/*
* 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.Collections.Generic;
using System.Data;
using System.IO;
using libsecondlife;
using Mono.Data.SqliteClient;
using OpenSim.Framework;
using OpenSim.Framework.Console;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Framework.Data.SQLite
{
public class SQLiteRegionData : IRegionDataStore
{
private static readonly log4net.ILog m_log = log4net.LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
private const string primSelect = "select * from prims";
private const string shapeSelect = "select * from primshapes";
private const string itemsSelect = "select * from primitems";
private const string terrainSelect = "select * from terrain limit 1";
private const string landSelect = "select * from land";
private const string landAccessListSelect = "select distinct * from landaccesslist";
private DataSet ds;
private SqliteDataAdapter primDa;
private SqliteDataAdapter shapeDa;
private SqliteDataAdapter itemsDa;
private SqliteDataAdapter terrainDa;
private SqliteDataAdapter landDa;
private SqliteDataAdapter landAccessListDa;
private SqliteConnection m_conn;
private String m_connectionString;
// Temporary attribute while this is experimental
private bool persistPrimInventories;
/***********************************************************************
*
* Public Interface Functions
*
**********************************************************************/
// see IRegionDataStore
public void Initialise(string connectionString, bool persistPrimInventories)
{
m_connectionString = connectionString;
this.persistPrimInventories = persistPrimInventories;
ds = new DataSet();
m_log.Info("[DATASTORE]: Sqlite - connecting: " + connectionString);
m_conn = new SqliteConnection(m_connectionString);
m_conn.Open();
SqliteCommand primSelectCmd = new SqliteCommand(primSelect, m_conn);
primDa = new SqliteDataAdapter(primSelectCmd);
// SqliteCommandBuilder primCb = new SqliteCommandBuilder(primDa);
SqliteCommand shapeSelectCmd = new SqliteCommand(shapeSelect, m_conn);
shapeDa = new SqliteDataAdapter(shapeSelectCmd);
// SqliteCommandBuilder shapeCb = new SqliteCommandBuilder(shapeDa);
SqliteCommand itemsSelectCmd = new SqliteCommand(itemsSelect, m_conn);
itemsDa = new SqliteDataAdapter(itemsSelectCmd);
SqliteCommand terrainSelectCmd = new SqliteCommand(terrainSelect, m_conn);
terrainDa = new SqliteDataAdapter(terrainSelectCmd);
SqliteCommand landSelectCmd = new SqliteCommand(landSelect, m_conn);
landDa = new SqliteDataAdapter(landSelectCmd);
SqliteCommand landAccessListSelectCmd = new SqliteCommand(landAccessListSelect, m_conn);
landAccessListDa = new SqliteDataAdapter(landAccessListSelectCmd);
// 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");
TestTables(m_conn);
lock (ds)
{
ds.Tables.Add(createPrimTable());
setupPrimCommands(primDa, m_conn);
primDa.Fill(ds.Tables["prims"]);
ds.Tables.Add(createShapeTable());
setupShapeCommands(shapeDa, m_conn);
if (persistPrimInventories)
{
ds.Tables.Add(createItemsTable());
setupItemsCommands(itemsDa, m_conn);
itemsDa.Fill(ds.Tables["primitems"]);
}
ds.Tables.Add(createTerrainTable());
setupTerrainCommands(terrainDa, m_conn);
ds.Tables.Add(createLandTable());
setupLandCommands(landDa, m_conn);
ds.Tables.Add(createLandAccessListTable());
setupLandAccessCommands(landAccessListDa, m_conn);
// WORKAROUND: This is a work around for sqlite on
// windows, which gets really unhappy with blob columns
// that have no sample data in them. At some point we
// need to actually find a proper way to handle this.
try
{
shapeDa.Fill(ds.Tables["primshapes"]);
}
catch (Exception)
{
m_log.Info("[DATASTORE]: Caught fill error on primshapes table");
}
try
{
terrainDa.Fill(ds.Tables["terrain"]);
}
catch (Exception)
{
m_log.Info("[DATASTORE]: Caught fill error on terrain table");
}
try
{
landDa.Fill(ds.Tables["land"]);
}
catch (Exception)
{
m_log.Info("[DATASTORE]: Caught fill error on land table");
}
try
{
landAccessListDa.Fill(ds.Tables["landaccesslist"]);
}
catch (Exception)
{
m_log.Info("[DATASTORE]: Caught fill error on landaccesslist table");
}
return;
}
}
public void StoreObject(SceneObjectGroup obj, LLUUID regionUUID)
{
lock (ds)
{
foreach (SceneObjectPart prim in obj.Children.Values)
{
if ((prim.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) == 0)
{
m_log.Info("[DATASTORE]: Adding obj: " + obj.UUID + " to region: " + regionUUID);
addPrim(prim, Util.ToRawUuidString(obj.UUID), Util.ToRawUuidString(regionUUID));
}
else if (prim.Stopped)
{
//m_log.Info("[DATASTORE]: " +
//"Adding stopped obj: " + obj.UUID + " to region: " + regionUUID);
//addPrim(prim, Util.ToRawUuidString(obj.UUID), Util.ToRawUuidString(regionUUID));
}
else
{
// m_log.Info("[DATASTORE]: Ignoring Physical obj: " + obj.UUID + " in region: " + regionUUID);
}
}
}
Commit();
// m_log.Info("[Dump of prims]: " + ds.GetXml());
}
public void RemoveObject(LLUUID obj, LLUUID regionUUID)
{
m_log.InfoFormat("[DATASTORE]: Removing obj: {0} from region: {1}", obj.UUID, regionUUID);
DataTable prims = ds.Tables["prims"];
DataTable shapes = ds.Tables["primshapes"];
string selectExp = "SceneGroupID = '" + Util.ToRawUuidString(obj) + "'";
lock (ds)
{
DataRow[] primRows = prims.Select(selectExp);
foreach (DataRow row in primRows)
{
// Remove shape rows
LLUUID uuid = new LLUUID((string) row["UUID"]);
DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(uuid));
if (shapeRow != null)
{
shapeRow.Delete();
}
if (persistPrimInventories)
{
RemoveItems(uuid);
}
// Remove prim row
row.Delete();
}
}
Commit();
}
///
/// Remove all persisted items of the given prim.
/// The caller must acquire the necessrary synchronization locks and commit or rollback changes.
///
private void RemoveItems(LLUUID uuid)
{
DataTable items = ds.Tables["primitems"];
String sql = String.Format("primID = '{0}'", uuid);
DataRow[] itemRows = items.Select(sql);
foreach (DataRow itemRow in itemRows)
{
itemRow.Delete();
}
}
///
/// Load persisted objects from region storage.
///
///
/// List of loaded groups
public List LoadObjects(LLUUID regionUUID)
{
Dictionary createdObjects = new Dictionary();
List retvals = new List();
DataTable prims = ds.Tables["prims"];
DataTable shapes = ds.Tables["primshapes"];
string byRegion = "RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'";
string orderByParent = "ParentID ASC";
lock (ds)
{
DataRow[] primsForRegion = prims.Select(byRegion, orderByParent);
m_log.Info("[DATASTORE]: " +
"Loaded " + primsForRegion.Length + " prims for region: " + regionUUID);
foreach (DataRow primRow in primsForRegion)
{
try
{
SceneObjectPart prim = null;
string uuid = (string) primRow["UUID"];
string objID = (string) primRow["SceneGroupID"];
if (uuid == objID) //is new SceneObjectGroup ?
{
SceneObjectGroup group = new SceneObjectGroup();
prim = buildPrim(primRow);
DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(prim.UUID));
if (shapeRow != null)
{
prim.Shape = buildShape(shapeRow);
}
else
{
m_log.Info(
"No shape found for prim in storage, so setting default box shape");
prim.Shape = PrimitiveBaseShape.Default;
}
group.AddPart(prim);
group.RootPart = prim;
createdObjects.Add(Util.ToRawUuidString(group.UUID), group);
retvals.Add(group);
}
else
{
prim = buildPrim(primRow);
DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(prim.UUID));
if (shapeRow != null)
{
prim.Shape = buildShape(shapeRow);
}
else
{
m_log.Info(
"No shape found for prim in storage, so setting default box shape");
prim.Shape = PrimitiveBaseShape.Default;
}
createdObjects[new LLUUID(objID)].AddPart(prim);
}
if (persistPrimInventories)
{
LoadItems(prim);
}
}
catch (Exception e)
{
m_log.Error("[DATASTORE]: Failed create prim object, exception and data follows");
m_log.Info("[DATASTORE]: " + e.ToString());
foreach (DataColumn col in prims.Columns)
{
m_log.Info("[DATASTORE]: Col: " + col.ColumnName + " => " + primRow[col]);
}
}
}
}
return retvals;
}
///
/// Load in a prim's persisted inventory.
///
///
private void LoadItems(SceneObjectPart prim)
{
//m_log.DebugFormat("[DATASTORE]: Loading inventory for {0}, {1}", prim.Name, prim.UUID);
DataTable dbItems = ds.Tables["primitems"];
String sql = String.Format("primID = '{0}'", prim.UUID.ToString());
DataRow[] dbItemRows = dbItems.Select(sql);
IList inventory = new List();
foreach (DataRow row in dbItemRows)
{
TaskInventoryItem item = buildItem(row);
inventory.Add(item);
//m_log.DebugFormat("[DATASTORE]: Restored item {0}, {1}", item.Name, item.ItemID);
}
prim.RestoreInventoryItems(inventory);
// XXX A nasty little hack to recover the folder id for the prim (which is currently stored in
// every item). This data should really be stored in the prim table itself.
if (dbItemRows.Length > 0)
{
prim.FolderID = inventory[0].ParentID;
}
}
public void StoreTerrain(double[,] ter, LLUUID regionID)
{
lock (ds)
{
int revision = Util.UnixTimeSinceEpoch();
// the following is an work around for .NET. The perf
// issues associated with it aren't as bad as you think.
m_log.Info("[DATASTORE]: Storing terrain revision r" + revision.ToString());
String sql = "insert into terrain(RegionUUID, Revision, Heightfield)" +
" values(:RegionUUID, :Revision, :Heightfield)";
using (SqliteCommand cmd = new SqliteCommand(sql, m_conn))
{
cmd.Parameters.Add(new SqliteParameter(":RegionUUID", Util.ToRawUuidString(regionID)));
cmd.Parameters.Add(new SqliteParameter(":Revision", revision));
cmd.Parameters.Add(new SqliteParameter(":Heightfield", serializeTerrain(ter)));
cmd.ExecuteNonQuery();
}
// This is added to get rid of the infinitely growing
// terrain databases which negatively impact on SQLite
// over time. Before reenabling this feature there
// needs to be a limitter put on the number of
// revisions in the database, as this old
// implementation is a DOS attack waiting to happen.
using (
SqliteCommand cmd =
new SqliteCommand("delete from terrain where RegionUUID=:RegionUUID and Revision < :Revision",
m_conn))
{
cmd.Parameters.Add(new SqliteParameter(":RegionUUID", Util.ToRawUuidString(regionID)));
cmd.Parameters.Add(new SqliteParameter(":Revision", revision));
cmd.ExecuteNonQuery();
}
}
}
public double[,] LoadTerrain(LLUUID regionID)
{
lock (ds)
{
double[,] terret = new double[256,256];
terret.Initialize();
String sql = "select RegionUUID, Revision, Heightfield from terrain" +
" where RegionUUID=:RegionUUID order by Revision desc";
using (SqliteCommand cmd = new SqliteCommand(sql, m_conn))
{
cmd.Parameters.Add(new SqliteParameter(":RegionUUID", Util.ToRawUuidString(regionID)));
using (IDataReader row = cmd.ExecuteReader())
{
int rev = 0;
if (row.Read())
{
// TODO: put this into a function
MemoryStream str = new MemoryStream((byte[]) row["Heightfield"]);
BinaryReader br = new BinaryReader(str);
for (int x = 0; x < 256; x++)
{
for (int y = 0; y < 256; y++)
{
terret[x, y] = br.ReadDouble();
}
}
rev = (int) row["Revision"];
}
else
{
m_log.Info("[DATASTORE]: No terrain found for region");
return null;
}
m_log.Info("[DATASTORE]: Loaded terrain revision r" + rev.ToString());
}
}
return terret;
}
}
public void RemoveLandObject(LLUUID globalID)
{
lock (ds)
{
using (SqliteCommand cmd = new SqliteCommand("delete from land where UUID=:UUID", m_conn))
{
cmd.Parameters.Add(new SqliteParameter(":UUID", Util.ToRawUuidString(globalID)));
cmd.ExecuteNonQuery();
}
using (SqliteCommand cmd = new SqliteCommand("delete from landaccesslist where LandUUID=:UUID", m_conn))
{
cmd.Parameters.Add(new SqliteParameter(":UUID", Util.ToRawUuidString(globalID)));
cmd.ExecuteNonQuery();
}
}
}
public void StoreLandObject(ILandObject parcel)
{
lock (ds)
{
DataTable land = ds.Tables["land"];
DataTable landaccesslist = ds.Tables["landaccesslist"];
DataRow landRow = land.Rows.Find(Util.ToRawUuidString(parcel.landData.globalID));
if (landRow == null)
{
landRow = land.NewRow();
fillLandRow(landRow, parcel.landData, parcel.regionUUID);
land.Rows.Add(landRow);
}
else
{
fillLandRow(landRow, parcel.landData, parcel.regionUUID);
}
// I know this caused someone issues before, but OpenSim is unusable if we leave this stuff around
using (SqliteCommand cmd = new SqliteCommand("delete from landaccesslist where LandUUID=:LandUUID", m_conn))
{
cmd.Parameters.Add(new SqliteParameter(":LandUUID", Util.ToRawUuidString(parcel.landData.globalID)));
cmd.ExecuteNonQuery();
}
foreach (ParcelManager.ParcelAccessEntry entry in parcel.landData.parcelAccessList)
{
DataRow newAccessRow = landaccesslist.NewRow();
fillLandAccessRow(newAccessRow, entry, parcel.landData.globalID);
landaccesslist.Rows.Add(newAccessRow);
}
}
Commit();
}
public List LoadLandObjects(LLUUID regionUUID)
{
List landDataForRegion = new List();
lock (ds)
{
DataTable land = ds.Tables["land"];
DataTable landaccesslist = ds.Tables["landaccesslist"];
string searchExp = "RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'";
DataRow[] rawDataForRegion = land.Select(searchExp);
foreach (DataRow rawDataLand in rawDataForRegion)
{
LandData newLand = buildLandData(rawDataLand);
string accessListSearchExp = "LandUUID = '" + Util.ToRawUuidString(newLand.globalID) + "'";
DataRow[] rawDataForLandAccessList = landaccesslist.Select(accessListSearchExp);
foreach (DataRow rawDataLandAccess in rawDataForLandAccessList)
{
newLand.parcelAccessList.Add(buildLandAccessData(rawDataLandAccess));
}
landDataForRegion.Add(newLand);
}
}
return landDataForRegion;
}
public void Commit()
{
lock (ds)
{
primDa.Update(ds, "prims");
shapeDa.Update(ds, "primshapes");
if (persistPrimInventories)
{
itemsDa.Update(ds, "primitems");
}
terrainDa.Update(ds, "terrain");
landDa.Update(ds, "land");
landAccessListDa.Update(ds, "landaccesslist");
ds.AcceptChanges();
}
}
public void Shutdown()
{
Commit();
}
/***********************************************************************
*
* Database Definition Functions
*
* This should be db agnostic as we define them in ADO.NET terms
*
**********************************************************************/
private void createCol(DataTable dt, string name, Type type)
{
DataColumn col = new DataColumn(name, type);
dt.Columns.Add(col);
}
private DataTable createTerrainTable()
{
DataTable terrain = new DataTable("terrain");
createCol(terrain, "RegionUUID", typeof (String));
createCol(terrain, "Revision", typeof (Int32));
createCol(terrain, "Heightfield", typeof (Byte[]));
return terrain;
}
private DataTable createPrimTable()
{
DataTable prims = new DataTable("prims");
createCol(prims, "UUID", typeof (String));
createCol(prims, "RegionUUID", typeof (String));
createCol(prims, "ParentID", typeof (Int32));
createCol(prims, "CreationDate", typeof (Int32));
createCol(prims, "Name", typeof (String));
createCol(prims, "SceneGroupID", typeof (String));
// various text fields
createCol(prims, "Text", typeof (String));
createCol(prims, "Description", typeof (String));
createCol(prims, "SitName", typeof (String));
createCol(prims, "TouchName", typeof (String));
// permissions
createCol(prims, "ObjectFlags", typeof (Int32));
createCol(prims, "CreatorID", typeof (String));
createCol(prims, "OwnerID", typeof (String));
createCol(prims, "GroupID", typeof (String));
createCol(prims, "LastOwnerID", typeof (String));
createCol(prims, "OwnerMask", typeof (Int32));
createCol(prims, "NextOwnerMask", typeof (Int32));
createCol(prims, "GroupMask", typeof (Int32));
createCol(prims, "EveryoneMask", typeof (Int32));
createCol(prims, "BaseMask", typeof (Int32));
// vectors
createCol(prims, "PositionX", typeof (Double));
createCol(prims, "PositionY", typeof (Double));
createCol(prims, "PositionZ", typeof (Double));
createCol(prims, "GroupPositionX", typeof (Double));
createCol(prims, "GroupPositionY", typeof (Double));
createCol(prims, "GroupPositionZ", typeof (Double));
createCol(prims, "VelocityX", typeof (Double));
createCol(prims, "VelocityY", typeof (Double));
createCol(prims, "VelocityZ", typeof (Double));
createCol(prims, "AngularVelocityX", typeof (Double));
createCol(prims, "AngularVelocityY", typeof (Double));
createCol(prims, "AngularVelocityZ", typeof (Double));
createCol(prims, "AccelerationX", typeof (Double));
createCol(prims, "AccelerationY", typeof (Double));
createCol(prims, "AccelerationZ", typeof (Double));
// quaternions
createCol(prims, "RotationX", typeof (Double));
createCol(prims, "RotationY", typeof (Double));
createCol(prims, "RotationZ", typeof (Double));
createCol(prims, "RotationW", typeof (Double));
// sit target
createCol(prims, "SitTargetOffsetX", typeof (Double));
createCol(prims, "SitTargetOffsetY", typeof (Double));
createCol(prims, "SitTargetOffsetZ", typeof (Double));
createCol(prims, "SitTargetOrientW", typeof (Double));
createCol(prims, "SitTargetOrientX", typeof (Double));
createCol(prims, "SitTargetOrientY", typeof (Double));
createCol(prims, "SitTargetOrientZ", typeof (Double));
// Add in contraints
prims.PrimaryKey = new DataColumn[] {prims.Columns["UUID"]};
return prims;
}
private DataTable createShapeTable()
{
DataTable shapes = new DataTable("primshapes");
createCol(shapes, "UUID", typeof (String));
// shape is an enum
createCol(shapes, "Shape", typeof (Int32));
// vectors
createCol(shapes, "ScaleX", typeof (Double));
createCol(shapes, "ScaleY", typeof (Double));
createCol(shapes, "ScaleZ", typeof (Double));
// paths
createCol(shapes, "PCode", typeof (Int32));
createCol(shapes, "PathBegin", typeof (Int32));
createCol(shapes, "PathEnd", typeof (Int32));
createCol(shapes, "PathScaleX", typeof (Int32));
createCol(shapes, "PathScaleY", typeof (Int32));
createCol(shapes, "PathShearX", typeof (Int32));
createCol(shapes, "PathShearY", typeof (Int32));
createCol(shapes, "PathSkew", typeof (Int32));
createCol(shapes, "PathCurve", typeof (Int32));
createCol(shapes, "PathRadiusOffset", typeof (Int32));
createCol(shapes, "PathRevolutions", typeof (Int32));
createCol(shapes, "PathTaperX", typeof (Int32));
createCol(shapes, "PathTaperY", typeof (Int32));
createCol(shapes, "PathTwist", typeof (Int32));
createCol(shapes, "PathTwistBegin", typeof (Int32));
// profile
createCol(shapes, "ProfileBegin", typeof (Int32));
createCol(shapes, "ProfileEnd", typeof (Int32));
createCol(shapes, "ProfileCurve", typeof (Int32));
createCol(shapes, "ProfileHollow", typeof (Int32));
createCol(shapes, "State", typeof(Int32));
// text TODO: this isn't right, but I'm not sure the right
// way to specify this as a blob atm
createCol(shapes, "Texture", typeof (Byte[]));
createCol(shapes, "ExtraParams", typeof (Byte[]));
shapes.PrimaryKey = new DataColumn[] {shapes.Columns["UUID"]};
return shapes;
}
private DataTable createItemsTable()
{
DataTable items = new DataTable("primitems");
createCol(items, "itemID", typeof (String));
createCol(items, "primID", typeof (String));
createCol(items, "assetID", typeof (String));
createCol(items, "parentFolderID", typeof (String));
createCol(items, "invType", typeof (Int32));
createCol(items, "assetType", typeof (Int32));
createCol(items, "name", typeof (String));
createCol(items, "description", typeof (String));
createCol(items, "creationDate", typeof (Int64));
createCol(items, "creatorID", typeof (String));
createCol(items, "ownerID", typeof (String));
createCol(items, "lastOwnerID", typeof (String));
createCol(items, "groupID", typeof (String));
createCol(items, "nextPermissions", typeof (UInt32));
createCol(items, "currentPermissions", typeof (UInt32));
createCol(items, "basePermissions", typeof (UInt32));
createCol(items, "everyonePermissions", typeof (UInt32));
createCol(items, "groupPermissions", typeof (UInt32));
items.PrimaryKey = new DataColumn[] {items.Columns["itemID"]};
return items;
}
private DataTable createLandTable()
{
DataTable land = new DataTable("land");
createCol(land, "UUID", typeof (String));
createCol(land, "RegionUUID", typeof (String));
createCol(land, "LocalLandID", typeof (UInt32));
// Bitmap is a byte[512]
createCol(land, "Bitmap", typeof (Byte[]));
createCol(land, "Name", typeof (String));
createCol(land, "Desc", typeof (String));
createCol(land, "OwnerUUID", typeof (String));
createCol(land, "IsGroupOwned", typeof (Boolean));
createCol(land, "Area", typeof (Int32));
createCol(land, "AuctionID", typeof (Int32)); //Unemplemented
createCol(land, "Category", typeof (Int32)); //Enum libsecondlife.Parcel.ParcelCategory
createCol(land, "ClaimDate", typeof (Int32));
createCol(land, "ClaimPrice", typeof (Int32));
createCol(land, "GroupUUID", typeof (string));
createCol(land, "SalePrice", typeof (Int32));
createCol(land, "LandStatus", typeof (Int32)); //Enum. libsecondlife.Parcel.ParcelStatus
createCol(land, "LandFlags", typeof (UInt32));
createCol(land, "LandingType", typeof (Byte));
createCol(land, "MediaAutoScale", typeof (Byte));
createCol(land, "MediaTextureUUID", typeof (String));
createCol(land, "MediaURL", typeof (String));
createCol(land, "MusicURL", typeof (String));
createCol(land, "PassHours", typeof (Double));
createCol(land, "PassPrice", typeof (UInt32));
createCol(land, "SnapshotUUID", typeof (String));
createCol(land, "UserLocationX", typeof (Double));
createCol(land, "UserLocationY", typeof (Double));
createCol(land, "UserLocationZ", typeof (Double));
createCol(land, "UserLookAtX", typeof (Double));
createCol(land, "UserLookAtY", typeof (Double));
createCol(land, "UserLookAtZ", typeof (Double));
land.PrimaryKey = new DataColumn[] {land.Columns["UUID"]};
return land;
}
private DataTable createLandAccessListTable()
{
DataTable landaccess = new DataTable("landaccesslist");
createCol(landaccess, "LandUUID", typeof (String));
createCol(landaccess, "AccessUUID", typeof (String));
createCol(landaccess, "Flags", typeof (UInt32));
return landaccess;
}
/***********************************************************************
*
* Convert between ADO.NET <=> OpenSim Objects
*
* These should be database independant
*
**********************************************************************/
private SceneObjectPart buildPrim(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.
SceneObjectPart prim = new SceneObjectPart();
prim.UUID = new LLUUID((String) row["UUID"]);
// explicit conversion of integers is required, which sort
// of sucks. No idea if there is a shortcut here or not.
prim.ParentID = Convert.ToUInt32(row["ParentID"]);
prim.CreationDate = Convert.ToInt32(row["CreationDate"]);
prim.Name = (String) row["Name"];
// various text fields
prim.Text = (String) row["Text"];
prim.Description = (String) row["Description"];
prim.SitName = (String) row["SitName"];
prim.TouchName = (String) row["TouchName"];
// permissions
prim.ObjectFlags = Convert.ToUInt32(row["ObjectFlags"]);
prim.CreatorID = new LLUUID((String) row["CreatorID"]);
prim.OwnerID = new LLUUID((String) row["OwnerID"]);
prim.GroupID = new LLUUID((String) row["GroupID"]);
prim.LastOwnerID = new LLUUID((String) row["LastOwnerID"]);
prim.OwnerMask = Convert.ToUInt32(row["OwnerMask"]);
prim.NextOwnerMask = Convert.ToUInt32(row["NextOwnerMask"]);
prim.GroupMask = Convert.ToUInt32(row["GroupMask"]);
prim.EveryoneMask = Convert.ToUInt32(row["EveryoneMask"]);
prim.BaseMask = Convert.ToUInt32(row["BaseMask"]);
// vectors
prim.OffsetPosition = new LLVector3(
Convert.ToSingle(row["PositionX"]),
Convert.ToSingle(row["PositionY"]),
Convert.ToSingle(row["PositionZ"])
);
prim.GroupPosition = new LLVector3(
Convert.ToSingle(row["GroupPositionX"]),
Convert.ToSingle(row["GroupPositionY"]),
Convert.ToSingle(row["GroupPositionZ"])
);
prim.Velocity = new LLVector3(
Convert.ToSingle(row["VelocityX"]),
Convert.ToSingle(row["VelocityY"]),
Convert.ToSingle(row["VelocityZ"])
);
prim.AngularVelocity = new LLVector3(
Convert.ToSingle(row["AngularVelocityX"]),
Convert.ToSingle(row["AngularVelocityY"]),
Convert.ToSingle(row["AngularVelocityZ"])
);
prim.Acceleration = new LLVector3(
Convert.ToSingle(row["AccelerationX"]),
Convert.ToSingle(row["AccelerationY"]),
Convert.ToSingle(row["AccelerationZ"])
);
// quaternions
prim.RotationOffset = new LLQuaternion(
Convert.ToSingle(row["RotationX"]),
Convert.ToSingle(row["RotationY"]),
Convert.ToSingle(row["RotationZ"]),
Convert.ToSingle(row["RotationW"])
);
try
{
prim.SetSitTargetLL(new LLVector3(
Convert.ToSingle(row["SitTargetOffsetX"]),
Convert.ToSingle(row["SitTargetOffsetY"]),
Convert.ToSingle(row["SitTargetOffsetZ"])), new LLQuaternion(
Convert.ToSingle(
row["SitTargetOrientX"]),
Convert.ToSingle(
row["SitTargetOrientY"]),
Convert.ToSingle(
row["SitTargetOrientZ"]),
Convert.ToSingle(
row["SitTargetOrientW"])));
}
catch (InvalidCastException)
{
// Database table was created before we got here and now has null values :P
m_conn.Open();
SqliteCommand cmd =
new SqliteCommand("ALTER TABLE prims ADD COLUMN SitTargetOffsetX float NOT NULL default 0;", m_conn);
cmd.ExecuteNonQuery();
cmd =
new SqliteCommand("ALTER TABLE prims ADD COLUMN SitTargetOffsetY float NOT NULL default 0;", m_conn);
cmd.ExecuteNonQuery();
cmd =
new SqliteCommand("ALTER TABLE prims ADD COLUMN SitTargetOffsetZ float NOT NULL default 0;", m_conn);
cmd.ExecuteNonQuery();
cmd =
new SqliteCommand("ALTER TABLE prims ADD COLUMN SitTargetOrientW float NOT NULL default 0;", m_conn);
cmd.ExecuteNonQuery();
cmd =
new SqliteCommand("ALTER TABLE prims ADD COLUMN SitTargetOrientX float NOT NULL default 0;", m_conn);
cmd.ExecuteNonQuery();
cmd =
new SqliteCommand("ALTER TABLE prims ADD COLUMN SitTargetOrientY float NOT NULL default 0;", m_conn);
cmd.ExecuteNonQuery();
cmd =
new SqliteCommand("ALTER TABLE prims ADD COLUMN SitTargetOrientZ float NOT NULL default 0;", m_conn);
cmd.ExecuteNonQuery();
}
return prim;
}
///
/// Build a prim inventory item from the persisted data.
///
///
///
private TaskInventoryItem buildItem(DataRow row)
{
TaskInventoryItem taskItem = new TaskInventoryItem();
taskItem.ItemID = new LLUUID((String)row["itemID"]);
taskItem.ParentPartID = new LLUUID((String)row["primID"]);
taskItem.AssetID = new LLUUID((String)row["assetID"]);
taskItem.ParentID = new LLUUID((String)row["parentFolderID"]);
taskItem.InvType = Convert.ToInt32(row["invType"]);
taskItem.Type = Convert.ToInt32(row["assetType"]);
taskItem.Name = (String)row["name"];
taskItem.Description = (String)row["description"];
taskItem.CreationDate = Convert.ToUInt32(row["creationDate"]);
taskItem.CreatorID = new LLUUID((String)row["creatorID"]);
taskItem.OwnerID = new LLUUID((String)row["ownerID"]);
taskItem.LastOwnerID = new LLUUID((String)row["lastOwnerID"]);
taskItem.GroupID = new LLUUID((String)row["groupID"]);
taskItem.NextOwnerMask = Convert.ToUInt32(row["nextPermissions"]);
taskItem.OwnerMask = Convert.ToUInt32(row["currentPermissions"]);
taskItem.BaseMask = Convert.ToUInt32(row["basePermissions"]);
taskItem.EveryoneMask = Convert.ToUInt32(row["everyonePermissions"]);
taskItem.GroupMask = Convert.ToUInt32(row["groupPermissions"]);
return taskItem;
}
private LandData buildLandData(DataRow row)
{
LandData newData = new LandData();
newData.globalID = new LLUUID((String) row["UUID"]);
newData.localID = Convert.ToInt32(row["LocalLandID"]);
// Bitmap is a byte[512]
newData.landBitmapByteArray = (Byte[]) row["Bitmap"];
newData.landName = (String) row["Name"];
newData.landDesc = (String) row["Desc"];
newData.ownerID = (String) row["OwnerUUID"];
newData.isGroupOwned = (Boolean) row["IsGroupOwned"];
newData.area = Convert.ToInt32(row["Area"]);
newData.auctionID = Convert.ToUInt32(row["AuctionID"]); //Unemplemented
newData.category = (Parcel.ParcelCategory) Convert.ToInt32(row["Category"]);
//Enum libsecondlife.Parcel.ParcelCategory
newData.claimDate = Convert.ToInt32(row["ClaimDate"]);
newData.claimPrice = Convert.ToInt32(row["ClaimPrice"]);
newData.groupID = new LLUUID((String) row["GroupUUID"]);
newData.salePrice = Convert.ToInt32(row["SalePrice"]);
newData.landStatus = (Parcel.ParcelStatus) Convert.ToInt32(row["LandStatus"]);
//Enum. libsecondlife.Parcel.ParcelStatus
newData.landFlags = Convert.ToUInt32(row["LandFlags"]);
newData.landingType = (Byte) row["LandingType"];
newData.mediaAutoScale = (Byte) row["MediaAutoScale"];
newData.mediaID = new LLUUID((String) row["MediaTextureUUID"]);
newData.mediaURL = (String) row["MediaURL"];
newData.musicURL = (String) row["MusicURL"];
newData.passHours = Convert.ToSingle(row["PassHours"]);
newData.passPrice = Convert.ToInt32(row["PassPrice"]);
newData.snapshotID = (String) row["SnapshotUUID"];
newData.userLocation =
new LLVector3(Convert.ToSingle(row["UserLocationX"]), Convert.ToSingle(row["UserLocationY"]),
Convert.ToSingle(row["UserLocationZ"]));
newData.userLookAt =
new LLVector3(Convert.ToSingle(row["UserLookAtX"]), Convert.ToSingle(row["UserLookAtY"]),
Convert.ToSingle(row["UserLookAtZ"]));
newData.parcelAccessList = new List();
return newData;
}
private ParcelManager.ParcelAccessEntry buildLandAccessData(DataRow row)
{
ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
entry.AgentID = new LLUUID((string) row["AccessUUID"]);
entry.Flags = (ParcelManager.AccessList) row["Flags"];
entry.Time = new DateTime();
return entry;
}
private Array serializeTerrain(double[,] val)
{
MemoryStream str = new MemoryStream(65536*sizeof (double));
BinaryWriter bw = new BinaryWriter(str);
// TODO: COMPATIBILITY - Add byte-order conversions
for (int x = 0; x < 256; x++)
for (int y = 0; y < 256; y++)
bw.Write(val[x, y]);
return str.ToArray();
}
// private void fillTerrainRow(DataRow row, LLUUID regionUUID, int rev, double[,] val)
// {
// row["RegionUUID"] = regionUUID;
// row["Revision"] = rev;
// MemoryStream str = new MemoryStream(65536*sizeof (double));
// BinaryWriter bw = new BinaryWriter(str);
// // TODO: COMPATIBILITY - Add byte-order conversions
// for (int x = 0; x < 256; x++)
// for (int y = 0; y < 256; y++)
// bw.Write(val[x, y]);
// row["Heightfield"] = str.ToArray();
// }
private void fillPrimRow(DataRow row, SceneObjectPart prim, LLUUID sceneGroupID, LLUUID regionUUID)
{
row["UUID"] = Util.ToRawUuidString(prim.UUID);
row["RegionUUID"] = Util.ToRawUuidString(regionUUID);
row["ParentID"] = prim.ParentID;
row["CreationDate"] = prim.CreationDate;
row["Name"] = prim.Name;
row["SceneGroupID"] = Util.ToRawUuidString(sceneGroupID);
// the UUID of the root part for this SceneObjectGroup
// various text fields
row["Text"] = prim.Text;
row["Description"] = prim.Description;
row["SitName"] = prim.SitName;
row["TouchName"] = prim.TouchName;
// permissions
row["ObjectFlags"] = prim.ObjectFlags;
row["CreatorID"] = Util.ToRawUuidString(prim.CreatorID);
row["OwnerID"] = Util.ToRawUuidString(prim.OwnerID);
row["GroupID"] = Util.ToRawUuidString(prim.GroupID);
row["LastOwnerID"] = Util.ToRawUuidString(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["GroupPositionX"] = prim.GroupPosition.X;
row["GroupPositionY"] = prim.GroupPosition.Y;
row["GroupPositionZ"] = prim.GroupPosition.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;
// Sit target
LLVector3 sitTargetPos = prim.GetSitTargetPositionLL();
row["SitTargetOffsetX"] = sitTargetPos.X;
row["SitTargetOffsetY"] = sitTargetPos.Y;
row["SitTargetOffsetZ"] = sitTargetPos.Z;
LLQuaternion sitTargetOrient = prim.GetSitTargetOrientationLL();
row["SitTargetOrientW"] = sitTargetOrient.W;
row["SitTargetOrientX"] = sitTargetOrient.X;
row["SitTargetOrientY"] = sitTargetOrient.Y;
row["SitTargetOrientZ"] = sitTargetOrient.Z;
}
private void fillItemRow(DataRow row, TaskInventoryItem taskItem)
{
row["itemID"] = taskItem.ItemID;
row["primID"] = taskItem.ParentPartID;
row["assetID"] = taskItem.AssetID;
row["parentFolderID"] = taskItem.ParentID;
row["invType"] = taskItem.InvType;
row["assetType"] = taskItem.Type;
row["name"] = taskItem.Name;
row["description"] = taskItem.Description;
row["creationDate"] = taskItem.CreationDate;
row["creatorID"] = taskItem.CreatorID;
row["ownerID"] = taskItem.OwnerID;
row["lastOwnerID"] = taskItem.LastOwnerID;
row["groupID"] = taskItem.GroupID;
row["nextPermissions"] = taskItem.NextOwnerMask;
row["currentPermissions"] = taskItem.OwnerMask;
row["basePermissions"] = taskItem.BaseMask;
row["everyonePermissions"] = taskItem.EveryoneMask;
row["groupPermissions"] = taskItem.GroupMask;
}
private void fillLandRow(DataRow row, LandData land, LLUUID regionUUID)
{
row["UUID"] = Util.ToRawUuidString(land.globalID);
row["RegionUUID"] = Util.ToRawUuidString(regionUUID);
row["LocalLandID"] = land.localID;
// Bitmap is a byte[512]
row["Bitmap"] = land.landBitmapByteArray;
row["Name"] = land.landName;
row["Desc"] = land.landDesc;
row["OwnerUUID"] = Util.ToRawUuidString(land.ownerID);
row["IsGroupOwned"] = land.isGroupOwned;
row["Area"] = land.area;
row["AuctionID"] = land.auctionID; //Unemplemented
row["Category"] = land.category; //Enum libsecondlife.Parcel.ParcelCategory
row["ClaimDate"] = land.claimDate;
row["ClaimPrice"] = land.claimPrice;
row["GroupUUID"] = Util.ToRawUuidString(land.groupID);
row["SalePrice"] = land.salePrice;
row["LandStatus"] = land.landStatus; //Enum. libsecondlife.Parcel.ParcelStatus
row["LandFlags"] = land.landFlags;
row["LandingType"] = land.landingType;
row["MediaAutoScale"] = land.mediaAutoScale;
row["MediaTextureUUID"] = Util.ToRawUuidString(land.mediaID);
row["MediaURL"] = land.mediaURL;
row["MusicURL"] = land.musicURL;
row["PassHours"] = land.passHours;
row["PassPrice"] = land.passPrice;
row["SnapshotUUID"] = Util.ToRawUuidString(land.snapshotID);
row["UserLocationX"] = land.userLocation.X;
row["UserLocationY"] = land.userLocation.Y;
row["UserLocationZ"] = land.userLocation.Z;
row["UserLookAtX"] = land.userLookAt.X;
row["UserLookAtY"] = land.userLookAt.Y;
row["UserLookAtZ"] = land.userLookAt.Z;
}
private void fillLandAccessRow(DataRow row, ParcelManager.ParcelAccessEntry entry, LLUUID parcelID)
{
row["LandUUID"] = Util.ToRawUuidString(parcelID);
row["AccessUUID"] = Util.ToRawUuidString(entry.AgentID);
row["Flags"] = entry.Flags;
}
private PrimitiveBaseShape buildShape(DataRow row)
{
PrimitiveBaseShape s = new PrimitiveBaseShape();
s.Scale = new LLVector3(
Convert.ToSingle(row["ScaleX"]),
Convert.ToSingle(row["ScaleY"]),
Convert.ToSingle(row["ScaleZ"])
);
// paths
s.PCode = Convert.ToByte(row["PCode"]);
s.PathBegin = Convert.ToUInt16(row["PathBegin"]);
s.PathEnd = Convert.ToUInt16(row["PathEnd"]);
s.PathScaleX = Convert.ToByte(row["PathScaleX"]);
s.PathScaleY = Convert.ToByte(row["PathScaleY"]);
s.PathShearX = Convert.ToByte(row["PathShearX"]);
s.PathShearY = Convert.ToByte(row["PathShearY"]);
s.PathSkew = Convert.ToSByte(row["PathSkew"]);
s.PathCurve = Convert.ToByte(row["PathCurve"]);
s.PathRadiusOffset = Convert.ToSByte(row["PathRadiusOffset"]);
s.PathRevolutions = Convert.ToByte(row["PathRevolutions"]);
s.PathTaperX = Convert.ToSByte(row["PathTaperX"]);
s.PathTaperY = Convert.ToSByte(row["PathTaperY"]);
s.PathTwist = Convert.ToSByte(row["PathTwist"]);
s.PathTwistBegin = Convert.ToSByte(row["PathTwistBegin"]);
// profile
s.ProfileBegin = Convert.ToUInt16(row["ProfileBegin"]);
s.ProfileEnd = Convert.ToUInt16(row["ProfileEnd"]);
s.ProfileCurve = Convert.ToByte(row["ProfileCurve"]);
s.ProfileHollow = Convert.ToUInt16(row["ProfileHollow"]);
try
{
s.State = Convert.ToByte(row["State"]);
}
catch (InvalidCastException)
{
m_conn.Open();
SqliteCommand cmd =
new SqliteCommand("ALTER TABLE primshapes ADD COLUMN State Integer NOT NULL default 0;", m_conn);
cmd.ExecuteNonQuery();
}
// text TODO: this isn't right] = but I'm not sure the right
// way to specify this as a blob atm
byte[] textureEntry = (byte[]) row["Texture"];
s.TextureEntry = textureEntry;
s.ExtraParams = (byte[]) row["ExtraParams"];
// System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding();
// string texture = encoding.GetString((Byte[])row["Texture"]);
// if (!texture.StartsWith("<"))
// {
// //here so that we can still work with old format database files (ie from before I added xml serialization)
// LLObject.TextureEntry textureEntry = null;
// textureEntry = new LLObject.TextureEntry(new LLUUID(texture));
// s.TextureEntry = textureEntry.ToBytes();
// }
// else
// {
// TextureBlock textureEntry = TextureBlock.FromXmlString(texture);
// s.TextureEntry = textureEntry.TextureData;
// s.ExtraParams = textureEntry.ExtraParams;
// }
return s;
}
private void fillShapeRow(DataRow row, SceneObjectPart prim)
{
PrimitiveBaseShape s = prim.Shape;
row["UUID"] = Util.ToRawUuidString(prim.UUID);
// shape is an enum
row["Shape"] = 0;
// vectors
row["ScaleX"] = s.Scale.X;
row["ScaleY"] = s.Scale.Y;
row["ScaleZ"] = s.Scale.Z;
// paths
row["PCode"] = s.PCode;
row["PathBegin"] = s.PathBegin;
row["PathEnd"] = s.PathEnd;
row["PathScaleX"] = s.PathScaleX;
row["PathScaleY"] = s.PathScaleY;
row["PathShearX"] = s.PathShearX;
row["PathShearY"] = s.PathShearY;
row["PathSkew"] = s.PathSkew;
row["PathCurve"] = s.PathCurve;
row["PathRadiusOffset"] = s.PathRadiusOffset;
row["PathRevolutions"] = s.PathRevolutions;
row["PathTaperX"] = s.PathTaperX;
row["PathTaperY"] = s.PathTaperY;
row["PathTwist"] = s.PathTwist;
row["PathTwistBegin"] = s.PathTwistBegin;
// profile
row["ProfileBegin"] = s.ProfileBegin;
row["ProfileEnd"] = s.ProfileEnd;
row["ProfileCurve"] = s.ProfileCurve;
row["ProfileHollow"] = s.ProfileHollow;
row["State"] = s.State;
row["Texture"] = s.TextureEntry;
row["ExtraParams"] = s.ExtraParams;
}
private void addPrim(SceneObjectPart prim, LLUUID sceneGroupID, LLUUID regionUUID)
{
DataTable prims = ds.Tables["prims"];
DataTable shapes = ds.Tables["primshapes"];
DataRow primRow = prims.Rows.Find(Util.ToRawUuidString(prim.UUID));
if (primRow == null)
{
primRow = prims.NewRow();
fillPrimRow(primRow, prim, sceneGroupID, regionUUID);
prims.Rows.Add(primRow);
}
else
{
fillPrimRow(primRow, prim, sceneGroupID, regionUUID);
}
DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(prim.UUID));
if (shapeRow == null)
{
shapeRow = shapes.NewRow();
fillShapeRow(shapeRow, prim);
shapes.Rows.Add(shapeRow);
}
else
{
fillShapeRow(shapeRow, prim);
}
}
// see IRegionDatastore
public void StorePrimInventory(LLUUID primID, ICollection items)
{
if (!persistPrimInventories)
return;
m_log.InfoFormat("[DATASTORE]: Entered StorePrimInventory with prim ID {0}", primID);
DataTable dbItems = ds.Tables["primitems"];
// For now, we're just going to crudely remove all the previous inventory items
// no matter whether they have changed or not, and replace them with the current set.
lock (ds)
{
RemoveItems(primID);
// repalce with current inventory details
foreach (TaskInventoryItem newItem in items)
{
// m_log.InfoFormat(
// "[DATASTORE]: ",
// "Adding item {0}, {1} to prim ID {2}",
// newItem.Name, newItem.ItemID, newItem.ParentPartID);
DataRow newItemRow = dbItems.NewRow();
fillItemRow(newItemRow, newItem);
dbItems.Rows.Add(newItemRow);
}
}
Commit();
}
/***********************************************************************
*
* SQL Statement Creation Functions
*
* These functions create SQL statements for update, insert, and create.
* They can probably be factored later to have a db independant
* portion and a db specific portion
*
**********************************************************************/
private SqliteCommand createInsertCommand(string table, DataTable dt)
{
/**
* 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[dt.Columns.Count];
for (int i = 0; i < dt.Columns.Count; i++)
{
DataColumn col = dt.Columns[i];
cols[i] = col.ColumnName;
}
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 (DataColumn col in dt.Columns)
{
cmd.Parameters.Add(createSqliteParameter(col.ColumnName, col.DataType));
}
return cmd;
}
private SqliteCommand createUpdateCommand(string table, string pk, DataTable dt)
{
string sql = "update " + table + " set ";
string subsql = String.Empty;
foreach (DataColumn col in dt.Columns)
{
if (subsql.Length > 0)
{
// a map function would rock so much here
subsql += ", ";
}
subsql += col.ColumnName + "= :" + col.ColumnName;
}
sql += subsql;
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 (DataColumn col in dt.Columns)
{
cmd.Parameters.Add(createSqliteParameter(col.ColumnName, col.DataType));
}
return cmd;
}
private string defineTable(DataTable dt)
{
string sql = "create table " + dt.TableName + "(";
string subsql = String.Empty;
foreach (DataColumn col in dt.Columns)
{
if (subsql.Length > 0)
{
// a map function would rock so much here
subsql += ",\n";
}
subsql += col.ColumnName + " " + sqliteType(col.DataType);
if (dt.PrimaryKey.Length > 0 && col == dt.PrimaryKey[0])
{
subsql += " primary key";
}
}
sql += subsql;
sql += ")";
return sql;
}
/***********************************************************************
*
* Database Binding functions
*
* These will be db specific due to typing, and minor differences
* in databases.
*
**********************************************************************/
///
/// This is a convenience function that collapses 5 repetitive
/// lines for defining SqliteParameters to 2 parameters:
/// column name and database type.
///
/// It assumes certain conventions like :param as the param
/// name to replace in parametrized queries, and that source
/// version is always current version, both of which are fine
/// for us.
///
///a built sqlite parameter
private SqliteParameter createSqliteParameter(string name, Type type)
{
SqliteParameter param = new SqliteParameter();
param.ParameterName = ":" + name;
param.DbType = dbtypeFromType(type);
param.SourceColumn = name;
param.SourceVersion = DataRowVersion.Current;
return param;
}
private void setupPrimCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("prims", ds.Tables["prims"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("prims", "UUID=:UUID", ds.Tables["prims"]);
da.UpdateCommand.Connection = conn;
SqliteCommand delete = new SqliteCommand("delete from prims where UUID = :UUID");
delete.Parameters.Add(createSqliteParameter("UUID", typeof (String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
private void setupItemsCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("primitems", ds.Tables["primitems"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("primitems", "itemID = :itemID", ds.Tables["primitems"]);
da.UpdateCommand.Connection = conn;
SqliteCommand delete = new SqliteCommand("delete from primitems where itemID = :itemID");
delete.Parameters.Add(createSqliteParameter("itemID", typeof (String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
private void setupTerrainCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("terrain", ds.Tables["terrain"]);
da.InsertCommand.Connection = conn;
}
private void setupLandCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("land", ds.Tables["land"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("land", "UUID=:UUID", ds.Tables["land"]);
da.UpdateCommand.Connection = conn;
}
private void setupLandAccessCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("landaccesslist", ds.Tables["landaccesslist"]);
da.InsertCommand.Connection = conn;
}
private void setupShapeCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("primshapes", ds.Tables["primshapes"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("primshapes", "UUID=:UUID", ds.Tables["primshapes"]);
da.UpdateCommand.Connection = conn;
SqliteCommand delete = new SqliteCommand("delete from primshapes where UUID = :UUID");
delete.Parameters.Add(createSqliteParameter("UUID", typeof (String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
///
/// Create the necessary database tables.
///
///
private void InitDB(SqliteConnection conn)
{
string createPrims = defineTable(createPrimTable());
string createShapes = defineTable(createShapeTable());
string createItems = defineTable(createItemsTable());
string createTerrain = defineTable(createTerrainTable());
string createLand = defineTable(createLandTable());
string createLandAccessList = defineTable(createLandAccessListTable());
SqliteCommand pcmd = new SqliteCommand(createPrims, conn);
SqliteCommand scmd = new SqliteCommand(createShapes, conn);
SqliteCommand icmd = new SqliteCommand(createItems, conn);
SqliteCommand tcmd = new SqliteCommand(createTerrain, conn);
SqliteCommand lcmd = new SqliteCommand(createLand, conn);
SqliteCommand lalcmd = new SqliteCommand(createLandAccessList, conn);
try
{
pcmd.ExecuteNonQuery();
}
catch (SqliteSyntaxException)
{
m_log.Warn("[SQLITE]: Primitives Table Already Exists");
}
try
{
scmd.ExecuteNonQuery();
}
catch (SqliteSyntaxException)
{
m_log.Warn("[SQLITE]: Shapes Table Already Exists");
}
if (persistPrimInventories)
{
try
{
icmd.ExecuteNonQuery();
}
catch (SqliteSyntaxException)
{
m_log.Warn("[SQLITE]: Primitives Inventory Table Already Exists");
}
}
try
{
tcmd.ExecuteNonQuery();
}
catch (SqliteSyntaxException)
{
m_log.Warn("[SQLITE]: Terrain Table Already Exists");
}
try
{
lcmd.ExecuteNonQuery();
}
catch (SqliteSyntaxException)
{
m_log.Warn("[SQLITE]: Land Table Already Exists");
}
try
{
lalcmd.ExecuteNonQuery();
}
catch (SqliteSyntaxException)
{
m_log.Warn("[SQLITE]: LandAccessList Table Already Exists");
}
}
private bool TestTables(SqliteConnection conn)
{
SqliteCommand primSelectCmd = new SqliteCommand(primSelect, conn);
SqliteDataAdapter pDa = new SqliteDataAdapter(primSelectCmd);
SqliteCommand shapeSelectCmd = new SqliteCommand(shapeSelect, conn);
SqliteDataAdapter sDa = new SqliteDataAdapter(shapeSelectCmd);
SqliteCommand itemsSelectCmd = new SqliteCommand(itemsSelect, conn);
SqliteDataAdapter iDa = new SqliteDataAdapter(itemsSelectCmd);
SqliteCommand terrainSelectCmd = new SqliteCommand(terrainSelect, conn);
SqliteDataAdapter tDa = new SqliteDataAdapter(terrainSelectCmd);
SqliteCommand landSelectCmd = new SqliteCommand(landSelect, conn);
SqliteDataAdapter lDa = new SqliteDataAdapter(landSelectCmd);
SqliteCommand landAccessListSelectCmd = new SqliteCommand(landAccessListSelect, conn);
SqliteDataAdapter lalDa = new SqliteDataAdapter(landAccessListSelectCmd);
DataSet tmpDS = new DataSet();
try
{
pDa.Fill(tmpDS, "prims");
sDa.Fill(tmpDS, "primshapes");
if (persistPrimInventories)
iDa.Fill(tmpDS, "primitems");
tDa.Fill(tmpDS, "terrain");
lDa.Fill(tmpDS, "land");
lalDa.Fill(tmpDS, "landaccesslist");
}
catch (SqliteSyntaxException)
{
m_log.Info("[DATASTORE]: SQLite Database doesn't exist... creating");
InitDB(conn);
}
pDa.Fill(tmpDS, "prims");
sDa.Fill(tmpDS, "primshapes");
if (persistPrimInventories)
iDa.Fill(tmpDS, "primitems");
tDa.Fill(tmpDS, "terrain");
lDa.Fill(tmpDS, "land");
lalDa.Fill(tmpDS, "landaccesslist");
foreach (DataColumn col in createPrimTable().Columns)
{
if (!tmpDS.Tables["prims"].Columns.Contains(col.ColumnName))
{
m_log.Info("[DATASTORE]: Missing required column:" + col.ColumnName);
return false;
}
}
foreach (DataColumn col in createShapeTable().Columns)
{
if (!tmpDS.Tables["primshapes"].Columns.Contains(col.ColumnName))
{
m_log.Info("[DATASTORE]: Missing required column:" + col.ColumnName);
return false;
}
}
// XXX primitems should probably go here eventually
foreach (DataColumn col in createTerrainTable().Columns)
{
if (!tmpDS.Tables["terrain"].Columns.Contains(col.ColumnName))
{
m_log.Info("[DATASTORE]: Missing require column:" + col.ColumnName);
return false;
}
}
foreach (DataColumn col in createLandTable().Columns)
{
if (!tmpDS.Tables["land"].Columns.Contains(col.ColumnName))
{
m_log.Info("[DATASTORE]: Missing require column:" + col.ColumnName);
return false;
}
}
foreach (DataColumn col in createLandAccessListTable().Columns)
{
if (!tmpDS.Tables["landaccesslist"].Columns.Contains(col.ColumnName))
{
m_log.Info("[DATASTORE]: Missing require column:" + col.ColumnName);
return false;
}
}
return true;
}
/***********************************************************************
*
* Type conversion functions
*
**********************************************************************/
private DbType dbtypeFromType(Type type)
{
if (type == typeof (String))
{
return DbType.String;
}
else if (type == typeof (Int32))
{
return DbType.Int32;
}
else if (type == typeof (Double))
{
return DbType.Double;
}
else if (type == typeof (Byte))
{
return DbType.Byte;
}
else if (type == typeof (Double))
{
return DbType.Double;
}
else if (type == typeof (Byte[]))
{
return DbType.Binary;
}
else
{
return DbType.String;
}
}
// this is something we'll need to implement for each db
// slightly differently.
private string sqliteType(Type type)
{
if (type == typeof (String))
{
return "varchar(255)";
}
else if (type == typeof (Int32))
{
return "integer";
}
else if (type == typeof (Int64))
{
return "integer";
}
else if (type == typeof (Double))
{
return "float";
}
else if (type == typeof (Byte[]))
{
return "blob";
}
else
{
return "string";
}
}
}
}