/* * 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; } } }