Couldn't leave this one alone. Data is now flowing both ways in
sqlite *but* isn't being added back to the scene on load because some information (like rootpart) isn't currently exposed enough to save/restore, and I don't want to change the SceneObjectGroup definition without MW around to discuss. A couple of minor changes on the object interface for SceneObjectGroup and tweaks to this class, and we have persistant prims again.afrisby
parent
0443723ea5
commit
6063d2ce5f
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@ -11,6 +11,7 @@ using OpenSim.Framework.Types;
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using libsecondlife;
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using System.Data;
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using System.Data.SqlTypes;
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// Yes, this won't compile on MS, need to deal with that later
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using Mono.Data.SqliteClient;
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@ -244,57 +245,59 @@ namespace OpenSim.DataStore.MonoSqliteStorage
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// interesting has to be done to actually get these values
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// back out. Not enough time to figure it out yet.
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SceneObjectPart prim = new SceneObjectPart();
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prim.UUID = new LLUUID((string)row["UUID"]);
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prim.ParentID = (uint)row["ParentID"];
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prim.CreationDate = (int)row["CreationDate"];
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prim.PartName = (string)row["Name"];
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prim.UUID = new LLUUID((String)row["UUID"]);
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// explicit conversion of integers is required, which sort
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// of sucks. No idea if there is a shortcut here or not.
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prim.ParentID = Convert.ToUInt32(row["ParentID"]);
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prim.CreationDate = Convert.ToInt32(row["CreationDate"]);
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prim.PartName = (String)row["Name"];
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// various text fields
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prim.Text = (string)row["Text"];
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prim.Description = (string)row["Description"];
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prim.SitName = (string)row["SitName"];
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prim.TouchName = (string)row["TouchName"];
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prim.Text = (String)row["Text"];
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prim.Description = (String)row["Description"];
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prim.SitName = (String)row["SitName"];
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prim.TouchName = (String)row["TouchName"];
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// permissions
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prim.CreatorID = new LLUUID((string)row["CreatorID"]);
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prim.OwnerID = new LLUUID((string)row["OwnerID"]);
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prim.GroupID = new LLUUID((string)row["GroupID"]);
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prim.LastOwnerID = new LLUUID((string)row["LastOwnerID"]);
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prim.OwnerMask = (uint)row["OwnerMask"];
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prim.NextOwnerMask = (uint)row["NextOwnerMask"];
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prim.GroupMask = (uint)row["GroupMask"];
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prim.EveryoneMask = (uint)row["EveryoneMask"];
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prim.BaseMask = (uint)row["BaseMask"];
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prim.CreatorID = new LLUUID((String)row["CreatorID"]);
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prim.OwnerID = new LLUUID((String)row["OwnerID"]);
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prim.GroupID = new LLUUID((String)row["GroupID"]);
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prim.LastOwnerID = new LLUUID((String)row["LastOwnerID"]);
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prim.OwnerMask = Convert.ToUInt32(row["OwnerMask"]);
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prim.NextOwnerMask = Convert.ToUInt32(row["NextOwnerMask"]);
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prim.GroupMask = Convert.ToUInt32(row["GroupMask"]);
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prim.EveryoneMask = Convert.ToUInt32(row["EveryoneMask"]);
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prim.BaseMask = Convert.ToUInt32(row["BaseMask"]);
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// vectors
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prim.OffsetPosition = new LLVector3(
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(float)row["PositionX"],
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(float)row["PositionY"],
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(float)row["PositionZ"]
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Convert.ToSingle(row["PositionX"]),
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Convert.ToSingle(row["PositionY"]),
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Convert.ToSingle(row["PositionZ"])
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);
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prim.GroupPosition = new LLVector3(
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(float)row["GroupPositionX"],
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(float)row["GroupPositionY"],
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(float)row["GroupPositionZ"]
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Convert.ToSingle(row["GroupPositionX"]),
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Convert.ToSingle(row["GroupPositionY"]),
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Convert.ToSingle(row["GroupPositionZ"])
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);
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prim.Velocity = new LLVector3(
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(float)row["VelocityX"],
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(float)row["VelocityY"],
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(float)row["VelocityZ"]
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Convert.ToSingle(row["VelocityX"]),
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Convert.ToSingle(row["VelocityY"]),
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Convert.ToSingle(row["VelocityZ"])
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);
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prim.AngularVelocity = new LLVector3(
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(float)row["AngularVelocityX"],
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(float)row["AngularVelocityY"],
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(float)row["AngularVelocityZ"]
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Convert.ToSingle(row["AngularVelocityX"]),
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Convert.ToSingle(row["AngularVelocityY"]),
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Convert.ToSingle(row["AngularVelocityZ"])
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);
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prim.Acceleration = new LLVector3(
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(float)row["AccelerationX"],
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(float)row["AccelerationY"],
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(float)row["AccelerationZ"]
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Convert.ToSingle(row["AccelerationX"]),
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Convert.ToSingle(row["AccelerationY"]),
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Convert.ToSingle(row["AccelerationZ"])
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);
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// quaternions
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prim.RotationOffset = new LLQuaternion(
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(float)row["RotationX"],
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(float)row["RotationY"],
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(float)row["RotationZ"],
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(float)row["RotationW"]
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Convert.ToSingle(row["RotationX"]),
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Convert.ToSingle(row["RotationY"]),
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Convert.ToSingle(row["RotationZ"]),
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Convert.ToSingle(row["RotationW"])
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);
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return prim;
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}
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@ -347,34 +350,34 @@ namespace OpenSim.DataStore.MonoSqliteStorage
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{
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PrimitiveBaseShape s = new PrimitiveBaseShape();
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s.Scale = new LLVector3(
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(float)row["ScaleX"],
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(float)row["ScaleY"],
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(float)row["ScaleZ"]
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Convert.ToSingle(row["ScaleX"]),
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Convert.ToSingle(row["ScaleY"]),
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Convert.ToSingle(row["ScaleZ"])
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);
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// paths
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s.PCode = (byte)row["PCode"];
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s.PathBegin = (ushort)row["PathBegin"];
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s.PathEnd = (ushort)row["PathEnd"];
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s.PathScaleX = (byte)row["PathScaleX"];
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s.PathScaleY = (byte)row["PathScaleY"];
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s.PathShearX = (byte)row["PathShearX"];
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s.PathShearY = (byte)row["PathShearY"];
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s.PathSkew = (sbyte)row["PathSkew"];
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s.PathCurve = (byte)row["PathCurve"];
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s.PathRadiusOffset = (sbyte)row["PathRadiusOffset"];
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s.PathRevolutions = (byte)row["PathRevolutions"];
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s.PathTaperX = (sbyte)row["PathTaperX"];
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s.PathTaperY = (sbyte)row["PathTaperY"];
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s.PathTwist = (sbyte)row["PathTwist"];
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s.PathTwistBegin = (sbyte)row["PathTwistBegin"];
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s.PCode = Convert.ToByte(row["PCode"]);
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s.PathBegin = Convert.ToUInt16(row["PathBegin"]);
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s.PathEnd = Convert.ToUInt16(row["PathEnd"]);
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s.PathScaleX = Convert.ToByte(row["PathScaleX"]);
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s.PathScaleY = Convert.ToByte(row["PathScaleY"]);
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s.PathShearX = Convert.ToByte(row["PathShearX"]);
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s.PathShearY = Convert.ToByte(row["PathShearY"]);
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s.PathSkew = Convert.ToSByte(row["PathSkew"]);
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s.PathCurve = Convert.ToByte(row["PathCurve"]);
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s.PathRadiusOffset = Convert.ToSByte(row["PathRadiusOffset"]);
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s.PathRevolutions = Convert.ToByte(row["PathRevolutions"]);
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s.PathTaperX = Convert.ToSByte(row["PathTaperX"]);
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s.PathTaperY = Convert.ToSByte(row["PathTaperY"]);
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s.PathTwist = Convert.ToSByte(row["PathTwist"]);
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s.PathTwistBegin = Convert.ToSByte(row["PathTwistBegin"]);
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// profile
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s.ProfileBegin = (ushort)row["ProfileBegin"];
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s.ProfileEnd = (ushort)row["ProfileEnd"];
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s.ProfileCurve = (byte)row["ProfileCurve"];
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s.ProfileHollow = (byte)row["ProfileHollow"];
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s.ProfileBegin = Convert.ToUInt16(row["ProfileBegin"]);
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s.ProfileEnd = Convert.ToUInt16(row["ProfileEnd"]);
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s.ProfileCurve = Convert.ToByte(row["ProfileCurve"]);
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s.ProfileHollow = Convert.ToByte(row["ProfileHollow"]);
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// text TODO: this isn't right] = but I'm not sure the right
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// way to specify this as a blob atm
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s.TextureEntry = (byte[])row["Texture"];
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// s.TextureEntry = (byte[])row["Texture"];
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return s;
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}
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@ -464,19 +467,23 @@ namespace OpenSim.DataStore.MonoSqliteStorage
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DataTable shapes = ds.Tables["primshapes"];
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// This only supports 1 prim per SceneObjectGroup. Need to fix later
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// foreach (DataRow primRow in prims.Rows)
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// {
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// SceneObjectGroup group = new SceneObjectGroup();
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// SceneObjectPart prim = buildPrim(primRow);
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// DataRow shapeRow = shapes.Rows.Find(prim.UUID);
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// if (shapeRow != null) {
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// prim.Shape = buildShape(shapeRow);
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// }
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// group.Children.Add(prim.UUID, prim);
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foreach (DataRow primRow in prims.Rows)
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{
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SceneObjectGroup group = new SceneObjectGroup();
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SceneObjectPart prim = buildPrim(primRow);
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DataRow shapeRow = shapes.Rows.Find(prim.UUID);
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if (shapeRow != null) {
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prim.Shape = buildShape(shapeRow);
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}
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group.Children.Add(prim.UUID, prim);
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// TODO: there are a couple of known issues to get this to work
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// * While we can add Children, we can't set the root part (or
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// or even figure out which should be the root part)
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// * region handle may need to be persisted, it isn't now
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// retvals.Add(group);
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// }
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}
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MainLog.Instance.Verbose("DATASTORE", "Sqlite - LoadObjects found " + " objects");
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MainLog.Instance.Verbose("DATASTORE", "Sqlite - LoadObjects found " + prims.Rows.Count + " objects");
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return retvals;
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}
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