* Make object persistence more granular by separating prim and prim inventory persistence
parent
da8923450a
commit
504ae63669
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@ -156,9 +156,9 @@ namespace OpenSim.Framework.Data.MySQL
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// MainLog.Instance.Verbose("DATASTORE", "Ignoring Physical obj: " + obj.UUID + " in region: " + regionUUID);
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}
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}
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}
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Commit();
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}
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}
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public void RemoveObject(LLUUID obj, LLUUID regionUUID)
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@ -198,9 +198,9 @@ namespace OpenSim.Framework.Data.MySQL
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// Remove prim row
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row.Delete();
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}
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}
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Commit();
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}
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}
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/// <summary>
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@ -215,84 +215,77 @@ namespace OpenSim.Framework.Data.MySQL
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DataTable prims = m_primTable;
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DataTable shapes = m_shapeTable;
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try
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string byRegion = "RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'";
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string orderByParent = "ParentID ASC";
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lock (m_dataSet)
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{
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string byRegion = "RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'";
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string orderByParent = "ParentID ASC";
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DataRow[] primsForRegion = prims.Select(byRegion, orderByParent);
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MainLog.Instance.Verbose("DATASTORE",
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"Loaded " + primsForRegion.Length + " prims for region: " + regionUUID);
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lock (m_dataSet)
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foreach (DataRow primRow in primsForRegion)
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{
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DataRow[] primsForRegion = prims.Select(byRegion, orderByParent);
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MainLog.Instance.Verbose("DATASTORE",
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"Loaded " + primsForRegion.Length + " prims for region: " + regionUUID);
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foreach (DataRow primRow in primsForRegion)
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try
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{
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try
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string uuid = (string) primRow["UUID"];
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string objID = (string) primRow["SceneGroupID"];
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SceneObjectPart prim = buildPrim(primRow);
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if (uuid == objID) //is new SceneObjectGroup ?
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{
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string uuid = (string)primRow["UUID"];
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string objID = (string)primRow["SceneGroupID"];
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SceneObjectGroup group = new SceneObjectGroup();
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SceneObjectPart prim = buildPrim(primRow);
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if (uuid == objID) //is new SceneObjectGroup ?
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DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(prim.UUID));
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if (shapeRow != null)
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{
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SceneObjectGroup group = new SceneObjectGroup();
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DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(prim.UUID));
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if (shapeRow != null)
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{
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prim.Shape = buildShape(shapeRow);
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}
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else
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{
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MainLog.Instance.Notice(
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"No shape found for prim in storage, so setting default box shape");
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prim.Shape = PrimitiveBaseShape.Default;
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}
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group.AddPart(prim);
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group.RootPart = prim;
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createdObjects.Add(group.UUID, group);
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retvals.Add(group);
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prim.Shape = buildShape(shapeRow);
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}
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else
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{
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DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(prim.UUID));
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if (shapeRow != null)
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{
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prim.Shape = buildShape(shapeRow);
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}
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else
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{
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MainLog.Instance.Notice(
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"No shape found for prim in storage, so setting default box shape");
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prim.Shape = PrimitiveBaseShape.Default;
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}
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createdObjects[new LLUUID(objID)].AddPart(prim);
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MainLog.Instance.Notice(
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"No shape found for prim in storage, so setting default box shape");
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prim.Shape = PrimitiveBaseShape.Default;
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}
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group.AddPart(prim);
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group.RootPart = prim;
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if (persistPrimInventories)
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{
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LoadItems(prim);
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}
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createdObjects.Add(group.UUID, group);
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retvals.Add(group);
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}
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catch (Exception e)
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else
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{
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MainLog.Instance.Error("DATASTORE", "Failed create prim object, exception and data follows");
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MainLog.Instance.Verbose("DATASTORE", e.ToString());
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foreach (DataColumn col in prims.Columns)
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DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(prim.UUID));
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if (shapeRow != null)
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{
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MainLog.Instance.Verbose("DATASTORE", "Col: " + col.ColumnName + " => " + primRow[col]);
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prim.Shape = buildShape(shapeRow);
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}
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else
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{
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MainLog.Instance.Notice(
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"No shape found for prim in storage, so setting default box shape");
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prim.Shape = PrimitiveBaseShape.Default;
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}
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createdObjects[new LLUUID(objID)].AddPart(prim);
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}
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if (persistPrimInventories)
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{
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LoadItems(prim);
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}
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}
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catch (Exception e)
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{
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MainLog.Instance.Error("DATASTORE", "Failed create prim object, exception and data follows");
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MainLog.Instance.Verbose("DATASTORE", e.ToString());
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foreach (DataColumn col in prims.Columns)
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{
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MainLog.Instance.Verbose("DATASTORE", "Col: " + col.ColumnName + " => " + primRow[col]);
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}
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}
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}
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}
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catch (Exception ex)
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{
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MainLog.Instance.Error("DATASTORE", "Exception trying to load prim objects for region " + regionUUID + ": " + ex.ToString());
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}
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return retvals;
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}
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@ -416,8 +409,6 @@ namespace OpenSim.Framework.Data.MySQL
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public void StoreLandObject(Land parcel, LLUUID regionUUID)
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{
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MainLog.Instance.Verbose("DATASTORE", "Tedds temp fix: Waiting 3 seconds for stuff to catch up. (Someone please fix! :))");
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System.Threading.Thread.Sleep(3000);
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lock (m_dataSet)
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{
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DataTable land = m_landTable;
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@ -449,9 +440,9 @@ namespace OpenSim.Framework.Data.MySQL
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fillLandAccessRow(newAccessRow, entry, parcel.landData.globalID);
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landaccesslist.Rows.Add(newAccessRow);
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}
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}
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Commit();
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}
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}
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public List<LandData> LoadLandObjects(LLUUID regionUUID)
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@ -519,6 +510,8 @@ namespace OpenSim.Framework.Data.MySQL
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m_connection.Open();
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}
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lock (m_dataSet)
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{
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// DisplayDataSet(m_dataSet, "Region DataSet");
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m_primDataAdapter.Update(m_primTable);
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@ -534,14 +527,12 @@ namespace OpenSim.Framework.Data.MySQL
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m_landAccessListDataAdapter.Update(m_landAccessListTable);
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m_dataSet.AcceptChanges();
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}
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}
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public void Shutdown()
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{
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lock (m_dataSet)
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{
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Commit();
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}
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Commit();
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}
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/***********************************************************************
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@ -1202,22 +1193,15 @@ namespace OpenSim.Framework.Data.MySQL
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{
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fillShapeRow(shapeRow, prim);
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}
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if (persistPrimInventories)
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{
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addPrimInventory(prim.UUID, prim.TaskInventory);
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}
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}
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/// <summary>
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/// Persist prim inventory. Deletes, updates and inserts rows.
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/// </summary>
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/// <param name="primID"></param>
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/// <param name="items"></param>
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/// <returns></returns>
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private void addPrimInventory(LLUUID primID, IDictionary<LLUUID, TaskInventoryItem> items)
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// see IRegionDatastore
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public void StorePrimInventory(LLUUID primID, IDictionary<LLUUID, TaskInventoryItem> items)
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{
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MainLog.Instance.Verbose("DATASTORE", "Entered addPrimInventory with prim ID {0}", primID);
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if (!persistPrimInventories)
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return;
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MainLog.Instance.Verbose("DATASTORE", "Entered StorePrimInventory with prim ID {0}", primID);
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// Find all existing inventory rows for this prim
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DataTable dbItems = m_itemsTable;
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@ -1587,9 +1571,7 @@ namespace OpenSim.Framework.Data.MySQL
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sDa.Fill(tmpDS, "primshapes");
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if (persistPrimInventories)
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{
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iDa.Fill(tmpDS, "primitems");
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}
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tDa.Fill(tmpDS, "terrain");
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lDa.Fill(tmpDS, "land");
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@ -1605,9 +1587,7 @@ namespace OpenSim.Framework.Data.MySQL
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sDa.Fill(tmpDS, "primshapes");
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if (persistPrimInventories)
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{
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iDa.Fill(tmpDS, "primitems");
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}
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tDa.Fill(tmpDS, "terrain");
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lDa.Fill(tmpDS, "land");
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@ -1248,22 +1248,15 @@ namespace OpenSim.Framework.Data.SQLite
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{
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fillShapeRow(shapeRow, prim);
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}
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if (persistPrimInventories)
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{
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addPrimInventory(prim.UUID, prim.TaskInventory);
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}
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}
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/// <summary>
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/// Persist prim inventory. Deletes, updates and inserts rows.
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/// </summary>
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/// <param name="primID"></param>
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/// <param name="items"></param>
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/// <returns></returns>
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private void addPrimInventory(LLUUID primID, IDictionary<LLUUID, TaskInventoryItem> items)
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// see IRegionDatastore
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public void StorePrimInventory(LLUUID primID, IDictionary<LLUUID, TaskInventoryItem> items)
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{
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MainLog.Instance.Verbose("DATASTORE", "Entered addPrimInventory with prim ID {0}", primID);
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if (!persistPrimInventories)
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return;
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MainLog.Instance.Verbose("DATASTORE", "Entered StorePrimInventory with prim ID {0}", primID);
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// Find all existing inventory rows for this prim
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DataTable dbItems = ds.Tables["primitems"];
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@ -44,9 +44,27 @@ namespace OpenSim.Region.Environment.Interfaces
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/// <param name="persistPrimInventories">Temporary switch while this option is immature</param>
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void Initialise(string filename, bool persistPrimInventories);
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/// <summary>
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/// Stores all object's details apart from inventory
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/// </summary>
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/// <param name="obj"></param>
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/// <param name="regionUUID"></param>
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void StoreObject(SceneObjectGroup obj, LLUUID regionUUID);
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/// <summary>
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/// Entirely removes the object, including inventory
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/// </summary>
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/// <param name="uuid"></param>
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/// <param name="regionUUID"></param>
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/// <returns></returns>
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void RemoveObject(LLUUID uuid, LLUUID regionUUID);
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/// <summary>
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/// Store a prim's inventory
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/// </summary>
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/// <returns></returns>
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void StorePrimInventory(LLUUID primID, IDictionary<LLUUID, TaskInventoryItem> items);
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List<SceneObjectGroup> LoadObjects(LLUUID regionUUID);
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void StoreTerrain(double[,] terrain, LLUUID regionID);
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@ -179,13 +179,6 @@ namespace OpenSim.Region.Environment.Scenes
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taskItem.InvType = item.invType;
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part.AddInventoryItem(taskItem);
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// It might seem somewhat crude to update the whole group for a single prim inventory change,
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// but it's possible that other prim inventory changes will take place before the region
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// persistence thread visits this object. In the future, changes can be signalled at a more
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// granular level, or we could let the datastore worry about whether prims have really
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// changed since they were last persisted.
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HasGroupChanged = true;
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return true;
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}
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else
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@ -236,13 +229,6 @@ namespace OpenSim.Region.Environment.Scenes
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{
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part.UpdateInventoryItem(item);
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// It might seem somewhat crude to update the whole group for a single prim inventory change,
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// but it's possible that other prim inventory changes will take place before the region
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// persistence thread visits this object. In the future, changes can be signalled at a more
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// granular level, or we could let the datastore worry about whether prims have really
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// changed since they were last persisted.
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HasGroupChanged = true;
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return true;
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}
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else
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@ -263,13 +249,6 @@ namespace OpenSim.Region.Environment.Scenes
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{
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int type = part.RemoveInventoryItem(itemID);
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// It might seem somewhat crude to update the whole group for a single prim inventory change,
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// but it's possible that other prim inventory changes will take place before the region
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// persistence thread visits this object. In the future, changes can be signalled at a more
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// granular level, or we could let the datastore worry about whether prims have really
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// changed since they were last persisted.
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HasGroupChanged = true;
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return type;
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}
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@ -1492,6 +1492,8 @@ namespace OpenSim.Region.Environment.Scenes
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datastore.StoreObject(this, m_scene.RegionInfo.RegionID);
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HasGroupChanged = false;
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}
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ForEachPart(delegate(SceneObjectPart part) { part.ProcessInventoryBackup(datastore); });
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}
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#endregion
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@ -1704,9 +1706,12 @@ namespace OpenSim.Region.Environment.Scenes
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public void ForEachPart(Action<SceneObjectPart> whatToDo)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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lock (m_parts)
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{
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whatToDo(part);
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foreach (SceneObjectPart part in m_parts.Values)
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{
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whatToDo(part);
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}
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}
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}
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}
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@ -81,6 +81,11 @@ namespace OpenSim.Region.Environment.Scenes
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set { m_taskInventory = value; }
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}
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/// <summary>
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/// Tracks whether inventory has changed since the last persistent backup
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/// </summary>
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private bool HasInventoryChanged;
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/// <summary>
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/// Reset LLUUIDs for all the items in the prim's inventory. This involves either generating
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/// new ones or setting existing UUIDs to the correct parent UUIDs
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@ -207,6 +212,7 @@ namespace OpenSim.Region.Environment.Scenes
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}
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m_inventorySerial++;
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HasInventoryChanged = true;
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}
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/// <summary>
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@ -269,6 +275,8 @@ namespace OpenSim.Region.Environment.Scenes
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m_inventorySerial++;
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TriggerScriptChangedEvent(Changed.INVENTORY);
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HasInventoryChanged = true;
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return true;
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}
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else
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@ -300,6 +308,8 @@ namespace OpenSim.Region.Environment.Scenes
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m_inventorySerial++;
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TriggerScriptChangedEvent(Changed.INVENTORY);
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HasInventoryChanged = true;
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return type;
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}
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else
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@ -381,6 +391,20 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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/// <summary>
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/// Process inventory backup
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/// </summary>
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/// <param name="datastore"></param>
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public void ProcessInventoryBackup(IRegionDataStore datastore)
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{
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if (HasInventoryChanged)
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{
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datastore.StorePrimInventory(UUID, TaskInventory);
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HasInventoryChanged = false;
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}
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}
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public class InventoryStringBuilder
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{
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public string BuildString = String.Empty;
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@ -753,6 +753,12 @@ namespace OpenSim.DataStore.MSSQL
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}
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}
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// see IRegionDatastore
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public void StorePrimInventory(LLUUID primID, IDictionary<LLUUID, TaskInventoryItem> items)
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{
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// No implementation yet
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}
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/***********************************************************************
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*
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* SQL Statement Creation Functions
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@ -50,6 +50,11 @@ namespace OpenSim.DataStore.NullStorage
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{
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}
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// see IRegionDatastore
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public void StorePrimInventory(LLUUID primID, IDictionary<LLUUID, TaskInventoryItem> items)
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{
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}
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public List<SceneObjectGroup> LoadObjects(LLUUID regionUUID)
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{
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return new List<SceneObjectGroup>();
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