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/*
* 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 System.Reflection;
using OpenMetaverse;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Data.MSSQL
{
/// <summary>
/// A MSSQL Interface for the Region Server.
/// </summary>
public class MSSQLRegionDataStore : IRegionDataStore
{
private const string _migrationStore = "RegionStore";
// private static FileSystemDataStore Instance = new FileSystemDataStore();
private static readonly ILog _Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
/// <summary>
/// The database manager
/// </summary>
private MSSQLManager _Database;
/// <summary>
/// Const for the prim store..
/// </summary>
private const string _PrimSelect = "SELECT * FROM PRIMS WHERE RegionUUID = @RegionUUID AND (SceneGroupID LIKE @SceneGroupID OR UUID IN (@UUID))";
private const string _ShapeSelect = "SELECT * FROM PRIMSHAPES WHERE UUID in (SELECT UUID FROM PRIMS WHERE RegionUUID = @RegionUUID AND (SceneGroupID LIKE @SceneGroupID OR UUID IN (@UUID)))";
private const string _ItemsSelect = "SELECT * FROM PRIMITEMS WHERE primID in (SELECT UUID FROM PRIMS WHERE RegionUUID = @RegionUUID AND (SceneGroupID LIKE @SceneGroupID OR UUID IN (@UUID)))";
private DataSet _PrimsDataSet;
private SqlDataAdapter _PrimDataAdapter;
private SqlDataAdapter _ShapeDataAdapter;
private SqlDataAdapter _ItemsDataAdapter;
/// <summary>
/// Initialises the region datastore
/// </summary>
/// <param name="connectionString">The connection string.</param>
public void Initialise(string connectionString)
{
if (string.IsNullOrEmpty(connectionString))
{
//Add MSSQLManager (dont know if we need it)
_Database = new MSSQLManager(connectionString);
}
else
{
IniFile iniFile = new IniFile("mssql_connection.ini");
string settingDataSource = iniFile.ParseFileReadValue("data_source");
string settingInitialCatalog = iniFile.ParseFileReadValue("initial_catalog");
string settingPersistSecurityInfo = iniFile.ParseFileReadValue("persist_security_info");
string settingUserId = iniFile.ParseFileReadValue("user_id");
string settingPassword = iniFile.ParseFileReadValue("password");
_Database = new MSSQLManager(settingDataSource, settingInitialCatalog, settingPersistSecurityInfo, settingUserId, settingPassword);
}
//Migration settings
_Database.CheckMigration(_migrationStore);
using (SqlConnection connection = _Database.DatabaseConnection())
{
//Create Dataset. Not filled!!!
_PrimsDataSet = new DataSet("primsdata");
using (SqlCommand primSelectCmd = new SqlCommand(_PrimSelect, connection))
{
primSelectCmd.Parameters.AddWithValue("@RegionUUID", "");
primSelectCmd.Parameters.AddWithValue("@SceneGroupID", "%");
primSelectCmd.Parameters.AddWithValue("@UUID", "");
_PrimDataAdapter = new SqlDataAdapter(primSelectCmd);
DataTable primDataTable = new DataTable("prims");
_PrimDataAdapter.Fill(primDataTable);
primDataTable.PrimaryKey = new DataColumn[] { primDataTable.Columns["UUID"] };
_PrimsDataSet.Tables.Add(primDataTable);
SetupCommands(_PrimDataAdapter); //, connection);
//SetupPrimCommands(_PrimDataAdapter, connection);
primDataTable.Clear();
}
using (SqlCommand shapeSelectCmd = new SqlCommand(_ShapeSelect, connection))
{
shapeSelectCmd.Parameters.AddWithValue("@RegionUUID", "");
shapeSelectCmd.Parameters.AddWithValue("@SceneGroupID", "%");
shapeSelectCmd.Parameters.AddWithValue("@UUID", "");
_ShapeDataAdapter = new SqlDataAdapter(shapeSelectCmd);
DataTable shapeDataTable = new DataTable("primshapes");
_ShapeDataAdapter.Fill(shapeDataTable);
shapeDataTable.PrimaryKey = new DataColumn[] { shapeDataTable.Columns["UUID"] };
_PrimsDataSet.Tables.Add(shapeDataTable);
SetupCommands(_ShapeDataAdapter); //, connection);
//SetupShapeCommands(_ShapeDataAdapter, connection);
shapeDataTable.Clear();
}
using (SqlCommand itemSelectCmd = new SqlCommand(_ItemsSelect, connection))
{
itemSelectCmd.Parameters.AddWithValue("@RegionUUID", "");
itemSelectCmd.Parameters.AddWithValue("@SceneGroupID", "%");
itemSelectCmd.Parameters.AddWithValue("@UUID", "");
_ItemsDataAdapter = new SqlDataAdapter(itemSelectCmd);
DataTable itemsDataTable = new DataTable("primitems");
_ItemsDataAdapter.Fill(itemsDataTable);
itemsDataTable.PrimaryKey = new DataColumn[] { itemsDataTable.Columns["itemID"] };
_PrimsDataSet.Tables.Add(itemsDataTable);
SetupCommands(_ItemsDataAdapter); //, connection);
//SetupItemsCommands(_ItemsDataAdapter, connection);
itemsDataTable.Clear();
}
connection.Close();
}
//After this we have a empty fully configured DataSet.
}
/// <summary>
/// Dispose the database
/// </summary>
public void Dispose() {}
/// <summary>
/// Loads the objects present in the region.
/// </summary>
/// <param name="regionUUID">The region UUID.</param>
/// <returns></returns>
public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
{
Dictionary<UUID, SceneObjectGroup> createdObjects = new Dictionary<UUID, SceneObjectGroup>();
//Retrieve all values of current region
RetrievePrimsDataForRegion(regionUUID, UUID.Zero, "");
List<SceneObjectGroup> retvals = new List<SceneObjectGroup>();
DataTable prims = _PrimsDataSet.Tables["prims"];
DataTable shapes = _PrimsDataSet.Tables["primshapes"];
lock (_PrimsDataSet)
{
DataRow[] primsForRegion = prims.Select("", "ParentID ASC"); //.Select(byRegion, orderByParent);
_Log.Info("[REGION DB]: " + "Loaded " + primsForRegion.Length + " prims for region: " + regionUUID);
foreach (DataRow primRow in primsForRegion)
{
try
{
string uuid = (string)primRow["UUID"];
string objID = (string)primRow["SceneGroupID"];
SceneObjectPart prim = buildPrim(primRow);
if (uuid == objID) //is new SceneObjectGroup ?
{
SceneObjectGroup group = new SceneObjectGroup();
DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString());
if (shapeRow != null)
{
prim.Shape = buildShape(shapeRow);
}
else
{
_Log.Info(
"No shape found for prim in storage, so setting default box shape");
prim.Shape = PrimitiveBaseShape.Default;
}
group.AddPart(prim);
group.RootPart = prim;
createdObjects.Add(group.UUID, group);
retvals.Add(group);
}
else
{
DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString());
if (shapeRow != null)
{
prim.Shape = buildShape(shapeRow);
}
else
{
_Log.Info(
"No shape found for prim in storage, so setting default box shape");
prim.Shape = PrimitiveBaseShape.Default;
}
createdObjects[new UUID(objID)].AddPart(prim);
}
LoadItems(prim);
}
catch (Exception e)
{
_Log.Error("[REGION DB]: Failed create prim object, exception and data follows");
_Log.Info("[REGION DB]: " + e.Message);
foreach (DataColumn col in prims.Columns)
{
_Log.Info("[REGION DB]: Col: " + col.ColumnName + " => " + primRow[col]);
}
}
}
_PrimsDataSet.Tables["prims"].Clear();
_PrimsDataSet.Tables["primshapes"].Clear();
_PrimsDataSet.Tables["primitems"].Clear();
}
return retvals;
#region Experimental
//
// //Get all prims
// string sql = "select * from prims where RegionUUID = @RegionUUID";
//
// using (AutoClosingSqlCommand cmdPrims = _Database.Query(sql))
// {
// cmdPrims.Parameters.AddWithValue("@RegionUUID", regionUUID.ToString());
// using (SqlDataReader readerPrims = cmdPrims.ExecuteReader())
// {
// while (readerPrims.Read())
// {
// string uuid = (string)readerPrims["UUID"];
// string objID = (string)readerPrims["SceneGroupID"];
// SceneObjectPart prim = buildPrim(readerPrims);
//
// //Setting default shape, will change shape ltr
// prim.Shape = PrimitiveBaseShape.Default;
//
// //Load inventory items of prim
// //LoadItems(prim);
//
// if (uuid == objID)
// {
// SceneObjectGroup group = new SceneObjectGroup();
//
// group.AddPart(prim);
// group.RootPart = prim;
//
// createdObjects.Add(group.UUID, group);
// retvals.Add(group);
// }
// else
// {
// createdObjects[new UUID(objID)].AddPart(prim);
// }
// }
// }
// }
// m_log.Info("[REGION DB]: Loaded " + retvals.Count + " prim objects for region: " + regionUUID);
//
// //Find all shapes related with prims
// sql = "select * from primshapes";
// using (AutoClosingSqlCommand cmdShapes = _Database.Query(sql))
// {
// using (SqlDataReader readerShapes = cmdShapes.ExecuteReader())
// {
// while (readerShapes.Read())
// {
// UUID UUID = new UUID((string) readerShapes["UUID"]);
//
// foreach (SceneObjectGroup objectGroup in createdObjects.Values)
// {
// if (objectGroup.Children.ContainsKey(UUID))
// {
// objectGroup.Children[UUID].Shape = buildShape(readerShapes);
// }
// }
// }
// }
// }
// return retvals;
#endregion
}
/// <summary>
/// Stores all object's details apart from inventory
/// </summary>
/// <param name="obj"></param>
/// <param name="regionUUID"></param>
public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
{
//Retrieve all values of current region, and current scene/or prims
//Build primID's, we use IN so I can select all prims from objgroup
string primID = "";
foreach (SceneObjectPart prim in obj.Children.Values)
{
primID += prim.UUID + "', '";
}
primID = primID.Remove(primID.LastIndexOf("',"));
RetrievePrimsDataForRegion(regionUUID, obj.UUID, primID);
_Log.InfoFormat("[REGION DB]: Adding/Changing SceneObjectGroup: {0} to region: {1}, object has {2} prims.", obj.UUID, regionUUID, obj.Children.Count);
foreach (SceneObjectPart prim in obj.Children.Values)
{
if ((prim.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) == 0
&& (prim.GetEffectiveObjectFlags() & (uint)PrimFlags.Temporary) == 0
&& (prim.GetEffectiveObjectFlags() & (uint)PrimFlags.TemporaryOnRez) == 0)
{
lock (_PrimsDataSet)
{
DataTable prims = _PrimsDataSet.Tables["prims"];
DataTable shapes = _PrimsDataSet.Tables["primshapes"];
DataRow primRow = prims.Rows.Find(prim.UUID.ToString());
if (primRow == null)
{
primRow = prims.NewRow();
fillPrimRow(primRow, prim, obj.UUID, regionUUID);
prims.Rows.Add(primRow);
}
else
{
fillPrimRow(primRow, prim, obj.UUID, regionUUID);
}
DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString());
if (shapeRow == null)
{
shapeRow = shapes.NewRow();
fillShapeRow(shapeRow, prim);
shapes.Rows.Add(shapeRow);
}
else
{
fillShapeRow(shapeRow, prim);
}
}
}
}
//Save changes
CommitDataSet();
}
/// <summary>
/// Removes a object from the database.
/// Meaning removing it from tables Prims, PrimShapes and PrimItems
/// </summary>
/// <param name="objectID">id of scenegroup</param>
/// <param name="regionUUID">regionUUID (is this used anyway</param>
public void RemoveObject(UUID objectID, UUID regionUUID)
{
_Log.InfoFormat("[REGION DB]: Removing obj: {0} from region: {1}", objectID, regionUUID);
//Remove from prims and primsitem table
string sqlPrims = string.Format("DELETE FROM PRIMS WHERE SceneGroupID = '{0}'", objectID);
string sqlPrimItems = string.Format("DELETE FROM PRIMITEMS WHERE primID in (SELECT UUID FROM PRIMS WHERE SceneGroupID = '{0}')", objectID);
string sqlPrimShapes = string.Format("DELETE FROM PRIMSHAPES WHERE uuid in (SELECT UUID FROM PRIMS WHERE SceneGroupID = '{0}')", objectID);
//Using the non transaction mode.
using (AutoClosingSqlCommand cmd = _Database.Query(sqlPrimShapes))
{
cmd.ExecuteNonQuery();
cmd.CommandText = sqlPrimItems;
cmd.ExecuteNonQuery();
cmd.CommandText = sqlPrims;
cmd.ExecuteNonQuery();
}
}
/// <summary>
/// Store the inventory of a prim. Warning deletes everything first and then adds all again.
/// </summary>
/// <param name="primID"></param>
/// <param name="items"></param>
public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
{
_Log.InfoFormat("[REGION DB]: Persisting Prim Inventory with prim ID {0}", primID);
//Statement from MySQL section!
// For now, we're just going to crudely remove all the previous inventory items
// no matter whether they have changed or not, and replace them with the current set.
//Delete everything from PrimID
//TODO add index on PrimID in DB, if not already exist
using (AutoClosingSqlCommand cmd = _Database.Query("DELETE PRIMITEMS WHERE primID = @primID"))
{
cmd.Parameters.Add(_Database.CreateParameter("@primID", primID));
cmd.ExecuteNonQuery();
}
string sql =
"INSERT INTO [primitems] ([itemID],[primID],[assetID],[parentFolderID],[invType],[assetType],[name],[description],[creationDate],[creatorID],[ownerID],[lastOwnerID],[groupID],[nextPermissions],[currentPermissions],[basePermissions],[everyonePermissions],[groupPermissions],[flags]) VALUES (@itemID,@primID,@assetID,@parentFolderID,@invType,@assetType,@name,@description,@creationDate,@creatorID,@ownerID,@lastOwnerID,@groupID,@nextPermissions,@currentPermissions,@basePermissions,@everyonePermissions,@groupPermissions,@flags)";
using (AutoClosingSqlCommand cmd = _Database.Query(sql))
{
foreach (TaskInventoryItem newItem in items)
{
//
cmd.Parameters.AddRange(CreatePrimInventoryParameters(newItem));
cmd.ExecuteNonQuery();
cmd.Parameters.Clear();
}
}
}
/// <summary>
/// Loads the terrain map.
/// </summary>
/// <param name="regionID">regionID.</param>
/// <returns></returns>
public double[,] LoadTerrain(UUID regionID)
{
double[,] terrain = new double[256, 256];
terrain.Initialize();
string sql = "select top 1 RegionUUID, Revision, Heightfield from terrain where RegionUUID = @RegionUUID order by Revision desc";
using (AutoClosingSqlCommand cmd = _Database.Query(sql))
{
// MySqlParameter param = new MySqlParameter();
cmd.Parameters.AddWithValue("@RegionUUID", regionID.ToString());
using (SqlDataReader reader = cmd.ExecuteReader())
{
int rev;
if (reader.Read())
{
MemoryStream str = new MemoryStream((byte[])reader["Heightfield"]);
BinaryReader br = new BinaryReader(str);
for (int x = 0; x < 256; x++)
{
for (int y = 0; y < 256; y++)
{
terrain[x, y] = br.ReadDouble();
}
}
rev = (int)reader["Revision"];
}
else
{
_Log.Info("[REGION DB]: No terrain found for region");
return null;
}
_Log.Info("[REGION DB]: Loaded terrain revision r" + rev);
}
}
return terrain;
}
/// <summary>
/// Stores the terrain map to DB.
/// </summary>
/// <param name="terrain">terrain map data.</param>
/// <param name="regionID">regionID.</param>
public void StoreTerrain(double[,] terrain, UUID regionID)
{
int revision = Util.UnixTimeSinceEpoch();
//Delete old terrain map
string sql = "delete from terrain where RegionUUID=@RegionUUID";
using (AutoClosingSqlCommand cmd = _Database.Query(sql))
{
cmd.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionID));
cmd.ExecuteNonQuery();
}
sql = "insert into terrain(RegionUUID, Revision, Heightfield) values(@RegionUUID, @Revision, @Heightfield)";
using (AutoClosingSqlCommand cmd = _Database.Query(sql))
{
cmd.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionID));
cmd.Parameters.Add(_Database.CreateParameter("@Revision", revision));
cmd.Parameters.Add(_Database.CreateParameter("@Heightfield", serializeTerrain(terrain)));
cmd.ExecuteNonQuery();
}
_Log.Info("[REGION DB]: Stored terrain revision r " + revision);
}
/// <summary>
/// Loads all the land objects of a region.
/// </summary>
/// <param name="regionUUID">The region UUID.</param>
/// <returns></returns>
public List<LandData> LoadLandObjects(UUID regionUUID)
{
List<LandData> landDataForRegion = new List<LandData>();
string sql = "select * from land where RegionUUID = @RegionUUID";
//Retrieve all land data from region
using (AutoClosingSqlCommand cmdLandData = _Database.Query(sql))
{
cmdLandData.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionUUID));
using (SqlDataReader readerLandData = cmdLandData.ExecuteReader())
{
while (readerLandData.Read())
{
// LandData data = buildLandData(readerLandData);
landDataForRegion.Add(buildLandData(readerLandData));
}
}
}
//Retrieve all accesslist data for all landdata
foreach (LandData landData in landDataForRegion)
{
sql = "select * from landaccesslist where LandUUID = @LandUUID";
using (AutoClosingSqlCommand cmdAccessList = _Database.Query(sql))
{
cmdAccessList.Parameters.Add(_Database.CreateParameter("@LandUUID", landData.GlobalID));
using (SqlDataReader readerAccessList = cmdAccessList.ExecuteReader())
{
while (readerAccessList.Read())
{
landData.ParcelAccessList.Add(buildLandAccessData(readerAccessList));
}
}
}
}
//Return data
return landDataForRegion;
}
/// <summary>
/// Stores land object with landaccess list.
/// </summary>
/// <param name="parcel">parcel data.</param>
public void StoreLandObject(ILandObject parcel)
{
//As this is only one record in land table I just delete all and then add a new record.
//As the delete landaccess is already in the mysql code
//Delete old values
RemoveLandObject(parcel.landData.GlobalID);
//Insert new values
string sql = @"INSERT INTO [land]
([UUID],[RegionUUID],[LocalLandID],[Bitmap],[Name],[Description],[OwnerUUID],[IsGroupOwned],[Area],[AuctionID],[Category],[ClaimDate],[ClaimPrice],[GroupUUID],[SalePrice],[LandStatus],[LandFlags],[LandingType],[MediaAutoScale],[MediaTextureUUID],[MediaURL],[MusicURL],[PassHours],[PassPrice],[SnapshotUUID],[UserLocationX],[UserLocationY],[UserLocationZ],[UserLookAtX],[UserLookAtY],[UserLookAtZ],[AuthbuyerID])
VALUES
(@UUID,@RegionUUID,@LocalLandID,@Bitmap,@Name,@Description,@OwnerUUID,@IsGroupOwned,@Area,@AuctionID,@Category,@ClaimDate,@ClaimPrice,@GroupUUID,@SalePrice,@LandStatus,@LandFlags,@LandingType,@MediaAutoScale,@MediaTextureUUID,@MediaURL,@MusicURL,@PassHours,@PassPrice,@SnapshotUUID,@UserLocationX,@UserLocationY,@UserLocationZ,@UserLookAtX,@UserLookAtY,@UserLookAtZ,@AuthbuyerID)";
using (AutoClosingSqlCommand cmd = _Database.Query(sql))
{
cmd.Parameters.AddRange(CreateLandParameters(parcel.landData, parcel.regionUUID));
cmd.ExecuteNonQuery();
}
sql = "INSERT INTO [landaccesslist] ([LandUUID],[AccessUUID],[Flags]) VALUES (@LandUUID,@AccessUUID,@Flags)";
using (AutoClosingSqlCommand cmd = _Database.Query(sql))
{
foreach (ParcelManager.ParcelAccessEntry parcelAccessEntry in parcel.landData.ParcelAccessList)
{
cmd.Parameters.AddRange(CreateLandAccessParameters(parcelAccessEntry, parcel.regionUUID));
cmd.ExecuteNonQuery();
cmd.Parameters.Clear();
}
}
}
/// <summary>
/// Removes a land object from DB.
/// </summary>
/// <param name="globalID">UUID of landobject</param>
public void RemoveLandObject(UUID globalID)
{
using (AutoClosingSqlCommand cmd = _Database.Query("delete from land where UUID=@UUID"))
{
cmd.Parameters.Add(_Database.CreateParameter("@UUID", globalID));
cmd.ExecuteNonQuery();
}
using (AutoClosingSqlCommand cmd = _Database.Query("delete from landaccesslist where LandUUID=@UUID"))
{
cmd.Parameters.Add(_Database.CreateParameter("@UUID", globalID));
cmd.ExecuteNonQuery();
}
}
/// <summary>
/// Loads the settings of a region.
/// </summary>
/// <param name="regionUUID">The region UUID.</param>
/// <returns></returns>
public RegionSettings LoadRegionSettings(UUID regionUUID)
{
string sql = "select * from regionsettings where regionUUID = @regionUUID";
RegionSettings regionSettings;
using (AutoClosingSqlCommand cmd = _Database.Query(sql))
{
cmd.Parameters.Add(_Database.CreateParameter("@regionUUID", regionUUID));
using (SqlDataReader reader = cmd.ExecuteReader())
{
if (reader.Read())
{
regionSettings = buildRegionSettings(reader);
regionSettings.OnSave += StoreRegionSettings;
return regionSettings;
}
}
}
//If comes here then there is now region setting for that region
regionSettings = new RegionSettings();
regionSettings.RegionUUID = regionUUID;
regionSettings.OnSave += StoreRegionSettings;
//Store new values
StoreNewRegionSettings(regionSettings);
return regionSettings;
}
/// <summary>
/// Store region settings, need to check if the check is really necesary. If we can make something for creating new region.
/// </summary>
/// <param name="regionSettings">region settings.</param>
public void StoreRegionSettings(RegionSettings regionSettings)
{
//Little check if regionUUID already exist in DB
string regionUUID;
using (AutoClosingSqlCommand cmd = _Database.Query("SELECT regionUUID FROM regionsettings WHERE regionUUID = @regionUUID"))
{
cmd.Parameters.Add(_Database.CreateParameter("@regionUUID", regionSettings.RegionUUID));
regionUUID = cmd.ExecuteScalar().ToString();
}
if (string.IsNullOrEmpty(regionUUID))
{
StoreNewRegionSettings(regionSettings);
}
else
{
//This method only updates region settings!!! First call LoadRegionSettings to create new region settings in DB
string sql =
@"UPDATE [regionsettings] SET [block_terraform] = @block_terraform ,[block_fly] = @block_fly ,[allow_damage] = @allow_damage
,[restrict_pushing] = @restrict_pushing ,[allow_land_resell] = @allow_land_resell ,[allow_land_join_divide] = @allow_land_join_divide
,[block_show_in_search] = @block_show_in_search ,[agent_limit] = @agent_limit ,[object_bonus] = @object_bonus ,[maturity] = @maturity
,[disable_scripts] = @disable_scripts ,[disable_collisions] = @disable_collisions ,[disable_physics] = @disable_physics
,[terrain_texture_1] = @terrain_texture_1 ,[terrain_texture_2] = @terrain_texture_2 ,[terrain_texture_3] = @terrain_texture_3
,[terrain_texture_4] = @terrain_texture_4 ,[elevation_1_nw] = @elevation_1_nw ,[elevation_2_nw] = @elevation_2_nw
,[elevation_1_ne] = @elevation_1_ne ,[elevation_2_ne] = @elevation_2_ne ,[elevation_1_se] = @elevation_1_se ,[elevation_2_se] = @elevation_2_se
,[elevation_1_sw] = @elevation_1_sw ,[elevation_2_sw] = @elevation_2_sw ,[water_height] = @water_height ,[terrain_raise_limit] = @terrain_raise_limit
,[terrain_lower_limit] = @terrain_lower_limit ,[use_estate_sun] = @use_estate_sun ,[fixed_sun] = @fixed_sun ,[sun_position] = @sun_position
,[covenant] = @covenant ,[Sandbox] = @Sandbox WHERE [regionUUID] = @regionUUID";
using (AutoClosingSqlCommand cmd = _Database.Query(sql))
{
cmd.Parameters.AddRange(CreateRegionSettingParameters(regionSettings));
cmd.ExecuteNonQuery();
}
}
}
public void Shutdown()
{
//Not used??
}
#region Private Methods
/// <summary>
/// Load in a prim's persisted inventory.
/// </summary>
/// <param name="prim">The prim</param>
private void LoadItems(SceneObjectPart prim)
{
DataTable dbItems = _PrimsDataSet.Tables["primitems"];
String sql = String.Format("primID = '{0}'", prim.UUID);
DataRow[] dbItemRows = dbItems.Select(sql);
IList<TaskInventoryItem> inventory = new List<TaskInventoryItem>();
foreach (DataRow row in dbItemRows)
{
TaskInventoryItem item = buildItem(row);
inventory.Add(item);
//m_log.DebugFormat("[DATASTORE]: Restored item {0}, {1}", item.Name, item.ItemID);
}
prim.RestoreInventoryItems(inventory);
// XXX A nasty little hack to recover the folder id for the prim (which is currently stored in
// every item). This data should really be stored in the prim table itself.
if (dbItemRows.Length > 0)
{
prim.FolderID = inventory[0].ParentID;
}
}
/// <summary>
/// Serializes the terrain data for storage in DB.
/// </summary>
/// <param name="val">terrain data</param>
/// <returns></returns>
private static 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++)
{
double height = val[x, y];
if (height == 0.0)
height = double.Epsilon;
bw.Write(height);
}
return str.ToArray();
}
/// <summary>
/// Stores new regionsettings.
/// </summary>
/// <param name="regionSettings">The region settings.</param>
private void StoreNewRegionSettings(RegionSettings regionSettings)
{
string sql = @"INSERT INTO [regionsettings]
([regionUUID],[block_terraform],[block_fly],[allow_damage],[restrict_pushing],[allow_land_resell],[allow_land_join_divide],[block_show_in_search],[agent_limit],[object_bonus],[maturity],[disable_scripts],[disable_collisions],[disable_physics],[terrain_texture_1],[terrain_texture_2],[terrain_texture_3],[terrain_texture_4],[elevation_1_nw],[elevation_2_nw],[elevation_1_ne],[elevation_2_ne],[elevation_1_se],[elevation_2_se],[elevation_1_sw],[elevation_2_sw],[water_height],[terrain_raise_limit],[terrain_lower_limit],[use_estate_sun],[fixed_sun],[sun_position],[covenant],[Sandbox]) VALUES
(@regionUUID,@block_terraform,@block_fly,@allow_damage,@restrict_pushing,@allow_land_resell,@allow_land_join_divide,@block_show_in_search,@agent_limit,@object_bonus,@maturity,@disable_scripts,@disable_collisions,@disable_physics,@terrain_texture_1,@terrain_texture_2,@terrain_texture_3,@terrain_texture_4,@elevation_1_nw,@elevation_2_nw,@elevation_1_ne,@elevation_2_ne,@elevation_1_se,@elevation_2_se,@elevation_1_sw,@elevation_2_sw,@water_height,@terrain_raise_limit,@terrain_lower_limit,@use_estate_sun,@fixed_sun,@sun_position,@covenant,@Sandbox)";
using (AutoClosingSqlCommand cmd = _Database.Query(sql))
{
cmd.Parameters.AddRange(CreateRegionSettingParameters(regionSettings));
cmd.ExecuteNonQuery();
}
}
#region Private DataRecord conversion methods
/// <summary>
/// Builds the region settings from a datarecod.
/// </summary>
/// <param name="row">datarecord with regionsettings.</param>
/// <returns></returns>
private static RegionSettings buildRegionSettings(IDataRecord row)
{
//TODO change this is some more generic code so we doesnt have to change it every time a new field is added?
RegionSettings newSettings = new RegionSettings();
newSettings.RegionUUID = new UUID((string)row["regionUUID"]);
newSettings.BlockTerraform = Convert.ToBoolean(row["block_terraform"]);
newSettings.AllowDamage = Convert.ToBoolean(row["allow_damage"]);
newSettings.BlockFly = Convert.ToBoolean(row["block_fly"]);
newSettings.RestrictPushing = Convert.ToBoolean(row["restrict_pushing"]);
newSettings.AllowLandResell = Convert.ToBoolean(row["allow_land_resell"]);
newSettings.AllowLandJoinDivide = Convert.ToBoolean(row["allow_land_join_divide"]);
newSettings.BlockShowInSearch = Convert.ToBoolean(row["block_show_in_search"]);
newSettings.AgentLimit = Convert.ToInt32(row["agent_limit"]);
newSettings.ObjectBonus = Convert.ToDouble(row["object_bonus"]);
newSettings.Maturity = Convert.ToInt32(row["maturity"]);
newSettings.DisableScripts = Convert.ToBoolean(row["disable_scripts"]);
newSettings.DisableCollisions = Convert.ToBoolean(row["disable_collisions"]);
newSettings.DisablePhysics = Convert.ToBoolean(row["disable_physics"]);
newSettings.TerrainTexture1 = new UUID((String)row["terrain_texture_1"]);
newSettings.TerrainTexture2 = new UUID((String)row["terrain_texture_2"]);
newSettings.TerrainTexture3 = new UUID((String)row["terrain_texture_3"]);
newSettings.TerrainTexture4 = new UUID((String)row["terrain_texture_4"]);
newSettings.Elevation1NW = Convert.ToDouble(row["elevation_1_nw"]);
newSettings.Elevation2NW = Convert.ToDouble(row["elevation_2_nw"]);
newSettings.Elevation1NE = Convert.ToDouble(row["elevation_1_ne"]);
newSettings.Elevation2NE = Convert.ToDouble(row["elevation_2_ne"]);
newSettings.Elevation1SE = Convert.ToDouble(row["elevation_1_se"]);
newSettings.Elevation2SE = Convert.ToDouble(row["elevation_2_se"]);
newSettings.Elevation1SW = Convert.ToDouble(row["elevation_1_sw"]);
newSettings.Elevation2SW = Convert.ToDouble(row["elevation_2_sw"]);
newSettings.WaterHeight = Convert.ToDouble(row["water_height"]);
newSettings.TerrainRaiseLimit = Convert.ToDouble(row["terrain_raise_limit"]);
newSettings.TerrainLowerLimit = Convert.ToDouble(row["terrain_lower_limit"]);
newSettings.UseEstateSun = Convert.ToBoolean(row["use_estate_sun"]);
newSettings.Sandbox = Convert.ToBoolean(row["sandbox"]);
newSettings.FixedSun = Convert.ToBoolean(row["fixed_sun"]);
newSettings.SunPosition = Convert.ToDouble(row["sun_position"]);
newSettings.Covenant = new UUID((String)row["covenant"]);
return newSettings;
}
/// <summary>
/// Builds the land data from a datarecord.
/// </summary>
/// <param name="row">datarecord with land data</param>
/// <returns></returns>
private static LandData buildLandData(IDataRecord row)
{
LandData newData = new LandData();
newData.GlobalID = new UUID((String)row["UUID"]);
newData.LocalID = Convert.ToInt32(row["LocalLandID"]);
// Bitmap is a byte[512]
newData.Bitmap = (Byte[])row["Bitmap"];
newData.Name = (String)row["Name"];
newData.Description = (String)row["Description"];
newData.OwnerID = (UUID)(String)row["OwnerUUID"];
newData.IsGroupOwned = Convert.ToBoolean(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 UUID((String)row["GroupUUID"]);
newData.SalePrice = Convert.ToInt32(row["SalePrice"]);
newData.Status = (Parcel.ParcelStatus)Convert.ToInt32(row["LandStatus"]);
//Enum. libsecondlife.Parcel.ParcelStatus
newData.Flags = Convert.ToUInt32(row["LandFlags"]);
newData.LandingType = Convert.ToByte(row["LandingType"]);
newData.MediaAutoScale = Convert.ToByte(row["MediaAutoScale"]);
newData.MediaID = new UUID((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"]);
UUID authedbuyer;
UUID snapshotID;
if (UUID.TryParse((string)row["AuthBuyerID"], out authedbuyer))
newData.AuthBuyerID = authedbuyer;
if (UUID.TryParse((string)row["SnapshotUUID"], out snapshotID))
newData.SnapshotID = snapshotID;
try
{
newData.UserLocation =
new Vector3(Convert.ToSingle(row["UserLocationX"]), Convert.ToSingle(row["UserLocationY"]),
Convert.ToSingle(row["UserLocationZ"]));
newData.UserLookAt =
new Vector3(Convert.ToSingle(row["UserLookAtX"]), Convert.ToSingle(row["UserLookAtY"]),
Convert.ToSingle(row["UserLookAtZ"]));
}
catch (InvalidCastException)
{
newData.UserLocation = Vector3.Zero;
newData.UserLookAt = Vector3.Zero;
_Log.ErrorFormat("[PARCEL]: unable to get parcel telehub settings for {1}", newData.Name);
}
newData.ParcelAccessList = new List<ParcelManager.ParcelAccessEntry>();
return newData;
}
/// <summary>
/// Builds the landaccess data from a data record.
/// </summary>
/// <param name="row">datarecord with landaccess data</param>
/// <returns></returns>
private static ParcelManager.ParcelAccessEntry buildLandAccessData(IDataRecord row)
{
ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
entry.AgentID = new UUID((string)row["AccessUUID"]);
entry.Flags = (AccessList)Convert.ToInt32(row["Flags"]);
entry.Time = new DateTime();
return entry;
}
/// <summary>
/// Builds the prim from a datarecord.
/// </summary>
/// <param name="row">datarecord</param>
/// <returns></returns>
private static SceneObjectPart buildPrim(DataRow row)
{
SceneObjectPart prim = new SceneObjectPart();
prim.UUID = new UUID((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 UUID((String)row["CreatorID"]);
prim.OwnerID = new UUID((String)row["OwnerID"]);
prim.GroupID = new UUID((String)row["GroupID"]);
prim.LastOwnerID = new UUID((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 Vector3(
Convert.ToSingle(row["PositionX"]),
Convert.ToSingle(row["PositionY"]),
Convert.ToSingle(row["PositionZ"])
);
prim.GroupPosition = new Vector3(
Convert.ToSingle(row["GroupPositionX"]),
Convert.ToSingle(row["GroupPositionY"]),
Convert.ToSingle(row["GroupPositionZ"])
);
prim.Velocity = new Vector3(
Convert.ToSingle(row["VelocityX"]),
Convert.ToSingle(row["VelocityY"]),
Convert.ToSingle(row["VelocityZ"])
);
prim.AngularVelocity = new Vector3(
Convert.ToSingle(row["AngularVelocityX"]),
Convert.ToSingle(row["AngularVelocityY"]),
Convert.ToSingle(row["AngularVelocityZ"])
);
prim.Acceleration = new Vector3(
Convert.ToSingle(row["AccelerationX"]),
Convert.ToSingle(row["AccelerationY"]),
Convert.ToSingle(row["AccelerationZ"])
);
// quaternions
prim.RotationOffset = new Quaternion(
Convert.ToSingle(row["RotationX"]),
Convert.ToSingle(row["RotationY"]),
Convert.ToSingle(row["RotationZ"]),
Convert.ToSingle(row["RotationW"])
);
prim.SitTargetPositionLL = new Vector3(
Convert.ToSingle(row["SitTargetOffsetX"]),
Convert.ToSingle(row["SitTargetOffsetY"]),
Convert.ToSingle(row["SitTargetOffsetZ"])
);
prim.SitTargetOrientationLL = new Quaternion(
Convert.ToSingle(row["SitTargetOrientX"]),
Convert.ToSingle(row["SitTargetOrientY"]),
Convert.ToSingle(row["SitTargetOrientZ"]),
Convert.ToSingle(row["SitTargetOrientW"])
);
prim.PayPrice[0] = Convert.ToInt32(row["PayPrice"]);
prim.PayPrice[1] = Convert.ToInt32(row["PayButton1"]);
prim.PayPrice[2] = Convert.ToInt32(row["PayButton2"]);
prim.PayPrice[3] = Convert.ToInt32(row["PayButton3"]);
prim.PayPrice[4] = Convert.ToInt32(row["PayButton4"]);
prim.Sound = new UUID(row["LoopedSound"].ToString());
prim.SoundGain = Convert.ToSingle(row["LoopedSoundGain"]);
prim.SoundFlags = 1; // If it's persisted at all, it's looped
if (row["TextureAnimation"] != null && row["TextureAnimation"] != DBNull.Value)
prim.TextureAnimation = (Byte[])row["TextureAnimation"];
prim.RotationalVelocity = new Vector3(
Convert.ToSingle(row["OmegaX"]),
Convert.ToSingle(row["OmegaY"]),
Convert.ToSingle(row["OmegaZ"])
);
// TODO: Rotation
// OmegaX, OmegaY, OmegaZ
prim.SetCameraEyeOffset(new Vector3(
Convert.ToSingle(row["CameraEyeOffsetX"]),
Convert.ToSingle(row["CameraEyeOffsetY"]),
Convert.ToSingle(row["CameraEyeOffsetZ"])
));
prim.SetCameraAtOffset(new Vector3(
Convert.ToSingle(row["CameraAtOffsetX"]),
Convert.ToSingle(row["CameraAtOffsetY"]),
Convert.ToSingle(row["CameraAtOffsetZ"])
));
if (Convert.ToInt16(row["ForceMouselook"]) != 0)
prim.SetForceMouselook(true);
prim.ScriptAccessPin = Convert.ToInt32(row["ScriptAccessPin"]);
if (Convert.ToInt16(row["AllowedDrop"]) != 0)
prim.AllowedDrop = true;
if (Convert.ToInt16(row["DieAtEdge"]) != 0)
prim.DIE_AT_EDGE = true;
prim.SalePrice = Convert.ToInt32(row["SalePrice"]);
prim.ObjectSaleType = Convert.ToByte(row["SaleType"]);
return prim;
}
/// <summary>
/// Builds the prim shape from a datarecord.
/// </summary>
/// <param name="row">The row.</param>
/// <returns></returns>
private static PrimitiveBaseShape buildShape(DataRow row)
{
PrimitiveBaseShape s = new PrimitiveBaseShape();
s.Scale = new Vector3(
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"]);
byte[] textureEntry = (byte[])row["Texture"];
s.TextureEntry = textureEntry;
s.ExtraParams = (byte[])row["ExtraParams"];
try
{
s.State = Convert.ToByte(row["State"]);
}
catch (InvalidCastException)
{
}
return s;
}
/// <summary>
/// Build a prim inventory item from the persisted data.
/// </summary>
/// <param name="row"></param>
/// <returns></returns>
private static TaskInventoryItem buildItem(DataRow row)
{
TaskInventoryItem taskItem = new TaskInventoryItem();
taskItem.ItemID = new UUID((String)row["itemID"]);
taskItem.ParentPartID = new UUID((String)row["primID"]);
taskItem.AssetID = new UUID((String)row["assetID"]);
taskItem.ParentID = new UUID((String)row["parentFolderID"]);
taskItem.InvType = Convert.ToInt32(row["invType"]);
taskItem.Type = Convert.ToInt32(row["assetType"]);
taskItem.Name = (String)row["name"];
taskItem.Description = (String)row["description"];
taskItem.CreationDate = Convert.ToUInt32(row["creationDate"]);
taskItem.CreatorID = new UUID((String)row["creatorID"]);
taskItem.OwnerID = new UUID((String)row["ownerID"]);
taskItem.LastOwnerID = new UUID((String)row["lastOwnerID"]);
taskItem.GroupID = new UUID((String)row["groupID"]);
taskItem.NextPermissions = Convert.ToUInt32(row["nextPermissions"]);
taskItem.CurrentPermissions = Convert.ToUInt32(row["currentPermissions"]);
taskItem.BasePermissions = Convert.ToUInt32(row["basePermissions"]);
taskItem.EveryonePermissions = Convert.ToUInt32(row["everyonePermissions"]);
taskItem.GroupPermissions = Convert.ToUInt32(row["groupPermissions"]);
taskItem.Flags = Convert.ToUInt32(row["flags"]);
return taskItem;
}
#endregion
#region Create parameters methods
/// <summary>
/// Creates the prim inventory parameters.
/// </summary>
/// <param name="taskItem">item in inventory.</param>
/// <returns></returns>
private SqlParameter[] CreatePrimInventoryParameters(TaskInventoryItem taskItem)
{
SqlParameter[] parameters = new SqlParameter[19];
parameters[0] = _Database.CreateParameter("itemID", taskItem.ItemID);
parameters[1] = _Database.CreateParameter("primID", taskItem.ParentPartID);
parameters[2] = _Database.CreateParameter("assetID", taskItem.AssetID);
parameters[3] = _Database.CreateParameter("parentFolderID", taskItem.ParentID);
parameters[4] = _Database.CreateParameter("invType", taskItem.InvType);
parameters[5] = _Database.CreateParameter("assetType", taskItem.Type);
parameters[6] = _Database.CreateParameter("name", taskItem.Name);
parameters[7] = _Database.CreateParameter("description", taskItem.Description);
parameters[8] = _Database.CreateParameter("creationDate", taskItem.CreationDate);
parameters[9] = _Database.CreateParameter("creatorID", taskItem.CreatorID);
parameters[10] = _Database.CreateParameter("ownerID", taskItem.OwnerID);
parameters[11] = _Database.CreateParameter("lastOwnerID", taskItem.LastOwnerID);
parameters[12] = _Database.CreateParameter("groupID", taskItem.GroupID);
parameters[13] = _Database.CreateParameter("nextPermissions", taskItem.NextPermissions);
parameters[14] = _Database.CreateParameter("currentPermissions", taskItem.CurrentPermissions);
parameters[15] = _Database.CreateParameter("basePermissions", taskItem.BasePermissions);
parameters[16] = _Database.CreateParameter("everyonePermissions", taskItem.EveryonePermissions);
parameters[17] = _Database.CreateParameter("groupPermissions", taskItem.GroupPermissions);
parameters[18] = _Database.CreateParameter("flags", taskItem.Flags);
return parameters;
}
/// <summary>
/// Creates the region setting parameters.
/// </summary>
/// <param name="settings">regionsettings.</param>
/// <returns></returns>
private SqlParameter[] CreateRegionSettingParameters(RegionSettings settings)
{
SqlParameter[] parameters = new SqlParameter[34];
parameters[0] = _Database.CreateParameter("regionUUID", settings.RegionUUID);
parameters[1] = _Database.CreateParameter("block_terraform", settings.BlockTerraform);
parameters[2] = _Database.CreateParameter("block_fly", settings.BlockFly);
parameters[3] = _Database.CreateParameter("allow_damage", settings.AllowDamage);
parameters[4] = _Database.CreateParameter("restrict_pushing", settings.RestrictPushing);
parameters[5] = _Database.CreateParameter("allow_land_resell", settings.AllowLandResell);
parameters[6] = _Database.CreateParameter("allow_land_join_divide", settings.AllowLandJoinDivide);
parameters[7] = _Database.CreateParameter("block_show_in_search", settings.BlockShowInSearch);
parameters[8] = _Database.CreateParameter("agent_limit", settings.AgentLimit);
parameters[9] = _Database.CreateParameter("object_bonus", settings.ObjectBonus);
parameters[10] = _Database.CreateParameter("maturity", settings.Maturity);
parameters[11] = _Database.CreateParameter("disable_scripts", settings.DisableScripts);
parameters[12] = _Database.CreateParameter("disable_collisions", settings.DisableCollisions);
parameters[13] = _Database.CreateParameter("disable_physics", settings.DisablePhysics);
parameters[14] = _Database.CreateParameter("terrain_texture_1", settings.TerrainTexture1);
parameters[15] = _Database.CreateParameter("terrain_texture_2", settings.TerrainTexture2);
parameters[16] = _Database.CreateParameter("terrain_texture_3", settings.TerrainTexture3);
parameters[17] = _Database.CreateParameter("terrain_texture_4", settings.TerrainTexture4);
parameters[18] = _Database.CreateParameter("elevation_1_nw", settings.Elevation1NW);
parameters[19] = _Database.CreateParameter("elevation_2_nw", settings.Elevation2NW);
parameters[20] = _Database.CreateParameter("elevation_1_ne", settings.Elevation1NE);
parameters[21] = _Database.CreateParameter("elevation_2_ne", settings.Elevation2NE);
parameters[22] = _Database.CreateParameter("elevation_1_se", settings.Elevation1SE);
parameters[23] = _Database.CreateParameter("elevation_2_se", settings.Elevation2SE);
parameters[24] = _Database.CreateParameter("elevation_1_sw", settings.Elevation1SW);
parameters[25] = _Database.CreateParameter("elevation_2_sw", settings.Elevation2SW);
parameters[26] = _Database.CreateParameter("water_height", settings.WaterHeight);
parameters[27] = _Database.CreateParameter("terrain_raise_limit", settings.TerrainRaiseLimit);
parameters[28] = _Database.CreateParameter("terrain_lower_limit", settings.TerrainLowerLimit);
parameters[29] = _Database.CreateParameter("use_estate_sun", settings.UseEstateSun);
parameters[30] = _Database.CreateParameter("sandbox", settings.Sandbox);
parameters[31] = _Database.CreateParameter("fixed_sun", settings.FixedSun);
parameters[32] = _Database.CreateParameter("sun_position", settings.SunPosition);
parameters[33] = _Database.CreateParameter("covenant", settings.Covenant);
return parameters;
}
/// <summary>
/// Creates the land parameters.
/// </summary>
/// <param name="land">land parameters.</param>
/// <param name="regionUUID">region UUID.</param>
/// <returns></returns>
private SqlParameter[] CreateLandParameters(LandData land, UUID regionUUID)
{
SqlParameter[] parameters = new SqlParameter[32];
parameters[0] = _Database.CreateParameter("UUID", land.GlobalID);
parameters[1] = _Database.CreateParameter("RegionUUID", regionUUID);
parameters[2] = _Database.CreateParameter("LocalLandID", land.LocalID);
// Bitmap is a byte[512]
parameters[3] = _Database.CreateParameter("Bitmap", land.Bitmap);
parameters[4] = _Database.CreateParameter("Name", land.Name);
parameters[5] = _Database.CreateParameter("Description", land.Description);
parameters[6] = _Database.CreateParameter("OwnerUUID", land.OwnerID);
parameters[7] = _Database.CreateParameter("IsGroupOwned", land.IsGroupOwned);
parameters[8] = _Database.CreateParameter("Area", land.Area);
parameters[9] = _Database.CreateParameter("AuctionID", land.AuctionID); //Unemplemented
parameters[10] = _Database.CreateParameter("Category", (int)land.Category); //Enum libsecondlife.Parcel.ParcelCategory
parameters[11] = _Database.CreateParameter("ClaimDate", land.ClaimDate);
parameters[12] = _Database.CreateParameter("ClaimPrice", land.ClaimPrice);
parameters[13] = _Database.CreateParameter("GroupUUID", land.GroupID);
parameters[14] = _Database.CreateParameter("SalePrice", land.SalePrice);
parameters[15] = _Database.CreateParameter("LandStatus", (int)land.Status); //Enum. libsecondlife.Parcel.ParcelStatus
parameters[16] = _Database.CreateParameter("LandFlags", land.Flags);
parameters[17] = _Database.CreateParameter("LandingType", land.LandingType);
parameters[18] = _Database.CreateParameter("MediaAutoScale", land.MediaAutoScale);
parameters[19] = _Database.CreateParameter("MediaTextureUUID", land.MediaID);
parameters[20] = _Database.CreateParameter("MediaURL", land.MediaURL);
parameters[21] = _Database.CreateParameter("MusicURL", land.MusicURL);
parameters[22] = _Database.CreateParameter("PassHours", land.PassHours);
parameters[23] = _Database.CreateParameter("PassPrice", land.PassPrice);
parameters[24] = _Database.CreateParameter("SnapshotUUID", land.SnapshotID);
parameters[25] = _Database.CreateParameter("UserLocationX", land.UserLocation.X);
parameters[26] = _Database.CreateParameter("UserLocationY", land.UserLocation.Y);
parameters[27] = _Database.CreateParameter("UserLocationZ", land.UserLocation.Z);
parameters[28] = _Database.CreateParameter("UserLookAtX", land.UserLookAt.X);
parameters[29] = _Database.CreateParameter("UserLookAtY", land.UserLookAt.Y);
parameters[30] = _Database.CreateParameter("UserLookAtZ", land.UserLookAt.Z);
parameters[31] = _Database.CreateParameter("AuthBuyerID", land.AuthBuyerID);
return parameters;
}
/// <summary>
/// Creates the land access parameters.
/// </summary>
/// <param name="parcelAccessEntry">parcel access entry.</param>
/// <param name="parcelID">parcel ID.</param>
/// <returns></returns>
private SqlParameter[] CreateLandAccessParameters(ParcelManager.ParcelAccessEntry parcelAccessEntry, UUID parcelID)
{
SqlParameter[] parameters = new SqlParameter[3];
parameters[0] = _Database.CreateParameter("LandUUID", parcelID);
parameters[1] = _Database.CreateParameter("AccessUUID", parcelAccessEntry.AgentID);
parameters[2] = _Database.CreateParameter("Flags", parcelAccessEntry.Flags);
return parameters;
}
/// <summary>
/// Fills/Updates the prim datarow.
/// </summary>
/// <param name="row">datarow.</param>
/// <param name="prim">prim data.</param>
/// <param name="sceneGroupID">scenegroup ID.</param>
/// <param name="regionUUID">regionUUID.</param>
private static void fillPrimRow(DataRow row, SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID)
{
row["UUID"] = prim.UUID.ToString();
row["RegionUUID"] = regionUUID.ToString();
row["ParentID"] = prim.ParentID;
row["CreationDate"] = prim.CreationDate;
row["Name"] = prim.Name;
row["SceneGroupID"] = sceneGroupID.ToString();
// 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.ToString();
row["OwnerID"] = prim.OwnerID.ToString();
row["GroupID"] = prim.GroupID.ToString();
row["LastOwnerID"] = prim.LastOwnerID.ToString();
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
Vector3 sitTargetPos = prim.SitTargetPositionLL;
row["SitTargetOffsetX"] = sitTargetPos.X;
row["SitTargetOffsetY"] = sitTargetPos.Y;
row["SitTargetOffsetZ"] = sitTargetPos.Z;
Quaternion sitTargetOrient = prim.SitTargetOrientationLL;
row["SitTargetOrientW"] = sitTargetOrient.W;
row["SitTargetOrientX"] = sitTargetOrient.X;
row["SitTargetOrientY"] = sitTargetOrient.Y;
row["SitTargetOrientZ"] = sitTargetOrient.Z;
row["PayPrice"] = prim.PayPrice[0];
row["PayButton1"] = prim.PayPrice[1];
row["PayButton2"] = prim.PayPrice[2];
row["PayButton3"] = prim.PayPrice[3];
row["PayButton4"] = prim.PayPrice[4];
if ((prim.SoundFlags & 1) != 0) // Looped
{
row["LoopedSound"] = prim.Sound.ToString();
row["LoopedSoundGain"] = prim.SoundGain;
}
else
{
row["LoopedSound"] = UUID.Zero;
row["LoopedSoundGain"] = 0.0f;
}
row["TextureAnimation"] = prim.TextureAnimation;
row["OmegaX"] = prim.RotationalVelocity.X;
row["OmegaY"] = prim.RotationalVelocity.Y;
row["OmegaZ"] = prim.RotationalVelocity.Z;
row["CameraEyeOffsetX"] = prim.GetCameraEyeOffset().X;
row["CameraEyeOffsetY"] = prim.GetCameraEyeOffset().Y;
row["CameraEyeOffsetZ"] = prim.GetCameraEyeOffset().Z;
row["CameraAtOffsetX"] = prim.GetCameraAtOffset().X;
row["CameraAtOffsetY"] = prim.GetCameraAtOffset().Y;
row["CameraAtOffsetZ"] = prim.GetCameraAtOffset().Z;
if (prim.GetForceMouselook())
row["ForceMouselook"] = 1;
else
row["ForceMouselook"] = 0;
row["ScriptAccessPin"] = prim.ScriptAccessPin;
if (prim.AllowedDrop)
row["AllowedDrop"] = 1;
else
row["AllowedDrop"] = 0;
if (prim.DIE_AT_EDGE)
row["DieAtEdge"] = 1;
else
row["DieAtEdge"] = 0;
row["SalePrice"] = prim.SalePrice;
row["SaleType"] = Convert.ToInt16(prim.ObjectSaleType);
}
/// <summary>
/// Fills/Updates the shape datarow.
/// </summary>
/// <param name="row">datarow to fill/update.</param>
/// <param name="prim">prim shape data.</param>
private static void fillShapeRow(DataRow row, SceneObjectPart prim)
{
PrimitiveBaseShape s = prim.Shape;
row["UUID"] = prim.UUID.ToString();
// 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;
row["State"] = s.State;
}
#endregion
/// <summary>
/// Retrieves the prims data for region.
/// </summary>
/// <param name="regionUUID">The region UUID.</param>
/// <param name="sceneGroupID">The scene group ID.</param>
/// <param name="primID">The prim ID.</param>
private void RetrievePrimsDataForRegion(UUID regionUUID, UUID sceneGroupID, string primID)
{
using (SqlConnection connection = _Database.DatabaseConnection())
{
_PrimDataAdapter.SelectCommand.Connection = connection;
_PrimDataAdapter.SelectCommand.Parameters["@RegionUUID"].Value = regionUUID.ToString();
if (sceneGroupID != UUID.Zero)
_PrimDataAdapter.SelectCommand.Parameters["@SceneGroupID"].Value = sceneGroupID.ToString();
else
_PrimDataAdapter.SelectCommand.Parameters["@SceneGroupID"].Value = "%";
_PrimDataAdapter.SelectCommand.Parameters["@UUID"].Value = primID;
_PrimDataAdapter.Fill(_PrimsDataSet, "prims");
_ShapeDataAdapter.SelectCommand.Connection = connection;
_ShapeDataAdapter.SelectCommand.Parameters["@RegionUUID"].Value = regionUUID.ToString();
if (sceneGroupID != UUID.Zero)
_ShapeDataAdapter.SelectCommand.Parameters["@SceneGroupID"].Value = sceneGroupID.ToString();
else
_ShapeDataAdapter.SelectCommand.Parameters["@SceneGroupID"].Value = "%";
_ShapeDataAdapter.SelectCommand.Parameters["@UUID"].Value = primID;
_ShapeDataAdapter.Fill(_PrimsDataSet, "primshapes");
_ItemsDataAdapter.SelectCommand.Connection = connection;
_ItemsDataAdapter.SelectCommand.Parameters["@RegionUUID"].Value = regionUUID.ToString();
if (sceneGroupID != UUID.Zero)
_ItemsDataAdapter.SelectCommand.Parameters["@SceneGroupID"].Value = sceneGroupID.ToString();
else
_ItemsDataAdapter.SelectCommand.Parameters["@SceneGroupID"].Value = "%";
_ItemsDataAdapter.SelectCommand.Parameters["@UUID"].Value = primID;
_ItemsDataAdapter.Fill(_PrimsDataSet, "primitems");
}
}
/// <summary>
/// Commits the dataset.
/// </summary>
private void CommitDataSet()
{
lock (_PrimsDataSet)
{
using (SqlConnection connection = _Database.DatabaseConnection())
{
_PrimDataAdapter.InsertCommand.Connection = connection;
_PrimDataAdapter.UpdateCommand.Connection = connection;
_PrimDataAdapter.DeleteCommand.Connection = connection;
_ShapeDataAdapter.InsertCommand.Connection = connection;
_ShapeDataAdapter.UpdateCommand.Connection = connection;
_ShapeDataAdapter.DeleteCommand.Connection = connection;
_ItemsDataAdapter.InsertCommand.Connection = connection;
_ItemsDataAdapter.UpdateCommand.Connection = connection;
_ItemsDataAdapter.DeleteCommand.Connection = connection;
_PrimDataAdapter.Update(_PrimsDataSet.Tables["prims"]);
_ShapeDataAdapter.Update(_PrimsDataSet.Tables["primshapes"]);
_ItemsDataAdapter.Update(_PrimsDataSet.Tables["primitems"]);
_PrimsDataSet.AcceptChanges();
_PrimsDataSet.Tables["prims"].Clear();
_PrimsDataSet.Tables["primshapes"].Clear();
_PrimsDataSet.Tables["primitems"].Clear();
}
}
}
/// <summary>
/// Create commands for a dataadapter.
/// </summary>
/// <param name="dataAdapter">The data adapter.</param>
private static void SetupCommands(SqlDataAdapter dataAdapter)
{
SqlCommandBuilder commandBuilder = new SqlCommandBuilder(dataAdapter);
dataAdapter.InsertCommand = commandBuilder.GetInsertCommand(true);
dataAdapter.UpdateCommand = commandBuilder.GetUpdateCommand(true);
dataAdapter.DeleteCommand = commandBuilder.GetDeleteCommand(true);
}
#endregion
}
}
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