-091-7/+45
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* decrease insanity level significantly by factoring all the columns intoSean Dague2007-08-091-102/+46
| | | | | | | a Dictionary, and programatically building up sql commands for our dataset. Prims done, prim shapes next