/* * 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.Data.SqlClient; using System.IO; using libsecondlife; using OpenSim.Framework; using OpenSim.Framework.Console; using OpenSim.Framework.Data; using OpenSim.Region.Environment.Interfaces; using OpenSim.Region.Environment.LandManagement; using OpenSim.Region.Environment.Scenes; namespace OpenSim.DataStore.MSSQL { public class MSSQLDataStore : IRegionDataStore { private const string primSelect = "select * from prims"; private const string shapeSelect = "select * from primshapes"; private const string terrainSelect = "select * from terrain"; private DataSet ds; private SqlDataAdapter primDa; private SqlDataAdapter shapeDa; private SqlDataAdapter terrainDa; // see IRegionDataStore public void Initialise(string dbfile, bool persistPrimInventories) { IniFile GridDataMySqlFile = new IniFile("mssql_connection.ini"); string settingDataSource = GridDataMySqlFile.ParseFileReadValue("data_source"); string settingInitialCatalog = GridDataMySqlFile.ParseFileReadValue("initial_catalog"); string settingPersistSecurityInfo = GridDataMySqlFile.ParseFileReadValue("persist_security_info"); string settingUserId = GridDataMySqlFile.ParseFileReadValue("user_id"); string settingPassword = GridDataMySqlFile.ParseFileReadValue("password"); string connectionString = "Data Source=" + settingDataSource + ";Initial Catalog=" + settingInitialCatalog + ";Persist Security Info=" + settingPersistSecurityInfo + ";User ID=" + settingUserId + ";Password=" + settingPassword + ";"; ds = new DataSet(); MainLog.Instance.Verbose("DATASTORE", "MSSQL - connecting: " + settingInitialCatalog); SqlConnection conn = new SqlConnection(connectionString); SqlCommand primSelectCmd = new SqlCommand(primSelect, conn); primDa = new SqlDataAdapter(primSelectCmd); // SqlCommandBuilder primCb = new SqlCommandBuilder(primDa); SqlCommand shapeSelectCmd = new SqlCommand(shapeSelect, conn); shapeDa = new SqlDataAdapter(shapeSelectCmd); // SqlCommandBuilder shapeCb = new SqlCommandBuilder(shapeDa); SqlCommand terrainSelectCmd = new SqlCommand(terrainSelect, conn); terrainDa = new SqlDataAdapter(terrainSelectCmd); // 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(conn); lock (ds) { ds.Tables.Add(createPrimTable()); setupPrimCommands(primDa, conn); primDa.Fill(ds.Tables["prims"]); ds.Tables.Add(createShapeTable()); setupShapeCommands(shapeDa, conn); ds.Tables.Add(createTerrainTable()); setupTerrainCommands(terrainDa, conn); // WORKAROUND: This is a work around for Sql 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) { MainLog.Instance.Verbose("DATASTORE", "Caught fill error on primshapes table"); } try { terrainDa.Fill(ds.Tables["terrain"]); } catch (Exception) { MainLog.Instance.Verbose("DATASTORE", "Caught fill error on terrain table"); } return; } } public void StoreObject(SceneObjectGroup obj, LLUUID regionUUID) { lock (ds) { foreach (SceneObjectPart prim in obj.Children.Values) { MainLog.Instance.Verbose("DATASTORE", "Adding obj: " + obj.UUID + " to region: " + regionUUID); addPrim(prim, obj.UUID, regionUUID); } } Commit(); // MainLog.Instance.Verbose("Dump of prims:", ds.GetXml()); } public void RemoveObject(LLUUID obj, LLUUID regionUUID) { DataTable prims = ds.Tables["prims"]; DataTable shapes = ds.Tables["primshapes"]; string selectExp = "SceneGroupID = '" + obj.ToString() + "'"; lock (ds) { DataRow[] primRows = prims.Select(selectExp); foreach (DataRow row in primRows) { LLUUID uuid = new LLUUID((string) row["UUID"]); DataRow shapeRow = shapes.Rows.Find(uuid); if (shapeRow != null) { shapeRow.Delete(); } row.Delete(); } } Commit(); } 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 = '" + regionUUID.ToString() + "'"; string orderByParent = "ParentID ASC"; lock (ds) { DataRow[] primsForRegion = prims.Select(byRegion, orderByParent); MainLog.Instance.Verbose("DATASTORE", "Loaded " + primsForRegion.Length + " prims for region: " + regionUUID); foreach (DataRow primRow in primsForRegion) { try { string uuid = (string) primRow["UUID"]; string objID = (string) primRow["SceneGroupID"]; if (uuid == objID) //is new SceneObjectGroup ? { SceneObjectGroup group = new SceneObjectGroup(); SceneObjectPart prim = buildPrim(primRow); DataRow shapeRow = shapes.Rows.Find(prim.UUID); if (shapeRow != null) { prim.Shape = buildShape(shapeRow); } else { MainLog.Instance.Notice( "No shape found for prim in storage, so setting default box shape"); prim.Shape = PrimitiveBaseShape.Default; } group.AddPart(prim); group.RootPart = prim; createdObjects.Add(group.UUID, group); retvals.Add(group); } else { SceneObjectPart prim = buildPrim(primRow); DataRow shapeRow = shapes.Rows.Find(prim.UUID); if (shapeRow != null) { prim.Shape = buildShape(shapeRow); } else { MainLog.Instance.Notice( "No shape found for prim in storage, so setting default box shape"); prim.Shape = PrimitiveBaseShape.Default; } createdObjects[new LLUUID(objID)].AddPart(prim); } } catch (Exception e) { MainLog.Instance.Error("DATASTORE", "Failed create prim object, exception and data follows"); MainLog.Instance.Verbose("DATASTORE", e.ToString()); foreach (DataColumn col in prims.Columns) { MainLog.Instance.Verbose("DATASTORE", "Col: " + col.ColumnName + " => " + primRow[col]); } } } } return retvals; } public void StoreTerrain(double[,] ter, LLUUID regionID) { int revision = Util.UnixTimeSinceEpoch(); MainLog.Instance.Verbose("DATASTORE", "Storing terrain revision r" + revision.ToString()); DataTable terrain = ds.Tables["terrain"]; lock (ds) { DataRow newrow = terrain.NewRow(); fillTerrainRow(newrow, regionID, revision, ter); terrain.Rows.Add(newrow); Commit(); } } public double[,] LoadTerrain(LLUUID regionID) { double[,] terret = new double[256,256]; terret.Initialize(); DataTable terrain = ds.Tables["terrain"]; lock (ds) { DataRow[] rows = terrain.Select("RegionUUID = '" + regionID.ToString() + "'", "Revision DESC"); int rev = 0; if (rows.Length > 0) { DataRow row = rows[0]; byte[] heightmap = (byte[]) row["Heightfield"]; for (int x = 0; x < 256; x++) { for (int y = 0; y < 256; y++) { terret[x, y] = BitConverter.ToDouble(heightmap, ((x*256) + y)*8); } } rev = (int) row["Revision"]; } else { MainLog.Instance.Verbose("DATASTORE", "No terrain found for region"); return null; } MainLog.Instance.Verbose("DATASTORE", "Loaded terrain revision r" + rev.ToString()); } return terret; } public void RemoveLandObject(LLUUID globalID) { } public void StoreLandObject(Land parcel, LLUUID regionUUID) { } public List LoadLandObjects(LLUUID regionUUID) { return new List(); } public void Commit() { lock (ds) { primDa.Update(ds, "prims"); shapeDa.Update(ds, "primshapes"); terrainDa.Update(ds, "terrain"); 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)); // 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; } /*********************************************************************** * * 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 } return prim; } private void fillPrimRow(DataRow row, SceneObjectPart prim, LLUUID sceneGroupID, LLUUID regionUUID) { row["UUID"] = prim.UUID; row["RegionUUID"] = regionUUID; row["ParentID"] = prim.ParentID; row["CreationDate"] = prim.CreationDate; row["Name"] = prim.Name; row["SceneGroupID"] = 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"] = prim.CreatorID; row["OwnerID"] = prim.OwnerID; row["GroupID"] = prim.GroupID; row["LastOwnerID"] = 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; try { // 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; } catch (Exception) { // TODO: Add Sit Target Rows! } } 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"]); // 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"] = 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; // text TODO: this isn't right] = but I'm not sure the right // way to specify this as a blob atm // And I couldn't work out how to save binary data either // seems that the texture colum is being treated as a string in the Datarow // if you do a .getType() on it, it returns string, while the other columns return correct type // MW[10-08-07] // Added following xml hack but not really ideal , also ExtraParams isn't currently part of the database // am a bit worried about adding it now as some people will have old format databases, so for now including that data in this xml data // MW[17-08-07] row["Texture"] = s.TextureEntry; row["ExtraParams"] = s.ExtraParams; // TextureBlock textureBlock = new TextureBlock(s.TextureEntry); // textureBlock.ExtraParams = s.ExtraParams; // System.Text.ASCIIEncoding encoding = new System.Text.ASCIIEncoding(); // row["Texture"] = encoding.GetBytes(textureBlock.ToXMLString()); } private void addPrim(SceneObjectPart prim, LLUUID sceneGroupID, LLUUID regionUUID) { DataTable prims = ds.Tables["prims"]; DataTable shapes = ds.Tables["primshapes"]; DataRow primRow = prims.Rows.Find(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(prim.UUID); if (shapeRow == null) { shapeRow = shapes.NewRow(); fillShapeRow(shapeRow, prim); shapes.Rows.Add(shapeRow); } else { fillShapeRow(shapeRow, prim); } } /*********************************************************************** * * 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 SqlCommand 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 += ")"; SqlCommand cmd = new SqlCommand(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(createSqlParameter(col.ColumnName, col.DataType)); } return cmd; } private SqlCommand 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; SqlCommand cmd = new SqlCommand(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(createSqlParameter(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 + " " + SqlType(col.DataType); if (dt.PrimaryKey.Length > 0 && col == dt.PrimaryKey[0]) { subsql += " primary key"; } } sql += subsql; sql += ")"; return sql; } 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(); } /*********************************************************************** * * 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 SqlParameters 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 Sql parameter private SqlParameter createSqlParameter(string name, Type type) { SqlParameter param = new SqlParameter(); param.ParameterName = "@" + name; param.DbType = dbtypeFromType(type); param.SourceColumn = name; param.SourceVersion = DataRowVersion.Current; return param; } private void setupPrimCommands(SqlDataAdapter da, SqlConnection 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; SqlCommand delete = new SqlCommand("delete from prims where UUID = @UUID"); delete.Parameters.Add(createSqlParameter("UUID", typeof (String))); delete.Connection = conn; da.DeleteCommand = delete; } private void setupShapeCommands(SqlDataAdapter da, SqlConnection 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; SqlCommand delete = new SqlCommand("delete from primshapes where UUID = @UUID"); delete.Parameters.Add(createSqlParameter("UUID", typeof (String))); delete.Connection = conn; da.DeleteCommand = delete; } private void setupTerrainCommands(SqlDataAdapter da, SqlConnection conn) { da.InsertCommand = createInsertCommand("terrain", ds.Tables["terrain"]); da.InsertCommand.Connection = conn; } private void InitDB(SqlConnection conn) { string createPrims = defineTable(createPrimTable()); string createShapes = defineTable(createShapeTable()); string createTerrain = defineTable(createTerrainTable()); SqlCommand pcmd = new SqlCommand(createPrims, conn); SqlCommand scmd = new SqlCommand(createShapes, conn); SqlCommand tcmd = new SqlCommand(createTerrain, conn); conn.Open(); try { pcmd.ExecuteNonQuery(); pcmd.Dispose(); } catch (SqlException) { MainLog.Instance.Warn("MSSQL", "Primitives Table Already Exists"); } try { scmd.ExecuteNonQuery(); scmd.Dispose(); } catch (SqlException) { MainLog.Instance.Warn("MSSQL", "Shapes Table Already Exists"); } try { tcmd.ExecuteNonQuery(); tcmd.Dispose(); } catch (SqlException) { MainLog.Instance.Warn("MSSQL", "Terrain Table Already Exists"); } conn.Close(); } private bool TestTables(SqlConnection conn) { SqlCommand primSelectCmd = new SqlCommand(primSelect, conn); SqlDataAdapter pDa = new SqlDataAdapter(primSelectCmd); SqlCommand shapeSelectCmd = new SqlCommand(shapeSelect, conn); SqlDataAdapter sDa = new SqlDataAdapter(shapeSelectCmd); SqlCommand terrainSelectCmd = new SqlCommand(terrainSelect, conn); SqlDataAdapter tDa = new SqlDataAdapter(terrainSelectCmd); DataSet tmpDS = new DataSet(); try { pDa.Fill(tmpDS, "prims"); sDa.Fill(tmpDS, "primshapes"); tDa.Fill(tmpDS, "terrain"); } catch (SqlException) { MainLog.Instance.Verbose("DATASTORE", "MSSQL Database doesn't exist... creating"); InitDB(conn); } try { if (tmpDS.Tables == null || tmpDS.Tables.Count == 0) { pDa.Fill(tmpDS, "prims"); sDa.Fill(tmpDS, "primshapes"); tDa.Fill(tmpDS, "terrain"); } } catch (SqlException e) { MainLog.Instance.Verbose("DATASTORE", e.ToString()); } foreach (DataColumn col in createPrimTable().Columns) { if (!tmpDS.Tables["prims"].Columns.Contains(col.ColumnName)) { MainLog.Instance.Verbose("DATASTORE", "Missing required column:" + col.ColumnName); return false; } } foreach (DataColumn col in createShapeTable().Columns) { if (!tmpDS.Tables["primshapes"].Columns.Contains(col.ColumnName)) { MainLog.Instance.Verbose("DATASTORE", "Missing required column:" + col.ColumnName); return false; } } foreach (DataColumn col in createTerrainTable().Columns) { if (!tmpDS.Tables["terrain"].Columns.Contains(col.ColumnName)) { MainLog.Instance.Verbose("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.Binary; } else { return DbType.String; } } // this is something we'll need to implement for each db // slightly differently. private string SqlType(Type type) { if (type == typeof (String)) { return "varchar(255)"; } else if (type == typeof (Int32)) { return "integer"; } else if (type == typeof (Double)) { return "float"; } else if (type == typeof (Byte[])) { return "image"; } else { return "string"; } } } }