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* 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
* intermediate checkin of code that compiles before I do somethingSean Dague2007-08-091-4/+87
| | | | | | stupid and nuke all this work.
* Commit in the changes for all the parameter bindings for primsSean Dague2007-08-091-2/+38
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* sigh, Data ... not Date. I'm dumbSean Dague2007-08-081-0/+0
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* name changes in MonoSqliteData storeSean Dague2007-08-081-2/+2
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* rename to MonoSqliteDataStoreSean Dague2007-08-081-0/+0
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* screwed up the move, removing this file to give us proper history trackingSean Dague2007-08-081-213/+0
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* moving to new namespace as this is mono onlySean Dague2007-08-082-0/+213
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* This chunk of code actually properly saves out some parameters ofSean Dague2007-08-081-6/+9
| | | | | | | | current objects to disk, and does updates on those objects usefully. It is now functional enough to mean that moving to new objects is just lots of plug and chug.
* databits are actually flowing to diskSean Dague2007-08-081-34/+50
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* starting to push some of the actual sql commands to get this to disk. Sean Dague2007-08-071-5/+52
| | | | | | Not working yet.
* actually transfer some data to the row definition. Going to hookSean Dague2007-08-071-3/+21
| | | | | | | this up to the sim in my env now to make sure we're getting data flow in a reasonable way at this point.
* actually get sqlite stuff to compile. This isn't connected to theSean Dague2007-08-071-21/+5
| | | | | | | main prebuild yet. Going to attempt to get some tracing on current SceneObjects first
* some more sqlite stuff. Checking in to get it to another computerSean Dague2007-08-071-1/+30
| | | | | | to do a bit more live hacking on data flow
* adding shell of SqliteDataStoreSean Dague2007-08-061-0/+116
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* mass update of files to have native line endingsSean Dague2007-07-302-145/+145
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* Commit 1/2Adam Frisby2007-07-291-2/+8
| | | | | | | * DB4o no longer crashes the sim on Startup * DB4o now crashes the sim on shutdown. * Variety of console verbosity fixes.
* * Assorted minor fixes (DB4o now properly commits saves on shutdown)Adam Frisby2007-07-291-1/+2
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* * Highly experimental: Added DB4o DataStore support. Untested.Adam Frisby2007-07-291-7/+39
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* * Removed yet more compiler warningsAdam Frisby2007-07-198-826/+0
| | | | | * Dropped old ILocalStorage storage engines.
* *Renamed everything Parcels and ParcelData to Land and LandDatamingchen2007-07-165-120/+120
| | | | | *Added missing files (I hope)