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 libsecondlife; using System.Data; // Yes, this won't compile on MS, need to deal with that later 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) { // for us, dbfile will be the connect string MainLog.Instance.Verbose("DATASTORE", "Sqlite - connecting: " + dbfile); SqliteConnection conn = new SqliteConnection(dbfile); 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"); ds.AcceptChanges(); DataTable prims = ds.Tables["prims"]; prims.PrimaryKey = new DataColumn[] { prims.Columns["UUID"] }; setupPrimCommands(primDa, conn); // shapeDa.FillSchema(ds, SchemaType.Source, "ShapeSchema"); shapeDa.Fill(ds, "primshapes"); 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); // 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("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) { // 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 void fillPrimRow(DataRow row, SceneObjectPart prim) { row["UUID"] = prim.UUID; row["ParentID"] = prim.ParentID; row["CreationDate"] = prim.CreationDate; row["Name"] = prim.PartName; // 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["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 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 row["Texture"] = s.TextureEntry; } private void addPrim(SceneObjectPart prim) { 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); prims.Rows.Add(primRow); } else { fillPrimRow(primRow, prim); } 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); } MainLog.Instance.Verbose("Attempting to do update...."); primDa.Update(ds, "prims"); MainLog.Instance.Verbose("Dump of prims:", ds.GetXml()); } public void RemoveObject(LLUUID obj) { // TODO: remove code } public List LoadObjects() { List retvals = new List(); MainLog.Instance.Verbose("DATASTORE", "Sqlite - LoadObjects found " + " objects"); 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 } } }