OpenSimMirror/OpenSim/Data/MSSQL/MSSQLRegionData.cs

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/*
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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.
*/
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using System;
using System.Collections.Generic;
using System.Data;
using System.Data.SqlClient;
using System.Drawing;
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using System.IO;
using System.Reflection;
using OpenMetaverse;
using log4net;
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using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Data.MSSQL
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{
/// <summary>
/// A MSSQL Interface for the Region Server.
/// </summary>
public class MSSQLRegionDataStore : IRegionDataStore
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{
private const string _migrationStore = "RegionStore";
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// 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>
/// Initialises the region datastore
/// </summary>
/// <param name="connectionString">The connection string.</param>
public void Initialise(string connectionString)
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{
if (!string.IsNullOrEmpty(connectionString))
{
_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);
}
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//Migration settings
_Database.CheckMigration(_migrationStore);
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}
/// <summary>
/// Dispose the database
/// </summary>
public void Dispose() { }
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#region SceneObjectGroup region for loading and Store of the scene.
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/// <summary>
/// Loads the objects present in the region.
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/// </summary>
/// <param name="regionUUID">The region UUID.</param>
/// <returns></returns>
public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
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{
UUID lastGroupID = UUID.Zero;
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List<SceneObjectPart> sceneObjectParts = new List<SceneObjectPart>();
List<SceneObjectGroup> sceneObjectGroups = new List<SceneObjectGroup>();
SceneObjectGroup grp = null;
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string query = "SELECT *, " +
"sort = CASE WHEN prims.UUID = prims.SceneGroupID THEN 0 ELSE 1 END " +
"FROM prims " +
"LEFT JOIN primshapes ON prims.UUID = primshapes.UUID " +
"WHERE RegionUUID = @RegionUUID " +
"ORDER BY SceneGroupID asc, sort asc, LinkNumber asc";
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using (AutoClosingSqlCommand command = _Database.Query(query))
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{
command.Parameters.Add(_Database.CreateParameter("@regionUUID", regionUUID));
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using (SqlDataReader reader = command.ExecuteReader())
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{
while (reader.Read())
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{
SceneObjectPart sceneObjectPart = BuildPrim(reader);
if (reader["Shape"] is DBNull)
sceneObjectPart.Shape = PrimitiveBaseShape.Default;
else
sceneObjectPart.Shape = BuildShape(reader);
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// A relic from when we we thought that prims contained folder objects. In
// reality, prim == folder
sceneObjectPart.FolderID = sceneObjectPart.UUID;
sceneObjectParts.Add(sceneObjectPart);
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UUID groupID = new UUID(reader["SceneGroupID"].ToString());
if (groupID != lastGroupID) // New SOG
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{
if (grp != null)
sceneObjectGroups.Add(grp);
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lastGroupID = groupID;
// There sometimes exist OpenSim bugs that 'orphan groups' so that none of the prims are
// recorded as the root prim (for which the UUID must equal the persisted group UUID). In
// this case, force the UUID to be the same as the group UUID so that at least these can be
// deleted (we need to change the UUID so that any other prims in the linkset can also be
// deleted).
if (sceneObjectPart.UUID != groupID && groupID != UUID.Zero)
{
_Log.WarnFormat(
"[REGION DB]: Found root prim {0} {1} at {2} where group was actually {3}. Forcing UUID to group UUID",
sceneObjectPart.Name, sceneObjectPart.UUID, sceneObjectPart.GroupPosition, groupID);
sceneObjectPart.UUID = groupID;
}
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grp = new SceneObjectGroup(sceneObjectPart);
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}
else
{
// Black magic to preserve link numbers
// Why is this needed, fix this in AddPart method.
int link = sceneObjectPart.LinkNum;
grp.AddPart(sceneObjectPart);
if (link != 0)
sceneObjectPart.LinkNum = link;
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}
}
}
}
if (grp != null)
sceneObjectGroups.Add(grp);
//Load the inventory off all sceneobjects within the region
LoadItems(sceneObjectParts);
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_Log.DebugFormat("[REGION DB]: Loaded {0} objects using {1} prims", sceneObjectGroups.Count, sceneObjectParts.Count);
return sceneObjectGroups;
}
/// <summary>
/// Load in the prim's persisted inventory.
/// </summary>
/// <param name="allPrims">all prims on a region</param>
private void LoadItems(List<SceneObjectPart> allPrims)
{
using (AutoClosingSqlCommand command = _Database.Query("SELECT * FROM primitems WHERE PrimID = @PrimID"))
{
bool createParamOnce = true;
foreach (SceneObjectPart objectPart in allPrims)
{
if (createParamOnce)
{
command.Parameters.Add(_Database.CreateParameter("@PrimID", objectPart.UUID));
createParamOnce = false;
}
else
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{
command.Parameters["@PrimID"].Value = objectPart.UUID.ToString();
}
List<TaskInventoryItem> inventory = new List<TaskInventoryItem>();
using (SqlDataReader reader = command.ExecuteReader())
{
while (reader.Read())
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{
TaskInventoryItem item = BuildItem(reader);
item.ParentID = objectPart.UUID; // Values in database are
// often wrong
inventory.Add(item);
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}
}
objectPart.Inventory.RestoreInventoryItems(inventory);
}
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}
}
/// <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)
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{
_Log.InfoFormat("[MSSQL]: Adding/Changing SceneObjectGroup: {0} to region: {1}, object has {2} prims.", obj.UUID, regionUUID, obj.Children.Count);
using (SqlConnection conn = _Database.DatabaseConnection())
{
SqlTransaction transaction = conn.BeginTransaction();
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try
{
foreach (SceneObjectPart sceneObjectPart in obj.Children.Values)
{
//Update prim
using (SqlCommand sqlCommand = conn.CreateCommand())
{
sqlCommand.Transaction = transaction;
try
{
StoreSceneObjectPrim(sceneObjectPart, sqlCommand, obj.UUID, regionUUID);
}
catch (SqlException sqlEx)
{
_Log.ErrorFormat("[REGION DB]: Store SceneObjectPrim SQL error: {0} at line {1}", sqlEx.Message, sqlEx.LineNumber);
throw;
}
}
//Update primshapes
using (SqlCommand sqlCommand = conn.CreateCommand())
{
sqlCommand.Transaction = transaction;
try
{
StoreSceneObjectPrimShapes(sceneObjectPart, sqlCommand, obj.UUID, regionUUID);
}
catch (SqlException sqlEx)
{
_Log.ErrorFormat("[REGION DB]: Store SceneObjectPrimShapes SQL error: {0} at line {1}", sqlEx.Message, sqlEx.LineNumber);
throw;
}
}
}
transaction.Commit();
}
catch (Exception ex)
{
_Log.ErrorFormat("[REGION DB]: Store SceneObjectGroup error: {0}, Rolling back...", ex.Message);
try
{
transaction.Rollback();
}
catch (Exception ex2)
{
//Show error
_Log.InfoFormat("[REGION DB]: Rollback of SceneObjectGroup store transaction failed with error: {0}", ex2.Message);
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}
}
}
}
/// <summary>
/// Stores the prim of the sceneobjectpart.
/// </summary>
/// <param name="sceneObjectPart">The sceneobjectpart or prim.</param>
/// <param name="sqlCommand">The SQL command with the transaction.</param>
/// <param name="sceneGroupID">The scenegroup UUID.</param>
/// <param name="regionUUID">The region UUID.</param>
private void StoreSceneObjectPrim(SceneObjectPart sceneObjectPart, SqlCommand sqlCommand, UUID sceneGroupID, UUID regionUUID)
{
//Big query to update or insert a new prim.
//Note for SQL Server 2008 this could be simplified
string queryPrims = @"
IF EXISTS (SELECT UUID FROM prims WHERE UUID = @UUID)
BEGIN
UPDATE prims SET
CreationDate = @CreationDate, Name = @Name, Text = @Text, Description = @Description, SitName = @SitName,
TouchName = @TouchName, ObjectFlags = @ObjectFlags, OwnerMask = @OwnerMask, NextOwnerMask = @NextOwnerMask, GroupMask = @GroupMask,
EveryoneMask = @EveryoneMask, BaseMask = @BaseMask, PositionX = @PositionX, PositionY = @PositionY, PositionZ = @PositionZ,
GroupPositionX = @GroupPositionX, GroupPositionY = @GroupPositionY, GroupPositionZ = @GroupPositionZ, VelocityX = @VelocityX,
VelocityY = @VelocityY, VelocityZ = @VelocityZ, AngularVelocityX = @AngularVelocityX, AngularVelocityY = @AngularVelocityY,
AngularVelocityZ = @AngularVelocityZ, AccelerationX = @AccelerationX, AccelerationY = @AccelerationY,
AccelerationZ = @AccelerationZ, RotationX = @RotationX, RotationY = @RotationY, RotationZ = @RotationZ, RotationW = @RotationW,
SitTargetOffsetX = @SitTargetOffsetX, SitTargetOffsetY = @SitTargetOffsetY, SitTargetOffsetZ = @SitTargetOffsetZ,
SitTargetOrientW = @SitTargetOrientW, SitTargetOrientX = @SitTargetOrientX, SitTargetOrientY = @SitTargetOrientY,
SitTargetOrientZ = @SitTargetOrientZ, RegionUUID = @RegionUUID, CreatorID = @CreatorID, OwnerID = @OwnerID, GroupID = @GroupID,
LastOwnerID = @LastOwnerID, SceneGroupID = @SceneGroupID, PayPrice = @PayPrice, PayButton1 = @PayButton1, PayButton2 = @PayButton2,
PayButton3 = @PayButton3, PayButton4 = @PayButton4, LoopedSound = @LoopedSound, LoopedSoundGain = @LoopedSoundGain,
TextureAnimation = @TextureAnimation, OmegaX = @OmegaX, OmegaY = @OmegaY, OmegaZ = @OmegaZ, CameraEyeOffsetX = @CameraEyeOffsetX,
CameraEyeOffsetY = @CameraEyeOffsetY, CameraEyeOffsetZ = @CameraEyeOffsetZ, CameraAtOffsetX = @CameraAtOffsetX,
CameraAtOffsetY = @CameraAtOffsetY, CameraAtOffsetZ = @CameraAtOffsetZ, ForceMouselook = @ForceMouselook,
ScriptAccessPin = @ScriptAccessPin, AllowedDrop = @AllowedDrop, DieAtEdge = @DieAtEdge, SalePrice = @SalePrice,
SaleType = @SaleType, ColorR = @ColorR, ColorG = @ColorG, ColorB = @ColorB, ColorA = @ColorA, ParticleSystem = @ParticleSystem,
ClickAction = @ClickAction, Material = @Material, CollisionSound = @CollisionSound, CollisionSoundVolume = @CollisionSoundVolume,
LinkNumber = @LinkNumber
WHERE UUID = @UUID
END
ELSE
BEGIN
INSERT INTO
prims (
UUID, CreationDate, Name, Text, Description, SitName, TouchName, ObjectFlags, OwnerMask, NextOwnerMask, GroupMask,
EveryoneMask, BaseMask, PositionX, PositionY, PositionZ, GroupPositionX, GroupPositionY, GroupPositionZ, VelocityX,
VelocityY, VelocityZ, AngularVelocityX, AngularVelocityY, AngularVelocityZ, AccelerationX, AccelerationY, AccelerationZ,
RotationX, RotationY, RotationZ, RotationW, SitTargetOffsetX, SitTargetOffsetY, SitTargetOffsetZ, SitTargetOrientW,
SitTargetOrientX, SitTargetOrientY, SitTargetOrientZ, RegionUUID, CreatorID, OwnerID, GroupID, LastOwnerID, SceneGroupID,
PayPrice, PayButton1, PayButton2, PayButton3, PayButton4, LoopedSound, LoopedSoundGain, TextureAnimation, OmegaX,
OmegaY, OmegaZ, CameraEyeOffsetX, CameraEyeOffsetY, CameraEyeOffsetZ, CameraAtOffsetX, CameraAtOffsetY, CameraAtOffsetZ,
ForceMouselook, ScriptAccessPin, AllowedDrop, DieAtEdge, SalePrice, SaleType, ColorR, ColorG, ColorB, ColorA,
ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, LinkNumber
) VALUES (
@UUID, @CreationDate, @Name, @Text, @Description, @SitName, @TouchName, @ObjectFlags, @OwnerMask, @NextOwnerMask, @GroupMask,
@EveryoneMask, @BaseMask, @PositionX, @PositionY, @PositionZ, @GroupPositionX, @GroupPositionY, @GroupPositionZ, @VelocityX,
@VelocityY, @VelocityZ, @AngularVelocityX, @AngularVelocityY, @AngularVelocityZ, @AccelerationX, @AccelerationY, @AccelerationZ,
@RotationX, @RotationY, @RotationZ, @RotationW, @SitTargetOffsetX, @SitTargetOffsetY, @SitTargetOffsetZ, @SitTargetOrientW,
@SitTargetOrientX, @SitTargetOrientY, @SitTargetOrientZ, @RegionUUID, @CreatorID, @OwnerID, @GroupID, @LastOwnerID, @SceneGroupID,
@PayPrice, @PayButton1, @PayButton2, @PayButton3, @PayButton4, @LoopedSound, @LoopedSoundGain, @TextureAnimation, @OmegaX,
@OmegaY, @OmegaZ, @CameraEyeOffsetX, @CameraEyeOffsetY, @CameraEyeOffsetZ, @CameraAtOffsetX, @CameraAtOffsetY, @CameraAtOffsetZ,
@ForceMouselook, @ScriptAccessPin, @AllowedDrop, @DieAtEdge, @SalePrice, @SaleType, @ColorR, @ColorG, @ColorB, @ColorA,
@ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @LinkNumber
)
END";
//Set commandtext.
sqlCommand.CommandText = queryPrims;
//Add parameters
sqlCommand.Parameters.AddRange(CreatePrimParameters(sceneObjectPart, sceneGroupID, regionUUID));
//Execute the query. If it fails then error is trapped in calling function
sqlCommand.ExecuteNonQuery();
}
/// <summary>
/// Stores the scene object prim shapes.
/// </summary>
/// <param name="sceneObjectPart">The sceneobjectpart containing prim shape.</param>
/// <param name="sqlCommand">The SQL command with the transaction.</param>
/// <param name="sceneGroupID">The scenegroup UUID.</param>
/// <param name="regionUUID">The region UUID.</param>
private void StoreSceneObjectPrimShapes(SceneObjectPart sceneObjectPart, SqlCommand sqlCommand, UUID sceneGroupID, UUID regionUUID)
{
//Big query to or insert or update primshapes
//Note for SQL Server 2008 this can be simplified
string queryPrimShapes = @"
IF EXISTS (SELECT UUID FROM primshapes WHERE UUID = @UUID)
BEGIN
UPDATE primshapes SET
Shape = @Shape, ScaleX = @ScaleX, ScaleY = @ScaleY, ScaleZ = @ScaleZ, PCode = @PCode, PathBegin = @PathBegin,
PathEnd = @PathEnd, PathScaleX = @PathScaleX, PathScaleY = @PathScaleY, PathShearX = @PathShearX, PathShearY = @PathShearY,
PathSkew = @PathSkew, PathCurve = @PathCurve, PathRadiusOffset = @PathRadiusOffset, PathRevolutions = @PathRevolutions,
PathTaperX = @PathTaperX, PathTaperY = @PathTaperY, PathTwist = @PathTwist, PathTwistBegin = @PathTwistBegin,
ProfileBegin = @ProfileBegin, ProfileEnd = @ProfileEnd, ProfileCurve = @ProfileCurve, ProfileHollow = @ProfileHollow,
Texture = @Texture, ExtraParams = @ExtraParams, State = @State
WHERE UUID = @UUID
END
ELSE
BEGIN
INSERT INTO
primshapes (
UUID, Shape, ScaleX, ScaleY, ScaleZ, PCode, PathBegin, PathEnd, PathScaleX, PathScaleY, PathShearX, PathShearY,
PathSkew, PathCurve, PathRadiusOffset, PathRevolutions, PathTaperX, PathTaperY, PathTwist, PathTwistBegin, ProfileBegin,
ProfileEnd, ProfileCurve, ProfileHollow, Texture, ExtraParams, State
) VALUES (
@UUID, @Shape, @ScaleX, @ScaleY, @ScaleZ, @PCode, @PathBegin, @PathEnd, @PathScaleX, @PathScaleY, @PathShearX, @PathShearY,
@PathSkew, @PathCurve, @PathRadiusOffset, @PathRevolutions, @PathTaperX, @PathTaperY, @PathTwist, @PathTwistBegin, @ProfileBegin,
@ProfileEnd, @ProfileCurve, @ProfileHollow, @Texture, @ExtraParams, @State
)
END";
//Set commandtext.
sqlCommand.CommandText = queryPrimShapes;
//Add parameters
sqlCommand.Parameters.AddRange(CreatePrimShapeParameters(sceneObjectPart, sceneGroupID, regionUUID));
//Execute the query. If it fails then error is trapped in calling function
sqlCommand.ExecuteNonQuery();
}
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/// <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("[MSSQL]: 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);
lock (_Database)
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{
//Using the non transaction mode.
using (AutoClosingSqlCommand cmd = _Database.Query(sqlPrimShapes))
{
cmd.ExecuteNonQuery();
cmd.CommandText = sqlPrimItems;
cmd.ExecuteNonQuery();
cmd.CommandText = sqlPrims;
cmd.ExecuteNonQuery();
}
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}
}
/// <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)
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{
//_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)";
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using (AutoClosingSqlCommand cmd = _Database.Query(sql))
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{
foreach (TaskInventoryItem taskItem in items)
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{
cmd.Parameters.AddRange(CreatePrimInventoryParameters(taskItem));
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cmd.ExecuteNonQuery();
cmd.Parameters.Clear();
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}
}
}
#endregion
/// <summary>
/// Loads the terrain map.
/// </summary>
/// <param name="regionID">regionID.</param>
/// <returns></returns>
public double[,] LoadTerrain(UUID regionID)
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{
double[,] terrain = new double[256, 256];
terrain.Initialize();
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string sql = "select top 1 RegionUUID, Revision, Heightfield from terrain where RegionUUID = @RegionUUID order by Revision desc";
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using (AutoClosingSqlCommand cmd = _Database.Query(sql))
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{
// MySqlParameter param = new MySqlParameter();
cmd.Parameters.AddWithValue("@RegionUUID", regionID.ToString());
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using (SqlDataReader reader = cmd.ExecuteReader())
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{
int rev;
if (reader.Read())
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{
MemoryStream str = new MemoryStream((byte[])reader["Heightfield"]);
BinaryReader br = new BinaryReader(str);
for (int x = 0; x < 256; x++)
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{
for (int y = 0; y < 256; y++)
{
terrain[x, y] = br.ReadDouble();
}
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}
rev = (int)reader["Revision"];
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}
else
{
_Log.Info("[REGION DB]: No terrain found for region");
return null;
}
_Log.Info("[REGION DB]: Loaded terrain revision r" + rev);
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}
}
return terrain;
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}
/// <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)
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{
int revision = Util.UnixTimeSinceEpoch();
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//Delete old terrain map
string sql = "delete from terrain where RegionUUID=@RegionUUID";
using (AutoClosingSqlCommand cmd = _Database.Query(sql))
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{
cmd.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionID));
cmd.ExecuteNonQuery();
}
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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();
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}
_Log.Info("[REGION DB]: Stored terrain revision r " + revision);
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}
/// <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)
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{
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))
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{
cmdLandData.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionUUID));
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using (SqlDataReader readerLandData = cmdLandData.ExecuteReader())
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{
while (readerLandData.Read())
{
landDataForRegion.Add(BuildLandData(readerLandData));
}
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}
}
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//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))
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{
cmdAccessList.Parameters.Add(_Database.CreateParameter("@LandUUID", landData.GlobalID));
using (SqlDataReader readerAccessList = cmdAccessList.ExecuteReader())
{
while (readerAccessList.Read())
{
landData.ParcelAccessList.Add(BuildLandAccessData(readerAccessList));
}
}
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}
}
//Return data
return landDataForRegion;
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}
/// <summary>
/// Stores land object with landaccess list.
/// </summary>
/// <param name="parcel">parcel data.</param>
public void StoreLandObject(ILandObject parcel)
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{
//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],[OtherCleanTime],[Dwell])
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,@OtherCleanTime,@Dwell)";
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))
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{
foreach (ParcelManager.ParcelAccessEntry parcelAccessEntry in parcel.landData.ParcelAccessList)
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{
cmd.Parameters.AddRange(CreateLandAccessParameters(parcelAccessEntry, parcel.regionUUID));
cmd.ExecuteNonQuery();
cmd.Parameters.Clear();
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}
}
}
/// <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)
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{
//Little check if regionUUID already exist in DB
string regionUUID;
using (AutoClosingSqlCommand cmd = _Database.Query("SELECT regionUUID FROM regionsettings WHERE regionUUID = @regionUUID"))
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{
cmd.Parameters.Add(_Database.CreateParameter("@regionUUID", regionSettings.RegionUUID));
regionUUID = cmd.ExecuteScalar().ToString();
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}
if (string.IsNullOrEmpty(regionUUID))
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{
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 , [sunvectorx] = @sunvectorx, [sunvectory] = @sunvectory, [sunvectorz] = @sunvectorz, [Sandbox] = @Sandbox WHERE [regionUUID] = @regionUUID";
using (AutoClosingSqlCommand cmd = _Database.Query(sql))
{
cmd.Parameters.AddRange(CreateRegionSettingParameters(regionSettings));
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cmd.ExecuteNonQuery();
}
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}
}
public void Shutdown()
{
//Not used??
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}
#region Private Methods
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/// <summary>
/// Serializes the terrain data for storage in DB.
/// </summary>
/// <param name="val">terrain data</param>
/// <returns></returns>
private static Array serializeTerrain(double[,] val)
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{
MemoryStream str = new MemoryStream(65536 * sizeof(double));
BinaryWriter bw = new BinaryWriter(str);
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// 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;
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bw.Write(height);
}
return str.ToArray();
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}
/// <summary>
/// Stores new regionsettings.
/// </summary>
/// <param name="regionSettings">The region settings.</param>
private void StoreNewRegionSettings(RegionSettings regionSettings)
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{
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],[sunvectorx], [sunvectory], [sunvectorz],[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,@sunvectorx,@sunvectory, @sunvectorz, @Sandbox)";
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using (AutoClosingSqlCommand cmd = _Database.Query(sql))
{
cmd.Parameters.AddRange(CreateRegionSettingParameters(regionSettings));
cmd.ExecuteNonQuery();
}
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}
#region Private DataRecord conversion methods
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/// <summary>
/// Builds the region settings from a datarecod.
/// </summary>
/// <param name="row">datarecord with regionsettings.</param>
/// <returns></returns>
private static RegionSettings BuildRegionSettings(IDataRecord row)
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{
//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.SunVector = new Vector3(
Convert.ToSingle(row["sunvectorx"]),
Convert.ToSingle(row["sunvectory"]),
Convert.ToSingle(row["sunvectorz"])
);
newSettings.Covenant = new UUID((String)row["covenant"]);
return newSettings;
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}
/// <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)
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{
LandData newData = new LandData();
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newData.GlobalID = new UUID((String)row["UUID"]);
newData.LocalID = Convert.ToInt32(row["LocalLandID"]);
// Bitmap is a byte[512]
newData.Bitmap = (Byte[])row["Bitmap"];
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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"]);
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UUID authedbuyer;
UUID snapshotID;
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if (UUID.TryParse((string)row["AuthBuyerID"], out authedbuyer))
newData.AuthBuyerID = authedbuyer;
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if (UUID.TryParse((string)row["SnapshotUUID"], out snapshotID))
newData.SnapshotID = snapshotID;
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newData.OtherCleanTime = Convert.ToInt32(row["OtherCleanTime"]);
newData.Dwell = Convert.ToInt32(row["Dwell"]);
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);
}
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newData.ParcelAccessList = new List<ParcelManager.ParcelAccessEntry>();
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return newData;
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}
/// <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;
}
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/// <summary>
/// Builds the prim from a datarecord.
/// </summary>
/// <param name="primRow">datarecord</param>
/// <returns></returns>
private static SceneObjectPart BuildPrim(IDataRecord primRow)
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{
SceneObjectPart prim = new SceneObjectPart();
prim.UUID = new UUID((String)primRow["UUID"]);
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// explicit conversion of integers is required, which sort
// of sucks. No idea if there is a shortcut here or not.
prim.CreationDate = Convert.ToInt32(primRow["CreationDate"]);
prim.Name = (String)primRow["Name"];
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// various text fields
prim.Text = (String)primRow["Text"];
prim.Color = Color.FromArgb(Convert.ToInt32(primRow["ColorA"]),
Convert.ToInt32(primRow["ColorR"]),
Convert.ToInt32(primRow["ColorG"]),
Convert.ToInt32(primRow["ColorB"]));
prim.Description = (String)primRow["Description"];
prim.SitName = (String)primRow["SitName"];
prim.TouchName = (String)primRow["TouchName"];
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// permissions
prim.ObjectFlags = Convert.ToUInt32(primRow["ObjectFlags"]);
prim.CreatorID = new UUID((String)primRow["CreatorID"]);
prim.OwnerID = new UUID((String)primRow["OwnerID"]);
prim.GroupID = new UUID((String)primRow["GroupID"]);
prim.LastOwnerID = new UUID((String)primRow["LastOwnerID"]);
prim.OwnerMask = Convert.ToUInt32(primRow["OwnerMask"]);
prim.NextOwnerMask = Convert.ToUInt32(primRow["NextOwnerMask"]);
prim.GroupMask = Convert.ToUInt32(primRow["GroupMask"]);
prim.EveryoneMask = Convert.ToUInt32(primRow["EveryoneMask"]);
prim.BaseMask = Convert.ToUInt32(primRow["BaseMask"]);
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// vectors
prim.OffsetPosition = new Vector3(
Convert.ToSingle(primRow["PositionX"]),
Convert.ToSingle(primRow["PositionY"]),
Convert.ToSingle(primRow["PositionZ"]));
prim.GroupPosition = new Vector3(
Convert.ToSingle(primRow["GroupPositionX"]),
Convert.ToSingle(primRow["GroupPositionY"]),
Convert.ToSingle(primRow["GroupPositionZ"]));
prim.Velocity = new Vector3(
Convert.ToSingle(primRow["VelocityX"]),
Convert.ToSingle(primRow["VelocityY"]),
Convert.ToSingle(primRow["VelocityZ"]));
prim.AngularVelocity = new Vector3(
Convert.ToSingle(primRow["AngularVelocityX"]),
Convert.ToSingle(primRow["AngularVelocityY"]),
Convert.ToSingle(primRow["AngularVelocityZ"]));
prim.Acceleration = new Vector3(
Convert.ToSingle(primRow["AccelerationX"]),
Convert.ToSingle(primRow["AccelerationY"]),
Convert.ToSingle(primRow["AccelerationZ"]));
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// quaternions
prim.RotationOffset = new Quaternion(
Convert.ToSingle(primRow["RotationX"]),
Convert.ToSingle(primRow["RotationY"]),
Convert.ToSingle(primRow["RotationZ"]),
Convert.ToSingle(primRow["RotationW"]));
prim.SitTargetPositionLL = new Vector3(
Convert.ToSingle(primRow["SitTargetOffsetX"]),
Convert.ToSingle(primRow["SitTargetOffsetY"]),
Convert.ToSingle(primRow["SitTargetOffsetZ"]));
prim.SitTargetOrientationLL = new Quaternion(
Convert.ToSingle(primRow["SitTargetOrientX"]),
Convert.ToSingle(primRow["SitTargetOrientY"]),
Convert.ToSingle(primRow["SitTargetOrientZ"]),
Convert.ToSingle(primRow["SitTargetOrientW"]));
prim.PayPrice[0] = Convert.ToInt32(primRow["PayPrice"]);
prim.PayPrice[1] = Convert.ToInt32(primRow["PayButton1"]);
prim.PayPrice[2] = Convert.ToInt32(primRow["PayButton2"]);
prim.PayPrice[3] = Convert.ToInt32(primRow["PayButton3"]);
prim.PayPrice[4] = Convert.ToInt32(primRow["PayButton4"]);
prim.Sound = new UUID(primRow["LoopedSound"].ToString());
prim.SoundGain = Convert.ToSingle(primRow["LoopedSoundGain"]);
prim.SoundFlags = 1; // If it's persisted at all, it's looped
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if (!(primRow["TextureAnimation"] is DBNull))
prim.TextureAnimation = (Byte[])primRow["TextureAnimation"];
if (!(primRow["ParticleSystem"] is DBNull))
prim.ParticleSystem = (Byte[])primRow["ParticleSystem"];
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prim.RotationalVelocity = new Vector3(
Convert.ToSingle(primRow["OmegaX"]),
Convert.ToSingle(primRow["OmegaY"]),
Convert.ToSingle(primRow["OmegaZ"]));
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prim.SetCameraEyeOffset(new Vector3(
Convert.ToSingle(primRow["CameraEyeOffsetX"]),
Convert.ToSingle(primRow["CameraEyeOffsetY"]),
Convert.ToSingle(primRow["CameraEyeOffsetZ"])
));
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prim.SetCameraAtOffset(new Vector3(
Convert.ToSingle(primRow["CameraAtOffsetX"]),
Convert.ToSingle(primRow["CameraAtOffsetY"]),
Convert.ToSingle(primRow["CameraAtOffsetZ"])
));
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if (Convert.ToInt16(primRow["ForceMouselook"]) != 0)
prim.SetForceMouselook(true);
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prim.ScriptAccessPin = Convert.ToInt32(primRow["ScriptAccessPin"]);
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if (Convert.ToInt16(primRow["AllowedDrop"]) != 0)
prim.AllowedDrop = true;
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if (Convert.ToInt16(primRow["DieAtEdge"]) != 0)
prim.DIE_AT_EDGE = true;
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prim.SalePrice = Convert.ToInt32(primRow["SalePrice"]);
prim.ObjectSaleType = Convert.ToByte(primRow["SaleType"]);
prim.Material = Convert.ToByte(primRow["Material"]);
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if (!(primRow["ClickAction"] is DBNull))
prim.ClickAction = Convert.ToByte(primRow["ClickAction"]);
prim.CollisionSound = new UUID(primRow["CollisionSound"].ToString());
prim.CollisionSoundVolume = Convert.ToSingle(primRow["CollisionSoundVolume"]);
prim.LinkNum = Convert.ToInt32(primRow["LinkNumber"]);
return prim;
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}
/// <summary>
/// Builds the prim shape from a datarecord.
/// </summary>
/// <param name="shapeRow">The row.</param>
/// <returns></returns>
private static PrimitiveBaseShape BuildShape(IDataRecord shapeRow)
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{
PrimitiveBaseShape baseShape = new PrimitiveBaseShape();
baseShape.Scale = new Vector3(
Convert.ToSingle(shapeRow["ScaleX"]),
Convert.ToSingle(shapeRow["ScaleY"]),
Convert.ToSingle(shapeRow["ScaleZ"]));
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// paths
baseShape.PCode = Convert.ToByte(shapeRow["PCode"]);
baseShape.PathBegin = Convert.ToUInt16(shapeRow["PathBegin"]);
baseShape.PathEnd = Convert.ToUInt16(shapeRow["PathEnd"]);
baseShape.PathScaleX = Convert.ToByte(shapeRow["PathScaleX"]);
baseShape.PathScaleY = Convert.ToByte(shapeRow["PathScaleY"]);
baseShape.PathShearX = Convert.ToByte(shapeRow["PathShearX"]);
baseShape.PathShearY = Convert.ToByte(shapeRow["PathShearY"]);
baseShape.PathSkew = Convert.ToSByte(shapeRow["PathSkew"]);
baseShape.PathCurve = Convert.ToByte(shapeRow["PathCurve"]);
baseShape.PathRadiusOffset = Convert.ToSByte(shapeRow["PathRadiusOffset"]);
baseShape.PathRevolutions = Convert.ToByte(shapeRow["PathRevolutions"]);
baseShape.PathTaperX = Convert.ToSByte(shapeRow["PathTaperX"]);
baseShape.PathTaperY = Convert.ToSByte(shapeRow["PathTaperY"]);
baseShape.PathTwist = Convert.ToSByte(shapeRow["PathTwist"]);
baseShape.PathTwistBegin = Convert.ToSByte(shapeRow["PathTwistBegin"]);
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// profile
baseShape.ProfileBegin = Convert.ToUInt16(shapeRow["ProfileBegin"]);
baseShape.ProfileEnd = Convert.ToUInt16(shapeRow["ProfileEnd"]);
baseShape.ProfileCurve = Convert.ToByte(shapeRow["ProfileCurve"]);
baseShape.ProfileHollow = Convert.ToUInt16(shapeRow["ProfileHollow"]);
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byte[] textureEntry = (byte[])shapeRow["Texture"];
baseShape.TextureEntry = textureEntry;
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baseShape.ExtraParams = (byte[])shapeRow["ExtraParams"];
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try
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{
baseShape.State = Convert.ToByte(shapeRow["State"]);
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}
catch (InvalidCastException)
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{
}
return baseShape;
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}
/// <summary>
/// Build a prim inventory item from the persisted data.
/// </summary>
/// <param name="inventoryRow"></param>
/// <returns></returns>
private static TaskInventoryItem BuildItem(IDataRecord inventoryRow)
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{
TaskInventoryItem taskItem = new TaskInventoryItem();
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taskItem.ItemID = new UUID((String)inventoryRow["itemID"]);
taskItem.ParentPartID = new UUID((String)inventoryRow["primID"]);
taskItem.AssetID = new UUID((String)inventoryRow["assetID"]);
taskItem.ParentID = new UUID((String)inventoryRow["parentFolderID"]);
taskItem.InvType = Convert.ToInt32(inventoryRow["invType"]);
taskItem.Type = Convert.ToInt32(inventoryRow["assetType"]);
taskItem.Name = (String)inventoryRow["name"];
taskItem.Description = (String)inventoryRow["description"];
taskItem.CreationDate = Convert.ToUInt32(inventoryRow["creationDate"]);
taskItem.CreatorID = new UUID((String)inventoryRow["creatorID"]);
taskItem.OwnerID = new UUID((String)inventoryRow["ownerID"]);
taskItem.LastOwnerID = new UUID((String)inventoryRow["lastOwnerID"]);
taskItem.GroupID = new UUID((String)inventoryRow["groupID"]);
taskItem.NextPermissions = Convert.ToUInt32(inventoryRow["nextPermissions"]);
taskItem.CurrentPermissions = Convert.ToUInt32(inventoryRow["currentPermissions"]);
taskItem.BasePermissions = Convert.ToUInt32(inventoryRow["basePermissions"]);
taskItem.EveryonePermissions = Convert.ToUInt32(inventoryRow["everyonePermissions"]);
taskItem.GroupPermissions = Convert.ToUInt32(inventoryRow["groupPermissions"]);
taskItem.Flags = Convert.ToUInt32(inventoryRow["flags"]);
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return taskItem;
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}
#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)
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{
List<SqlParameter> parameters = new List<SqlParameter>();
parameters.Add(_Database.CreateParameter("itemID", taskItem.ItemID));
parameters.Add(_Database.CreateParameter("primID", taskItem.ParentPartID));
parameters.Add(_Database.CreateParameter("assetID", taskItem.AssetID));
parameters.Add(_Database.CreateParameter("parentFolderID", taskItem.ParentID));
parameters.Add(_Database.CreateParameter("invType", taskItem.InvType));
parameters.Add(_Database.CreateParameter("assetType", taskItem.Type));
parameters.Add(_Database.CreateParameter("name", taskItem.Name));
parameters.Add(_Database.CreateParameter("description", taskItem.Description));
parameters.Add(_Database.CreateParameter("creationDate", taskItem.CreationDate));
parameters.Add(_Database.CreateParameter("creatorID", taskItem.CreatorID));
parameters.Add(_Database.CreateParameter("ownerID", taskItem.OwnerID));
parameters.Add(_Database.CreateParameter("lastOwnerID", taskItem.LastOwnerID));
parameters.Add(_Database.CreateParameter("groupID", taskItem.GroupID));
parameters.Add(_Database.CreateParameter("nextPermissions", taskItem.NextPermissions));
parameters.Add(_Database.CreateParameter("currentPermissions", taskItem.CurrentPermissions));
parameters.Add(_Database.CreateParameter("basePermissions", taskItem.BasePermissions));
parameters.Add(_Database.CreateParameter("everyonePermissions", taskItem.EveryonePermissions));
parameters.Add(_Database.CreateParameter("groupPermissions", taskItem.GroupPermissions));
parameters.Add(_Database.CreateParameter("flags", taskItem.Flags));
return parameters.ToArray();
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}
/// <summary>
/// Creates the region setting parameters.
/// </summary>
/// <param name="settings">regionsettings.</param>
/// <returns></returns>
private SqlParameter[] CreateRegionSettingParameters(RegionSettings settings)
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{
List<SqlParameter> parameters = new List<SqlParameter>();
parameters.Add(_Database.CreateParameter("regionUUID", settings.RegionUUID));
parameters.Add(_Database.CreateParameter("block_terraform", settings.BlockTerraform));
parameters.Add(_Database.CreateParameter("block_fly", settings.BlockFly));
parameters.Add(_Database.CreateParameter("allow_damage", settings.AllowDamage));
parameters.Add(_Database.CreateParameter("restrict_pushing", settings.RestrictPushing));
parameters.Add(_Database.CreateParameter("allow_land_resell", settings.AllowLandResell));
parameters.Add(_Database.CreateParameter("allow_land_join_divide", settings.AllowLandJoinDivide));
parameters.Add(_Database.CreateParameter("block_show_in_search", settings.BlockShowInSearch));
parameters.Add(_Database.CreateParameter("agent_limit", settings.AgentLimit));
parameters.Add(_Database.CreateParameter("object_bonus", settings.ObjectBonus));
parameters.Add(_Database.CreateParameter("maturity", settings.Maturity));
parameters.Add(_Database.CreateParameter("disable_scripts", settings.DisableScripts));
parameters.Add(_Database.CreateParameter("disable_collisions", settings.DisableCollisions));
parameters.Add(_Database.CreateParameter("disable_physics", settings.DisablePhysics));
parameters.Add(_Database.CreateParameter("terrain_texture_1", settings.TerrainTexture1));
parameters.Add(_Database.CreateParameter("terrain_texture_2", settings.TerrainTexture2));
parameters.Add(_Database.CreateParameter("terrain_texture_3", settings.TerrainTexture3));
parameters.Add(_Database.CreateParameter("terrain_texture_4", settings.TerrainTexture4));
parameters.Add(_Database.CreateParameter("elevation_1_nw", settings.Elevation1NW));
parameters.Add(_Database.CreateParameter("elevation_2_nw", settings.Elevation2NW));
parameters.Add(_Database.CreateParameter("elevation_1_ne", settings.Elevation1NE));
parameters.Add(_Database.CreateParameter("elevation_2_ne", settings.Elevation2NE));
parameters.Add(_Database.CreateParameter("elevation_1_se", settings.Elevation1SE));
parameters.Add(_Database.CreateParameter("elevation_2_se", settings.Elevation2SE));
parameters.Add(_Database.CreateParameter("elevation_1_sw", settings.Elevation1SW));
parameters.Add(_Database.CreateParameter("elevation_2_sw", settings.Elevation2SW));
parameters.Add(_Database.CreateParameter("water_height", settings.WaterHeight));
parameters.Add(_Database.CreateParameter("terrain_raise_limit", settings.TerrainRaiseLimit));
parameters.Add(_Database.CreateParameter("terrain_lower_limit", settings.TerrainLowerLimit));
parameters.Add(_Database.CreateParameter("use_estate_sun", settings.UseEstateSun));
parameters.Add(_Database.CreateParameter("sandbox", settings.Sandbox));
parameters.Add(_Database.CreateParameter("fixed_sun", settings.FixedSun));
parameters.Add(_Database.CreateParameter("sun_position", settings.SunPosition));
parameters.Add(_Database.CreateParameter("sunvectorx", settings.SunVector.X));
parameters.Add(_Database.CreateParameter("sunvectory", settings.SunVector.Y));
parameters.Add(_Database.CreateParameter("sunvectorz", settings.SunVector.Z));
parameters.Add(_Database.CreateParameter("covenant", settings.Covenant));
return parameters.ToArray();
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}
/// <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)
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{
List<SqlParameter> parameters = new List<SqlParameter>();
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parameters.Add(_Database.CreateParameter("UUID", land.GlobalID));
parameters.Add(_Database.CreateParameter("RegionUUID", regionUUID));
parameters.Add(_Database.CreateParameter("LocalLandID", land.LocalID));
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// Bitmap is a byte[512]
parameters.Add(_Database.CreateParameter("Bitmap", land.Bitmap));
parameters.Add(_Database.CreateParameter("Name", land.Name));
parameters.Add(_Database.CreateParameter("Description", land.Description));
parameters.Add(_Database.CreateParameter("OwnerUUID", land.OwnerID));
parameters.Add(_Database.CreateParameter("IsGroupOwned", land.IsGroupOwned));
parameters.Add(_Database.CreateParameter("Area", land.Area));
parameters.Add(_Database.CreateParameter("AuctionID", land.AuctionID)); //Unemplemented
parameters.Add(_Database.CreateParameter("Category", (int)land.Category)); //Enum libsecondlife.Parcel.ParcelCategory
parameters.Add(_Database.CreateParameter("ClaimDate", land.ClaimDate));
parameters.Add(_Database.CreateParameter("ClaimPrice", land.ClaimPrice));
parameters.Add(_Database.CreateParameter("GroupUUID", land.GroupID));
parameters.Add(_Database.CreateParameter("SalePrice", land.SalePrice));
parameters.Add(_Database.CreateParameter("LandStatus", (int)land.Status)); //Enum. libsecondlife.Parcel.ParcelStatus
parameters.Add(_Database.CreateParameter("LandFlags", land.Flags));
parameters.Add(_Database.CreateParameter("LandingType", land.LandingType));
parameters.Add(_Database.CreateParameter("MediaAutoScale", land.MediaAutoScale));
parameters.Add(_Database.CreateParameter("MediaTextureUUID", land.MediaID));
parameters.Add(_Database.CreateParameter("MediaURL", land.MediaURL));
parameters.Add(_Database.CreateParameter("MusicURL", land.MusicURL));
parameters.Add(_Database.CreateParameter("PassHours", land.PassHours));
parameters.Add(_Database.CreateParameter("PassPrice", land.PassPrice));
parameters.Add(_Database.CreateParameter("SnapshotUUID", land.SnapshotID));
parameters.Add(_Database.CreateParameter("UserLocationX", land.UserLocation.X));
parameters.Add(_Database.CreateParameter("UserLocationY", land.UserLocation.Y));
parameters.Add(_Database.CreateParameter("UserLocationZ", land.UserLocation.Z));
parameters.Add(_Database.CreateParameter("UserLookAtX", land.UserLookAt.X));
parameters.Add(_Database.CreateParameter("UserLookAtY", land.UserLookAt.Y));
parameters.Add(_Database.CreateParameter("UserLookAtZ", land.UserLookAt.Z));
parameters.Add(_Database.CreateParameter("AuthBuyerID", land.AuthBuyerID));
parameters.Add(_Database.CreateParameter("OtherCleanTime", land.OtherCleanTime));
parameters.Add(_Database.CreateParameter("Dwell", land.Dwell));
return parameters.ToArray();
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}
/// <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)
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{
List<SqlParameter> parameters = new List<SqlParameter>();
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parameters.Add(_Database.CreateParameter("LandUUID", parcelID));
parameters.Add(_Database.CreateParameter("AccessUUID", parcelAccessEntry.AgentID));
parameters.Add(_Database.CreateParameter("Flags", parcelAccessEntry.Flags));
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return parameters.ToArray();
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}
/// <summary>
/// Creates the prim parameters for storing in DB.
/// </summary>
/// <param name="prim">Basic data of SceneObjectpart prim.</param>
/// <param name="sceneGroupID">The scenegroup ID.</param>
/// <param name="regionUUID">The region ID.</param>
/// <returns></returns>
private SqlParameter[] CreatePrimParameters(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID)
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{
List<SqlParameter> parameters = new List<SqlParameter>();
parameters.Add(_Database.CreateParameter("UUID", prim.UUID));
parameters.Add(_Database.CreateParameter("RegionUUID", regionUUID));
parameters.Add(_Database.CreateParameter("CreationDate", prim.CreationDate));
parameters.Add(_Database.CreateParameter("Name", prim.Name));
parameters.Add(_Database.CreateParameter("SceneGroupID", sceneGroupID));
// the UUID of the root part for this SceneObjectGroup
// various text fields
parameters.Add(_Database.CreateParameter("Text", prim.Text));
parameters.Add(_Database.CreateParameter("ColorR", prim.Color.R));
parameters.Add(_Database.CreateParameter("ColorG", prim.Color.G));
parameters.Add(_Database.CreateParameter("ColorB", prim.Color.B));
parameters.Add(_Database.CreateParameter("ColorA", prim.Color.A));
parameters.Add(_Database.CreateParameter("Description", prim.Description));
parameters.Add(_Database.CreateParameter("SitName", prim.SitName));
parameters.Add(_Database.CreateParameter("TouchName", prim.TouchName));
// permissions
parameters.Add(_Database.CreateParameter("ObjectFlags", prim.ObjectFlags));
parameters.Add(_Database.CreateParameter("CreatorID", prim.CreatorID));
parameters.Add(_Database.CreateParameter("OwnerID", prim.OwnerID));
parameters.Add(_Database.CreateParameter("GroupID", prim.GroupID));
parameters.Add(_Database.CreateParameter("LastOwnerID", prim.LastOwnerID));
parameters.Add(_Database.CreateParameter("OwnerMask", prim.OwnerMask));
parameters.Add(_Database.CreateParameter("NextOwnerMask", prim.NextOwnerMask));
parameters.Add(_Database.CreateParameter("GroupMask", prim.GroupMask));
parameters.Add(_Database.CreateParameter("EveryoneMask", prim.EveryoneMask));
parameters.Add(_Database.CreateParameter("BaseMask", prim.BaseMask));
// vectors
parameters.Add(_Database.CreateParameter("PositionX", prim.OffsetPosition.X));
parameters.Add(_Database.CreateParameter("PositionY", prim.OffsetPosition.Y));
parameters.Add(_Database.CreateParameter("PositionZ", prim.OffsetPosition.Z));
parameters.Add(_Database.CreateParameter("GroupPositionX", prim.GroupPosition.X));
parameters.Add(_Database.CreateParameter("GroupPositionY", prim.GroupPosition.Y));
parameters.Add(_Database.CreateParameter("GroupPositionZ", prim.GroupPosition.Z));
parameters.Add(_Database.CreateParameter("VelocityX", prim.Velocity.X));
parameters.Add(_Database.CreateParameter("VelocityY", prim.Velocity.Y));
parameters.Add(_Database.CreateParameter("VelocityZ", prim.Velocity.Z));
parameters.Add(_Database.CreateParameter("AngularVelocityX", prim.AngularVelocity.X));
parameters.Add(_Database.CreateParameter("AngularVelocityY", prim.AngularVelocity.Y));
parameters.Add(_Database.CreateParameter("AngularVelocityZ", prim.AngularVelocity.Z));
parameters.Add(_Database.CreateParameter("AccelerationX", prim.Acceleration.X));
parameters.Add(_Database.CreateParameter("AccelerationY", prim.Acceleration.Y));
parameters.Add(_Database.CreateParameter("AccelerationZ", prim.Acceleration.Z));
// quaternions
parameters.Add(_Database.CreateParameter("RotationX", prim.RotationOffset.X));
parameters.Add(_Database.CreateParameter("RotationY", prim.RotationOffset.Y));
parameters.Add(_Database.CreateParameter("RotationZ", prim.RotationOffset.Z));
parameters.Add(_Database.CreateParameter("RotationW", prim.RotationOffset.W));
// Sit target
Vector3 sitTargetPos = prim.SitTargetPositionLL;
parameters.Add(_Database.CreateParameter("SitTargetOffsetX", sitTargetPos.X));
parameters.Add(_Database.CreateParameter("SitTargetOffsetY", sitTargetPos.Y));
parameters.Add(_Database.CreateParameter("SitTargetOffsetZ", sitTargetPos.Z));
Quaternion sitTargetOrient = prim.SitTargetOrientationLL;
parameters.Add(_Database.CreateParameter("SitTargetOrientW", sitTargetOrient.W));
parameters.Add(_Database.CreateParameter("SitTargetOrientX", sitTargetOrient.X));
parameters.Add(_Database.CreateParameter("SitTargetOrientY", sitTargetOrient.Y));
parameters.Add(_Database.CreateParameter("SitTargetOrientZ", sitTargetOrient.Z));
parameters.Add(_Database.CreateParameter("PayPrice", prim.PayPrice[0]));
parameters.Add(_Database.CreateParameter("PayButton1", prim.PayPrice[1]));
parameters.Add(_Database.CreateParameter("PayButton2", prim.PayPrice[2]));
parameters.Add(_Database.CreateParameter("PayButton3", prim.PayPrice[3]));
parameters.Add(_Database.CreateParameter("PayButton4", prim.PayPrice[4]));
if ((prim.SoundFlags & 1) != 0) // Looped
{
parameters.Add(_Database.CreateParameter("LoopedSound", prim.Sound));
parameters.Add(_Database.CreateParameter("LoopedSoundGain", prim.SoundGain));
}
else
{
parameters.Add(_Database.CreateParameter("LoopedSound", UUID.Zero));
parameters.Add(_Database.CreateParameter("LoopedSoundGain", 0.0f));
}
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parameters.Add(_Database.CreateParameter("TextureAnimation", prim.TextureAnimation));
parameters.Add(_Database.CreateParameter("ParticleSystem", prim.ParticleSystem));
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parameters.Add(_Database.CreateParameter("OmegaX", prim.RotationalVelocity.X));
parameters.Add(_Database.CreateParameter("OmegaY", prim.RotationalVelocity.Y));
parameters.Add(_Database.CreateParameter("OmegaZ", prim.RotationalVelocity.Z));
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parameters.Add(_Database.CreateParameter("CameraEyeOffsetX", prim.GetCameraEyeOffset().X));
parameters.Add(_Database.CreateParameter("CameraEyeOffsetY", prim.GetCameraEyeOffset().Y));
parameters.Add(_Database.CreateParameter("CameraEyeOffsetZ", prim.GetCameraEyeOffset().Z));
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parameters.Add(_Database.CreateParameter("CameraAtOffsetX", prim.GetCameraAtOffset().X));
parameters.Add(_Database.CreateParameter("CameraAtOffsetY", prim.GetCameraAtOffset().Y));
parameters.Add(_Database.CreateParameter("CameraAtOffsetZ", prim.GetCameraAtOffset().Z));
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if (prim.GetForceMouselook())
parameters.Add(_Database.CreateParameter("ForceMouselook", 1));
else
parameters.Add(_Database.CreateParameter("ForceMouselook", 0));
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parameters.Add(_Database.CreateParameter("ScriptAccessPin", prim.ScriptAccessPin));
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if (prim.AllowedDrop)
parameters.Add(_Database.CreateParameter("AllowedDrop", 1));
else
parameters.Add(_Database.CreateParameter("AllowedDrop", 0));
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if (prim.DIE_AT_EDGE)
parameters.Add(_Database.CreateParameter("DieAtEdge", 1));
else
parameters.Add(_Database.CreateParameter("DieAtEdge", 0));
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parameters.Add(_Database.CreateParameter("SalePrice", prim.SalePrice));
parameters.Add(_Database.CreateParameter("SaleType", prim.ObjectSaleType));
byte clickAction = prim.ClickAction;
parameters.Add(_Database.CreateParameter("ClickAction", clickAction));
parameters.Add(_Database.CreateParameter("Material", prim.Material));
parameters.Add(_Database.CreateParameter("CollisionSound", prim.CollisionSound));
parameters.Add(_Database.CreateParameter("CollisionSoundVolume", prim.CollisionSoundVolume));
parameters.Add(_Database.CreateParameter("LinkNumber", prim.LinkNum));
return parameters.ToArray();
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}
/// <summary>
/// Creates the primshape parameters for stroing in DB.
/// </summary>
/// <param name="prim">Basic data of SceneObjectpart prim.</param>
/// <param name="sceneGroupID">The scene group ID.</param>
/// <param name="regionUUID">The region UUID.</param>
/// <returns></returns>
private SqlParameter[] CreatePrimShapeParameters(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID)
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{
List<SqlParameter> parameters = new List<SqlParameter>();
PrimitiveBaseShape s = prim.Shape;
parameters.Add(_Database.CreateParameter("UUID", prim.UUID));
// shape is an enum
parameters.Add(_Database.CreateParameter("Shape", 0));
// vectors
parameters.Add(_Database.CreateParameter("ScaleX", s.Scale.X));
parameters.Add(_Database.CreateParameter("ScaleY", s.Scale.Y));
parameters.Add(_Database.CreateParameter("ScaleZ", s.Scale.Z));
// paths
parameters.Add(_Database.CreateParameter("PCode", s.PCode));
parameters.Add(_Database.CreateParameter("PathBegin", s.PathBegin));
parameters.Add(_Database.CreateParameter("PathEnd", s.PathEnd));
parameters.Add(_Database.CreateParameter("PathScaleX", s.PathScaleX));
parameters.Add(_Database.CreateParameter("PathScaleY", s.PathScaleY));
parameters.Add(_Database.CreateParameter("PathShearX", s.PathShearX));
parameters.Add(_Database.CreateParameter("PathShearY", s.PathShearY));
parameters.Add(_Database.CreateParameter("PathSkew", s.PathSkew));
parameters.Add(_Database.CreateParameter("PathCurve", s.PathCurve));
parameters.Add(_Database.CreateParameter("PathRadiusOffset", s.PathRadiusOffset));
parameters.Add(_Database.CreateParameter("PathRevolutions", s.PathRevolutions));
parameters.Add(_Database.CreateParameter("PathTaperX", s.PathTaperX));
parameters.Add(_Database.CreateParameter("PathTaperY", s.PathTaperY));
parameters.Add(_Database.CreateParameter("PathTwist", s.PathTwist));
parameters.Add(_Database.CreateParameter("PathTwistBegin", s.PathTwistBegin));
// profile
parameters.Add(_Database.CreateParameter("ProfileBegin", s.ProfileBegin));
parameters.Add(_Database.CreateParameter("ProfileEnd", s.ProfileEnd));
parameters.Add(_Database.CreateParameter("ProfileCurve", s.ProfileCurve));
parameters.Add(_Database.CreateParameter("ProfileHollow", s.ProfileHollow));
parameters.Add(_Database.CreateParameter("Texture", s.TextureEntry));
parameters.Add(_Database.CreateParameter("ExtraParams", s.ExtraParams));
parameters.Add(_Database.CreateParameter("State", s.State));
return parameters.ToArray();
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}
#endregion
#endregion
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}
}