using System; using System.Collections.Generic; using System.Text; using OpenSim.Region.Environment.Scenes; using OpenSim.Region.Environment.LandManagement; using OpenSim.Region.Environment; using OpenSim.Region.Interfaces; using OpenSim.Framework.Console; using OpenSim.Framework.Types; using OpenSim.Framework.Utilities; using libsecondlife; using System.Data; using System.Data.SqlTypes; using Mono.Data.SqliteClient; namespace OpenSim.DataStore.MonoSqliteStorage { public class MonoSqliteDataStore : IRegionDataStore { private const string primSelect = "select * from prims"; private const string shapeSelect = "select * from primshapes"; private DataSet ds; private SqliteDataAdapter primDa; private SqliteDataAdapter shapeDa; public void Initialise(string dbfile, string dbname) { string connectionString = "URI=file:" + dbfile + ",version=3"; MainLog.Instance.Verbose("DATASTORE", "Sqlite - connecting: " + dbfile); SqliteConnection conn = new SqliteConnection(connectionString); SqliteCommand primSelectCmd = new SqliteCommand(primSelect, conn); primDa = new SqliteDataAdapter(primSelectCmd); // SqliteCommandBuilder primCb = new SqliteCommandBuilder(primDa); SqliteCommand shapeSelectCmd = new SqliteCommand(shapeSelect, conn); shapeDa = new SqliteDataAdapter(shapeSelectCmd); // SqliteCommandBuilder shapeCb = new SqliteCommandBuilder(shapeDa); ds = new DataSet(); // 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"); primDa.Fill(ds, "prims"); shapeDa.Fill(ds, "primshapes"); ds.AcceptChanges(); DataTable prims = ds.Tables["prims"]; prims.PrimaryKey = new DataColumn[] { prims.Columns["UUID"] }; setupPrimCommands(primDa, conn); // shapeDa.FillSchema(ds, SchemaType.Source, "ShapeSchema"); DataTable shapes = ds.Tables["primshapes"]; shapes.PrimaryKey = new DataColumn[] { shapes.Columns["UUID"] }; setupShapeCommands(shapeDa, conn); return; } private SqliteParameter createSqliteParameter(string name, DbType type) { SqliteParameter param = new SqliteParameter(); param.ParameterName = ":" + name; param.DbType = type; param.SourceColumn = name; param.SourceVersion = DataRowVersion.Current; return param; } private Dictionary createPrimDataDefs() { Dictionary data = new Dictionary(); data.Add("UUID", DbType.String); data.Add("ParentID", DbType.Int32); data.Add("CreationDate", DbType.Int32); data.Add("Name", DbType.String); data.Add("SceneGroupID", DbType.String); // various text fields data.Add("Text", DbType.String); data.Add("Description", DbType.String); data.Add("SitName", DbType.String); data.Add("TouchName", DbType.String); // permissions data.Add("CreatorID", DbType.String); data.Add("OwnerID", DbType.String); data.Add("GroupID", DbType.String); data.Add("LastOwnerID", DbType.String); data.Add("OwnerMask", DbType.Int32); data.Add("NextOwnerMask", DbType.Int32); data.Add("GroupMask", DbType.Int32); data.Add("EveryoneMask", DbType.Int32); data.Add("BaseMask", DbType.Int32); // vectors data.Add("PositionX", DbType.Double); data.Add("PositionY", DbType.Double); data.Add("PositionZ", DbType.Double); data.Add("GroupPositionX", DbType.Double); data.Add("GroupPositionY", DbType.Double); data.Add("GroupPositionZ", DbType.Double); data.Add("VelocityX", DbType.Double); data.Add("VelocityY", DbType.Double); data.Add("VelocityZ", DbType.Double); data.Add("AngularVelocityX", DbType.Double); data.Add("AngularVelocityY", DbType.Double); data.Add("AngularVelocityZ", DbType.Double); data.Add("AccelerationX", DbType.Double); data.Add("AccelerationY", DbType.Double); data.Add("AccelerationZ", DbType.Double); // quaternions data.Add("RotationX", DbType.Double); data.Add("RotationY", DbType.Double); data.Add("RotationZ", DbType.Double); data.Add("RotationW", DbType.Double); return data; } private Dictionary createShapeDataDefs() { Dictionary data = new Dictionary(); data.Add("UUID", DbType.String); // shape is an enum data.Add("Shape", DbType.Int32); // vectors data.Add("ScaleX", DbType.Double); data.Add("ScaleY", DbType.Double); data.Add("ScaleZ", DbType.Double); // paths data.Add("PCode", DbType.Int32); data.Add("PathBegin", DbType.Int32); data.Add("PathEnd", DbType.Int32); data.Add("PathScaleX", DbType.Int32); data.Add("PathScaleY", DbType.Int32); data.Add("PathShearX", DbType.Int32); data.Add("PathShearY", DbType.Int32); data.Add("PathSkew", DbType.Int32); data.Add("PathCurve", DbType.Int32); data.Add("PathRadiusOffset", DbType.Int32); data.Add("PathRevolutions", DbType.Int32); data.Add("PathTaperX", DbType.Int32); data.Add("PathTaperY", DbType.Int32); data.Add("PathTwist", DbType.Int32); data.Add("PathTwistBegin", DbType.Int32); // profile data.Add("ProfileBegin", DbType.Int32); data.Add("ProfileEnd", DbType.Int32); data.Add("ProfileCurve", DbType.Int32); data.Add("ProfileHollow", DbType.Int32); // text TODO: this isn't right, but I'm not sure the right // way to specify this as a blob atm data.Add("Texture", DbType.Binary); return data; } private SqliteCommand createInsertCommand(string table, Dictionary defs) { /** * 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[defs.Keys.Count]; defs.Keys.CopyTo(cols, 0); 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 (KeyValuePair kvp in defs) { cmd.Parameters.Add(createSqliteParameter(kvp.Key, kvp.Value)); } return cmd; } private SqliteCommand createUpdateCommand(string table, string pk, Dictionary defs) { string sql = "update " + table + " set "; string subsql = ""; foreach (string key in defs.Keys) { if (subsql.Length > 0) { // a map function would rock so much here subsql += ", "; } subsql += key + "= :" + key; } 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 (KeyValuePair kvp in defs) { cmd.Parameters.Add(createSqliteParameter(kvp.Key, kvp.Value)); } return cmd; } private void setupPrimCommands(SqliteDataAdapter da, SqliteConnection conn) { Dictionary primDataDefs = createPrimDataDefs(); da.InsertCommand = createInsertCommand("prims", primDataDefs); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("prims", "UUID=:UUID", primDataDefs); da.UpdateCommand.Connection = conn; SqliteCommand delete = new SqliteCommand("delete from prims where UUID = :UUID"); delete.Parameters.Add(createSqliteParameter("UUID", DbType.String)); delete.Connection = conn; da.DeleteCommand = delete; } private void setupShapeCommands(SqliteDataAdapter da, SqliteConnection conn) { Dictionary shapeDataDefs = createShapeDataDefs(); da.InsertCommand = createInsertCommand("primshapes", shapeDataDefs); da.InsertCommand.Connection = conn; da.UpdateCommand = createUpdateCommand("primshapes", "UUID=:UUID", shapeDataDefs); da.UpdateCommand.Connection = conn; SqliteCommand delete = new SqliteCommand("delete from primshapes where UUID = :UUID"); delete.Parameters.Add(createSqliteParameter("UUID", DbType.String)); delete.Connection = conn; da.DeleteCommand = delete; } 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.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"]) ); return prim; } private void fillPrimRow(DataRow row, SceneObjectPart prim, LLUUID sceneGroupID) { row["UUID"] = prim.UUID; 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["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; } 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.ToByte(row["ProfileHollow"]); // text TODO: this isn't right] = but I'm not sure the right // way to specify this as a blob atm // s.TextureEntry = (byte[])row["Texture"]; //following hack will only save the default face texture, any other textures on other faces //won't be saved or restored. LLObject.TextureEntry texture = new LLObject.TextureEntry( new LLUUID((string)row["Texture"])); s.TextureEntry = texture.ToBytes(); 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 //following hack will only save the default face texture, any other textures on other faces //won't be saved or restored. // MW[10-08-07] LLObject.TextureEntry text = new LLObject.TextureEntry(s.TextureEntry, 0, s.TextureEntry.Length); row["Texture"] = text.DefaultTexture.TextureID.ToStringHyphenated(); } private void addPrim(SceneObjectPart prim, LLUUID sceneGroupID) { 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); prims.Rows.Add(primRow); } else { fillPrimRow(primRow, prim, sceneGroupID); } DataRow shapeRow = shapes.Rows.Find(prim.UUID); if (shapeRow == null) { shapeRow = shapes.NewRow(); fillShapeRow(shapeRow, prim); shapes.Rows.Add(shapeRow); } else { fillShapeRow(shapeRow, prim); } } public void StoreObject(SceneObjectGroup obj) { foreach (SceneObjectPart prim in obj.Children.Values) { addPrim(prim, obj.UUID); } // MainLog.Instance.Verbose("Attempting to do database update...."); primDa.Update(ds, "prims"); shapeDa.Update(ds, "primshapes"); // MainLog.Instance.Verbose("Dump of prims:", ds.GetXml()); } public void RemoveObject(LLUUID obj) { // TODO: remove code } public List LoadObjects() { Dictionary createdObjects = new Dictionary(); List retvals = new List(); DataTable prims = ds.Tables["prims"]; DataTable shapes = ds.Tables["primshapes"]; foreach (DataRow primRow in prims.Rows) { 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 { Console.WriteLine("No shape found for prim in storage, so setting default box shape"); prim.Shape = BoxShape.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 { Console.WriteLine("No shape found for prim in storage, so setting default box shape"); prim.Shape = BoxShape.Default; } createdObjects[new LLUUID(objID)].AddPart(prim); } } MainLog.Instance.Verbose("DATASTORE", "Sqlite - LoadObjects found " + prims.Rows.Count + " primitives"); return retvals; } public void StoreTerrain(double[,] ter) { } public double[,] LoadTerrain() { return null; } public void RemoveLandObject(uint id) { } public void StoreParcel(Land parcel) { } public List LoadLandObjects() { return new List(); } public void Shutdown() { // TODO: DataSet commit } } }