/* * 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.LandManagement; using OpenSim.Region.Environment.Scenes; namespace OpenSim.DataStore.MonoSqlite { public class MonoSqliteDataStore : IRegionDataStore { 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 * from landaccesslist"; private DataSet ds; private SqliteDataAdapter primDa; private SqliteDataAdapter shapeDa; private SqliteDataAdapter terrainDa; private SqliteDataAdapter landDa; private SqliteDataAdapter landAccessListDa; private SqliteConnection m_conn; private String m_connectionString; private bool persistPrimInventories; /*********************************************************************** * * Public Interface Functions * **********************************************************************/ // see IRegionDataStore public void Initialise(string connectionString, bool persistPrimInventories) { m_connectionString = connectionString; this.persistPrimInventories = persistPrimInventories; ds = new DataSet(); MainLog.Instance.Verbose("DATASTORE", "Sqlite - connecting: " + connectionString); SqliteConnection conn = new SqliteConnection(m_connectionString); // Arg! Hate databases.. m_conn = conn; 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); SqliteCommand terrainSelectCmd = new SqliteCommand(terrainSelect, conn); terrainDa = new SqliteDataAdapter(terrainSelectCmd); SqliteCommand landSelectCmd = new SqliteCommand(landSelect, conn); landDa = new SqliteDataAdapter(landSelectCmd); SqliteCommand landAccessListSelectCmd = new SqliteCommand(landAccessListSelect, 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(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); ds.Tables.Add(createLandTable()); setupLandCommands(landDa, conn); ds.Tables.Add(createLandAccessListTable()); setupLandAccessCommands(landAccessListDa, 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) { 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"); } try { landDa.Fill(ds.Tables["land"]); } catch (Exception) { MainLog.Instance.Verbose("DATASTORE", "Caught fill error on land table"); } try { landAccessListDa.Fill(ds.Tables["landaccesslist"]); } catch (Exception) { MainLog.Instance.Verbose("DATASTORE", "Caught fill error on landaccesslist table"); } return; } } private bool Stopped(SceneObjectPart prim) { double threshold = 0.02; return (Math.Abs(prim.Velocity.X) < threshold && Math.Abs(prim.Velocity.Y) < threshold && Math.Abs(prim.Velocity.Z) < threshold && Math.Abs(prim.AngularVelocity.X) < threshold && Math.Abs(prim.AngularVelocity.Y) < threshold && Math.Abs(prim.AngularVelocity.Z) < threshold); } public void StoreObject(SceneObjectGroup obj, LLUUID regionUUID) { lock (ds) { foreach (SceneObjectPart prim in obj.Children.Values) { if ((prim.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) == 0) { MainLog.Instance.Verbose("DATASTORE", "Adding obj: " + obj.UUID + " to region: " + regionUUID); addPrim(prim, Util.ToRawUuidString(obj.UUID), Util.ToRawUuidString(regionUUID)); } else if (Stopped(prim)) { MainLog.Instance.Verbose("DATASTORE", "Adding stopped obj: " + obj.UUID + " to region: " + regionUUID); addPrim(prim, Util.ToRawUuidString(obj.UUID), Util.ToRawUuidString(regionUUID)); } else { // MainLog.Instance.Verbose("DATASTORE", "Ignoring Physical obj: " + obj.UUID + " in region: " + 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 = '" + Util.ToRawUuidString(obj) + "'"; lock (ds) { DataRow[] primRows = prims.Select(selectExp); foreach (DataRow row in primRows) { LLUUID uuid = new LLUUID((string) row["UUID"]); DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(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 = '" + Util.ToRawUuidString(regionUUID) + "'"; 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(Util.ToRawUuidString(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 = BoxShape.Default; } group.AddPart(prim); group.RootPart = prim; createdObjects.Add(Util.ToRawUuidString(group.UUID), group); retvals.Add(group); } else { SceneObjectPart prim = buildPrim(primRow); DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(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 = BoxShape.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) { 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. SqliteConnection conn = new SqliteConnection(m_connectionString); conn.Open(); MainLog.Instance.Verbose("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, 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", conn)) { cmd.Parameters.Add(new SqliteParameter(":RegionUUID", Util.ToRawUuidString(regionID))); cmd.Parameters.Add(new SqliteParameter(":Revision", revision)); cmd.ExecuteNonQuery(); } conn.Close(); } } public double[,] LoadTerrain(LLUUID regionID) { lock (ds) { double[,] terret = new double[256,256]; terret.Initialize(); // the following is an work around for .NET. The perf // issues associated with it aren't as bad as you think. SqliteConnection conn = new SqliteConnection(m_connectionString); conn.Open(); String sql = "select RegionUUID, Revision, Heightfield from terrain" + " where RegionUUID=:RegionUUID order by Revision desc"; using (SqliteCommand cmd = new SqliteCommand(sql, 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 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"); conn.Close(); return null; } MainLog.Instance.Verbose("DATASTORE", "Loaded terrain revision r" + rev.ToString()); } } conn.Close(); return terret; } } public void RemoveLandObject(LLUUID globalID) { lock (ds) { SqliteConnection conn = new SqliteConnection(m_connectionString); conn.Open(); using (SqliteCommand cmd = new SqliteCommand("delete from land where UUID=:UUID", conn)) { cmd.Parameters.Add(new SqliteParameter(":UUID", Util.ToRawUuidString(globalID))); cmd.ExecuteNonQuery(); } using (SqliteCommand cmd = new SqliteCommand("delete from landaccesslist where LandUUID=:UUID", conn)) { cmd.Parameters.Add(new SqliteParameter(":UUID", Util.ToRawUuidString(globalID))); cmd.ExecuteNonQuery(); } conn.Close(); } } public void StoreLandObject(Land parcel, LLUUID regionUUID) { lock (ds) { SqliteConnection conn = new SqliteConnection(m_connectionString); conn.Open(); 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, regionUUID); land.Rows.Add(landRow); } else { fillLandRow(landRow, parcel.landData, regionUUID); } using (SqliteCommand cmd = new SqliteCommand("delete from landaccesslist where LandUUID=:LandUUID", 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); } conn.Close(); } 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"); 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)); // 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, "UUID", typeof (String)); createCol(items, "invType", typeof (Int32)); createCol(items, "assetID", typeof (String)); createCol(items, "assetType", typeof (Int32)); createCol(items, "parentFolderID", typeof (String)); 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 (Int32)); createCol(items, "currentPermissions", typeof (Int32)); createCol(items, "basePermissions", typeof (Int32)); createCol(items, "everyonePermissions", typeof (Int32)); createCol(items, "groupPermissions", typeof (Int32)); items.PrimaryKey = new DataColumn[] { items.Columns["UUID"] }; 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["SitTargetOffsetX"]), Convert.ToSingle(row["SitTargetOffsetZ"])), new LLQuaternion( Convert.ToSingle(row["SitTargetOrientW"]), Convert.ToSingle(row["SitTargetOrientX"]), Convert.ToSingle(row["SitTargetOrientY"]), Convert.ToSingle(row["SitTargetOrientX"]))); } catch (System.InvalidCastException) { // Database table was created before we got here and now has null values :P using (SqliteCommand cmd = new SqliteCommand("ALTER TABLE `prims` ADD COLUMN `SitTargetOffsetX` float NOT NULL default 0, ADD COLUMN `SitTargetOffsetY` float NOT NULL default 0, ADD COLUMN `SitTargetOffsetZ` float NOT NULL default 0, ADD COLUMN `SitTargetOrientW` float NOT NULL default 0, ADD COLUMN `SitTargetOrientX` float NOT NULL default 0, ADD COLUMN `SitTargetOrientY` float NOT NULL default 0, ADD COLUMN `SitTargetOrientZ` float NOT NULL default 0;", m_conn)) { cmd.ExecuteNonQuery(); } } return prim; } 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 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"]); // 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"]; 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["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); } } /*********************************************************************** * * 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 = ""; 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 = ""; 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 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); conn.Open(); try { pcmd.ExecuteNonQuery(); } catch (SqliteSyntaxException) { MainLog.Instance.Warn("SQLITE", "Primitives Table Already Exists"); } try { scmd.ExecuteNonQuery(); } catch (SqliteSyntaxException) { MainLog.Instance.Warn("SQLITE", "Shapes Table Already Exists"); } if (persistPrimInventories) { try { icmd.ExecuteNonQuery(); } catch (SqliteSyntaxException) { MainLog.Instance.Warn("SQLITE", "Primitives Inventory Table Already Exists"); } } try { tcmd.ExecuteNonQuery(); } catch (SqliteSyntaxException) { MainLog.Instance.Warn("SQLITE", "Terrain Table Already Exists"); } try { lcmd.ExecuteNonQuery(); } catch (SqliteSyntaxException) { MainLog.Instance.Warn("SQLITE", "Land Table Already Exists"); } try { lalcmd.ExecuteNonQuery(); } catch (SqliteSyntaxException) { MainLog.Instance.Warn("SQLITE", "LandAccessList Table Already Exists"); } conn.Close(); } 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) { MainLog.Instance.Verbose("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)) { 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; } } // TODO Not restoring prim inventories quite yet 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; } } foreach (DataColumn col in createLandTable().Columns) { if (!tmpDS.Tables["land"].Columns.Contains(col.ColumnName)) { MainLog.Instance.Verbose("DATASTORE", "Missing require column:" + col.ColumnName); return false; } } foreach (DataColumn col in createLandAccessListTable().Columns) { if (!tmpDS.Tables["landaccesslist"].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.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"; } } } }