Fixed MySQL and SQLite so they will save the

variable sun vector, adding 3 new fields on both.

From: Arthur Rodrigo S Valadares <arthursv@linux.vnet.ibm.com>
0.6.1-post-fixes
Sean Dague 2008-11-18 12:48:36 +00:00
parent 99fb0d7b33
commit 5517ea3dfd
5 changed files with 177 additions and 9 deletions

View File

@ -868,6 +868,9 @@ namespace OpenSim.Data.MySQL
createCol(regionsettings, "terrain_lower_limit", typeof (Double));
createCol(regionsettings, "use_estate_sun", typeof (Int32));
createCol(regionsettings, "sandbox", typeof (Int32));
createCol(regionsettings, "sunvectorx",typeof (Double));
createCol(regionsettings, "sunvectory",typeof (Double));
createCol(regionsettings, "sunvectorz",typeof (Double));
createCol(regionsettings, "fixed_sun", typeof (Int32));
createCol(regionsettings, "sun_position", typeof (Double));
createCol(regionsettings, "covenant", typeof(String));
@ -1342,6 +1345,11 @@ namespace OpenSim.Data.MySQL
newSettings.TerrainLowerLimit = Convert.ToDouble(row["terrain_lower_limit"]);
newSettings.UseEstateSun = Convert.ToBoolean(row["use_estate_sun"]);
newSettings.Sandbox = Convert.ToBoolean(row["sandbox"]);
newSettings.SunVector = new Vector3 (
Convert.ToSingle(row["sunvectorx"]),
Convert.ToSingle(row["sunvectory"]),
Convert.ToSingle(row["sunvectorz"])
);
newSettings.FixedSun = Convert.ToBoolean(row["fixed_sun"]);
newSettings.SunPosition = Convert.ToDouble(row["sun_position"]);
newSettings.Covenant = new UUID((String) row["covenant"]);
@ -1649,6 +1657,9 @@ namespace OpenSim.Data.MySQL
row["terrain_lower_limit"] = settings.TerrainLowerLimit;
row["use_estate_sun"] = settings.UseEstateSun;
row["sandbox"] = settings.Sandbox;
row["sunvectorx"] = settings.SunVector.X;
row["sunvectory"] = settings.SunVector.Y;
row["sunvectorz"] = settings.SunVector.Z;
row["fixed_sun"] = settings.FixedSun;
row["sun_position"] = settings.SunPosition;
row["covenant"] = settings.Covenant.ToString();

View File

@ -0,0 +1,8 @@
begin;
ALTER TABLE regionsettings ADD COLUMN sunvectorx double NOT NULL default 0;
ALTER TABLE regionsettings ADD COLUMN sunvectory double NOT NULL default 0;
ALTER TABLE regionsettings ADD COLUMN sunvectorz double NOT NULL default 0;
commit;

View File

@ -0,0 +1,8 @@
begin;
ALTER TABLE regionsettings ADD COLUMN sunvectorx double NOT NULL default 0;
ALTER TABLE regionsettings ADD COLUMN sunvectory double NOT NULL default 0;
ALTER TABLE regionsettings ADD COLUMN sunvectorz double NOT NULL default 0;
commit;

View File

@ -1064,6 +1064,9 @@ namespace OpenSim.Data.SQLite
createCol(regionsettings, "terrain_lower_limit", typeof (Double));
createCol(regionsettings, "use_estate_sun", typeof (Int32));
createCol(regionsettings, "sandbox", typeof (Int32));
createCol(regionsettings, "sunvectorx",typeof (Double));
createCol(regionsettings, "sunvectory",typeof (Double));
createCol(regionsettings, "sunvectorz",typeof (Double));
createCol(regionsettings, "fixed_sun", typeof (Int32));
createCol(regionsettings, "sun_position", typeof (Double));
createCol(regionsettings, "covenant", typeof(String));
@ -1373,6 +1376,11 @@ namespace OpenSim.Data.SQLite
newSettings.TerrainLowerLimit = Convert.ToDouble(row["terrain_lower_limit"]);
newSettings.UseEstateSun = Convert.ToBoolean(row["use_estate_sun"]);
newSettings.Sandbox = Convert.ToBoolean(row["sandbox"]);
newSettings.SunVector = new Vector3 (
Convert.ToSingle(row["sunvectorx"]),
Convert.ToSingle(row["sunvectory"]),
Convert.ToSingle(row["sunvectorz"])
);
newSettings.FixedSun = Convert.ToBoolean(row["fixed_sun"]);
newSettings.SunPosition = Convert.ToDouble(row["sun_position"]);
newSettings.Covenant = new UUID((String) row["covenant"]);
@ -1681,6 +1689,9 @@ namespace OpenSim.Data.SQLite
row["terrain_lower_limit"] = settings.TerrainLowerLimit;
row["use_estate_sun"] = settings.UseEstateSun;
row["sandbox"] = settings.Sandbox;
row["sunvectorx"] = settings.SunVector.X;
row["sunvectory"] = settings.SunVector.Y;
row["sunvectorz"] = settings.SunVector.Z;
row["fixed_sun"] = settings.FixedSun;
row["sun_position"] = settings.SunPosition;
row["covenant"] = settings.Covenant.ToString();

View File

@ -468,6 +468,51 @@ namespace OpenSim.Data.Tests
Assert.That(scale,Is.EqualTo(p.Scale));
}
[Test]
public void T015_LargeSceneObjects()
{
UUID id = UUID.Random();
Dictionary<UUID, SceneObjectPart> mydic = new Dictionary<UUID, SceneObjectPart>();
SceneObjectGroup sog = NewSOG("Test SOG",id);
mydic.Add(sog.RootPart.UUID,sog.RootPart);
Console.WriteLine("Let's Start!");
for (int i=0;i<30;i++)
{
UUID tmp = UUID.Random();
SceneObjectPart sop = NewSOP(("Test SOP " + i.ToString()),tmp);
Vector3 groupos = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 offset = new Vector3(random.Next(),random.Next(),random.Next());
Quaternion rotoff = new Quaternion(random.Next(),random.Next(),random.Next(),random.Next());
Vector3 velocity = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 angvelo = new Vector3(random.Next(),random.Next(),random.Next());
Vector3 accel = new Vector3(random.Next(),random.Next(),random.Next());
sop.GroupPosition = groupos;
sop.RotationOffset = rotoff;
sop.OffsetPosition = offset;
sop.Velocity = velocity;
sop.AngularVelocity = angvelo;
sop.Acceleration = accel;
mydic.Add(tmp,sop);
sog.AddPart(sop);
db.StoreObject(sog, region4);
}
SceneObjectGroup retsog = FindSOG("Test SOG", region4);
SceneObjectPart[] parts = retsog.GetParts();
for (int i=0;i<30;i++)
{
SceneObjectPart cursop = mydic[parts[i].UUID];
Assert.That(cursop.GroupPosition,Is.EqualTo(parts[i].GroupPosition));
Assert.That(cursop.RotationOffset,Is.EqualTo(parts[i].RotationOffset));
Assert.That(cursop.OffsetPosition,Is.EqualTo(parts[i].OffsetPosition));
Assert.That(cursop.Velocity,Is.EqualTo(parts[i].Velocity));
Assert.That(cursop.AngularVelocity,Is.EqualTo(parts[i].AngularVelocity));
Assert.That(cursop.Acceleration,Is.EqualTo(parts[i].Acceleration));
}
}
[Test]
public void T020_PrimInventoryEmpty()
{
@ -660,21 +705,106 @@ namespace OpenSim.Data.Tests
[Test]
public void T101_UpdateRegionInfo()
{
bool blockfly = true;
double sunpos = 0.5;
int agentlimit = random.Next();
double objectbonus = random.NextDouble();
int maturity = random.Next();
UUID tertex1 = UUID.Random();
UUID tertex2 = UUID.Random();
UUID tertex3 = UUID.Random();
UUID tertex4 = UUID.Random();
double elev1nw = random.NextDouble();
double elev2nw = random.NextDouble();
double elev1ne = random.NextDouble();
double elev2ne = random.NextDouble();
double elev1se = random.NextDouble();
double elev2se = random.NextDouble();
double elev1sw = random.NextDouble();
double elev2sw = random.NextDouble();
double waterh = random.NextDouble();
double terrainraise = random.NextDouble();
double terrainlower = random.NextDouble();
Vector3 sunvector = new Vector3((float)Math.Round(random.NextDouble(),5),(float)Math.Round(random.NextDouble(),5),(float)Math.Round(random.NextDouble(),5));
UUID terimgid = UUID.Random();
double sunpos = random.NextDouble();
UUID cov = UUID.Random();
RegionSettings r1 = db.LoadRegionSettings(region1);
r1.BlockFly = blockfly;
r1.BlockTerraform = true;
r1.BlockFly = true;
r1.AllowDamage = true;
r1.RestrictPushing = true;
r1.AllowLandResell = false;
r1.AllowLandJoinDivide = false;
r1.BlockShowInSearch = true;
r1.AgentLimit = agentlimit;
r1.ObjectBonus = objectbonus;
r1.Maturity = maturity;
r1.DisableScripts = true;
r1.DisableCollisions = true;
r1.DisablePhysics = true;
r1.TerrainTexture1 = tertex1;
r1.TerrainTexture2 = tertex2;
r1.TerrainTexture3 = tertex3;
r1.TerrainTexture4 = tertex4;
r1.Elevation1NW = elev1nw;
r1.Elevation2NW = elev2nw;
r1.Elevation1NE = elev1ne;
r1.Elevation2NE = elev2ne;
r1.Elevation1SE = elev1se;
r1.Elevation2SE = elev2se;
r1.Elevation1SW = elev1sw;
r1.Elevation2SW = elev2sw;
r1.WaterHeight = waterh;
r1.TerrainRaiseLimit = terrainraise;
r1.TerrainLowerLimit = terrainlower;
r1.UseEstateSun = false;
r1.Sandbox = true;
r1.SunVector = sunvector;
r1.TerrainImageID = terimgid;
r1.FixedSun = true;
r1.SunPosition = sunpos;
r1.Covenant = cov;
db.StoreRegionSettings(r1);
RegionSettings r2 = db.LoadRegionSettings(region1);
Assert.That(r2.RegionUUID, Is.EqualTo(region1));
Assert.That(r2.SunPosition, Is.EqualTo(sunpos));
Assert.That(r2.BlockFly, Is.EqualTo(blockfly));
Assert.That(r2.Covenant, Is.EqualTo(cov));
RegionSettings r1a = db.LoadRegionSettings(region1);
Assert.That(r1a.RegionUUID, Is.EqualTo(region1));
Assert.That(r1a.BlockTerraform,Is.True);
Assert.That(r1a.BlockFly,Is.True);
Assert.That(r1a.AllowDamage,Is.True);
Assert.That(r1a.RestrictPushing,Is.True);
Assert.That(r1a.AllowLandResell,Is.False);
Assert.That(r1a.AllowLandJoinDivide,Is.False);
Assert.That(r1a.BlockShowInSearch,Is.True);
Assert.That(r1a.AgentLimit,Is.EqualTo(agentlimit));
Assert.That(r1a.ObjectBonus,Is.EqualTo(objectbonus));
Assert.That(r1a.Maturity,Is.EqualTo(maturity));
Assert.That(r1a.DisableScripts,Is.True);
Assert.That(r1a.DisableCollisions,Is.True);
Assert.That(r1a.DisablePhysics,Is.True);
Assert.That(r1a.TerrainTexture1,Is.EqualTo(tertex1));
Assert.That(r1a.TerrainTexture2,Is.EqualTo(tertex2));
Assert.That(r1a.TerrainTexture3,Is.EqualTo(tertex3));
Assert.That(r1a.TerrainTexture4,Is.EqualTo(tertex4));
Assert.That(r1a.Elevation1NW,Is.EqualTo(elev1nw));
Assert.That(r1a.Elevation2NW,Is.EqualTo(elev2nw));
Assert.That(r1a.Elevation1NE,Is.EqualTo(elev1ne));
Assert.That(r1a.Elevation2NE,Is.EqualTo(elev2ne));
Assert.That(r1a.Elevation1SE,Is.EqualTo(elev1se));
Assert.That(r1a.Elevation2SE,Is.EqualTo(elev2se));
Assert.That(r1a.Elevation1SW,Is.EqualTo(elev1sw));
Assert.That(r1a.Elevation2SW,Is.EqualTo(elev2sw));
Assert.That(r1a.WaterHeight,Is.EqualTo(waterh));
Assert.That(r1a.TerrainRaiseLimit,Is.EqualTo(terrainraise));
Assert.That(r1a.TerrainLowerLimit,Is.EqualTo(terrainlower));
Assert.That(r1a.UseEstateSun,Is.False);
Assert.That(r1a.Sandbox,Is.True);
Assert.That(r1a.SunVector,Is.EqualTo(sunvector));
//Assert.That(r1a.TerrainImageID,Is.EqualTo(terimgid));
Assert.That(r1a.FixedSun,Is.True);
Assert.That(r1a.SunPosition, Is.EqualTo(sunpos));
Assert.That(r1a.Covenant, Is.EqualTo(cov));
}
[Test]