/*
* 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 OpenSim 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.IO;
using libsecondlife;
using OpenSim.Framework.Utilities;
using System.Data;
using System.Data.SqlTypes;
using Mono.Data.SqliteClient;
using OpenSim.Framework.Console;
using OpenSim.Framework.Types;
using OpenSim.Framework.Interfaces;
namespace OpenSim.Framework.Data.SQLite
{
///
/// A User storage interface for the DB4o database system
///
public class SQLiteAssetData : SQLiteBase, IAssetProvider
{
///
/// The database manager
///
///
/// Artificial constructor called upon plugin load
///
private const string assetSelect = "select * from assets";
private DataSet ds;
private SqliteDataAdapter da;
public void Initialise(string dbfile, string dbname)
{
SqliteConnection conn = new SqliteConnection("URI=file:" + dbfile + ",version=3");
TestTables(conn);
ds = new DataSet();
da = new SqliteDataAdapter(new SqliteCommand(assetSelect, conn));
lock (ds) {
ds.Tables.Add(createAssetsTable());
setupAssetCommands(da, conn);
try
{
da.Fill(ds.Tables["assets"]);
}
catch (Exception)
{
MainLog.Instance.Verbose("AssetStorage", "Caught fill error on asset table");
}
}
return;
}
public AssetBase FetchAsset(LLUUID uuid)
{
AssetBase asset = new AssetBase();
DataRow row = ds.Tables["assets"].Rows.Find(uuid);
if (row != null)
{
return buildAsset(row);
}
else
{
return null;
}
}
public void CreateAsset(AssetBase asset)
{
// no difference for now
UpdateAsset(asset);
}
public void UpdateAsset(AssetBase asset)
{
MainLog.Instance.Verbose("AssetStorage",
"Asset: " + asset.FullID +
", Name: " + asset.Name +
", Description: " + asset.Description +
", Type: " + asset.Type +
", InvType: " + asset.InvType +
", Temporary: " + asset.Temporary +
", Local: " + asset.Local +
", Data Length: " + asset.Data.Length );
DataTable assets = ds.Tables["assets"];
lock(ds) {
DataRow row = assets.Rows.Find(asset.FullID);
if (row == null)
{
row = assets.NewRow();
fillAssetRow(row, asset);
assets.Rows.Add(row);
}
else
{
fillAssetRow(row, asset);
}
}
}
public bool ExistsAsset(LLUUID uuid)
{
DataRow row = ds.Tables["assets"].Rows.Find(uuid);
return (row != null);
}
public void DeleteAsset(LLUUID uuid)
{
lock (ds) {
DataRow row = ds.Tables["assets"].Rows.Find(uuid);
if (row != null) {
row.Delete();
}
}
}
public void CommitAssets() // force a sync to the database
{
MainLog.Instance.Verbose("AssetStorage", "Attempting commit");
lock (ds) {
da.Update(ds, "assets");
ds.AcceptChanges();
}
}
/***********************************************************************
*
* Database Definition Functions
*
* This should be db agnostic as we define them in ADO.NET terms
*
**********************************************************************/
private DataTable createAssetsTable()
{
DataTable assets = new DataTable("assets");
createCol(assets, "UUID", typeof(System.String));
createCol(assets, "Name", typeof(System.String));
createCol(assets, "Description", typeof(System.String));
createCol(assets, "Type", typeof(System.Int32));
createCol(assets, "InvType", typeof(System.Int32));
createCol(assets, "Local", typeof(System.Boolean));
createCol(assets, "Temporary", typeof(System.Boolean));
createCol(assets, "Data", typeof(System.Byte[]));
// Add in contraints
assets.PrimaryKey = new DataColumn[] { assets.Columns["UUID"] };
return assets;
}
/***********************************************************************
*
* Convert between ADO.NET <=> OpenSim Objects
*
* These should be database independant
*
**********************************************************************/
private AssetBase buildAsset(DataRow row)
{
// 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.
AssetBase asset = new AssetBase();
asset.FullID = new LLUUID((String)row["UUID"]);
asset.Name = (String)row["Name"];
asset.Description = (String)row["Description"];
asset.Type = Convert.ToSByte(row["Type"]);
asset.InvType = Convert.ToSByte(row["InvType"]);
asset.Local = Convert.ToBoolean(row["Local"]);
asset.Temporary = Convert.ToBoolean(row["Temporary"]);
asset.Data = (byte[])row["Data"];
return asset;
}
private void fillAssetRow(DataRow row, AssetBase asset)
{
row["UUID"] = asset.FullID;
row["Name"] = asset.Name;
if (asset.Description != null)
{
row["Description"] = asset.Description;
}
else
{
row["Description"] = " ";
}
row["Type"] = asset.Type;
row["InvType"] = asset.InvType;
row["Local"] = asset.Local;
row["Temporary"] = asset.Temporary;
row["Data"] = asset.Data;
// ADO.NET doesn't handle NULL very well
foreach (DataColumn col in ds.Tables["assets"].Columns) {
if (row[col] == null) {
row[col] = "";
}
}
}
/***********************************************************************
*
* Database Binding functions
*
* These will be db specific due to typing, and minor differences
* in databases.
*
**********************************************************************/
private void setupAssetCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("assets", ds.Tables["assets"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("assets", "UUID=:UUID", ds.Tables["assets"]);
da.UpdateCommand.Connection = conn;
SqliteCommand delete = new SqliteCommand("delete from assets where UUID = :UUID");
delete.Parameters.Add(createSqliteParameter("UUID", typeof(System.String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
private void InitDB(SqliteConnection conn)
{
string createAssets = defineTable(createAssetsTable());
SqliteCommand pcmd = new SqliteCommand(createAssets, conn);
conn.Open();
pcmd.ExecuteNonQuery();
conn.Close();
}
private bool TestTables(SqliteConnection conn)
{
SqliteCommand cmd = new SqliteCommand(assetSelect, conn);
SqliteDataAdapter pDa = new SqliteDataAdapter(cmd);
DataSet tmpDS = new DataSet();
try {
pDa.Fill(tmpDS, "assets");
} catch (Mono.Data.SqliteClient.SqliteSyntaxException) {
MainLog.Instance.Verbose("DATASTORE", "SQLite Database doesn't exist... creating");
InitDB(conn);
}
return true;
}
#region IPlugin interface
public string Version {
get
{
System.Reflection.Module module = this.GetType().Module;
string dllName = module.Assembly.ManifestModule.Name;
Version dllVersion = module.Assembly.GetName().Version;
return string.Format("{0}.{1}.{2}.{3}", dllVersion.Major, dllVersion.Minor, dllVersion.Build, dllVersion.Revision);
}
}
public void Initialise()
{
Initialise("AssetStorage.db", "");
}
public string Name {
get { return "SQLite Asset storage engine"; }
}
#endregion
}
}