auto create sqlite database if it doesn't exist. This works, but needs some
cleaning up prior to release. However this should make it easy for people to start using sqlite storage.afrisby
parent
921ac14e86
commit
6f6432864d
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@ -34,6 +34,8 @@ namespace OpenSim.DataStore.MonoSqliteStorage
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public void Initialise(string dbfile, string dbname)
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{
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string connectionString = "URI=file:" + dbfile + ",version=3";
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ds = new DataSet();
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MainLog.Instance.Verbose("DATASTORE", "Sqlite - connecting: " + dbfile);
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SqliteConnection conn = new SqliteConnection(connectionString);
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@ -46,12 +48,17 @@ namespace OpenSim.DataStore.MonoSqliteStorage
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shapeDa = new SqliteDataAdapter(shapeSelectCmd);
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// SqliteCommandBuilder shapeCb = new SqliteCommandBuilder(shapeDa);
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ds = new DataSet();
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// We fill the data set, now we've got copies in memory for the information
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// TODO: see if the linkage actually holds.
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// primDa.FillSchema(ds, SchemaType.Source, "PrimSchema");
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primDa.Fill(ds, "prims");
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try {
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primDa.Fill(ds, "prims");
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} catch (Mono.Data.SqliteClient.SqliteSyntaxException) {
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InitDB(conn);
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primDa.Fill(ds, "prims");
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}
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shapeDa.Fill(ds, "primshapes");
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ds.AcceptChanges();
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@ -67,6 +74,17 @@ namespace OpenSim.DataStore.MonoSqliteStorage
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return;
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}
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///<summary>
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/// This is a convenience function that collapses 5 repetitive
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/// lines for defining SqliteParameters to 2 parameters:
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/// column name and database type.
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///
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/// It assumes certain conventions like :param as the param
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/// name to replace in parametrized queries, and that source
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/// version is always current version, both of which are fine
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/// for us.
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///</summary>
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///<returns>a built sqlite parameter</returns>
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private SqliteParameter createSqliteParameter(string name, DbType type)
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{
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SqliteParameter param = new SqliteParameter();
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@ -77,89 +95,6 @@ namespace OpenSim.DataStore.MonoSqliteStorage
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return param;
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}
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private Dictionary<string, DbType> createPrimDataDefs()
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{
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Dictionary<string, DbType> data = new Dictionary<string, DbType>();
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data.Add("UUID", DbType.String);
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data.Add("ParentID", DbType.Int32);
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data.Add("CreationDate", DbType.Int32);
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data.Add("Name", DbType.String);
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data.Add("SceneGroupID", DbType.String);
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// various text fields
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data.Add("Text", DbType.String);
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data.Add("Description", DbType.String);
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data.Add("SitName", DbType.String);
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data.Add("TouchName", DbType.String);
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// permissions
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data.Add("CreatorID", DbType.String);
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data.Add("OwnerID", DbType.String);
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data.Add("GroupID", DbType.String);
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data.Add("LastOwnerID", DbType.String);
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data.Add("OwnerMask", DbType.Int32);
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data.Add("NextOwnerMask", DbType.Int32);
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data.Add("GroupMask", DbType.Int32);
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data.Add("EveryoneMask", DbType.Int32);
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data.Add("BaseMask", DbType.Int32);
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// vectors
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data.Add("PositionX", DbType.Double);
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data.Add("PositionY", DbType.Double);
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data.Add("PositionZ", DbType.Double);
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data.Add("GroupPositionX", DbType.Double);
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data.Add("GroupPositionY", DbType.Double);
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data.Add("GroupPositionZ", DbType.Double);
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data.Add("VelocityX", DbType.Double);
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data.Add("VelocityY", DbType.Double);
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data.Add("VelocityZ", DbType.Double);
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data.Add("AngularVelocityX", DbType.Double);
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data.Add("AngularVelocityY", DbType.Double);
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data.Add("AngularVelocityZ", DbType.Double);
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data.Add("AccelerationX", DbType.Double);
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data.Add("AccelerationY", DbType.Double);
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data.Add("AccelerationZ", DbType.Double);
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// quaternions
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data.Add("RotationX", DbType.Double);
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data.Add("RotationY", DbType.Double);
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data.Add("RotationZ", DbType.Double);
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data.Add("RotationW", DbType.Double);
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return data;
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}
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private Dictionary<string, DbType> createShapeDataDefs()
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{
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Dictionary<string, DbType> data = new Dictionary<string, DbType>();
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data.Add("UUID", DbType.String);
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// shape is an enum
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data.Add("Shape", DbType.Int32);
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// vectors
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data.Add("ScaleX", DbType.Double);
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data.Add("ScaleY", DbType.Double);
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data.Add("ScaleZ", DbType.Double);
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// paths
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data.Add("PCode", DbType.Int32);
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data.Add("PathBegin", DbType.Int32);
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data.Add("PathEnd", DbType.Int32);
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data.Add("PathScaleX", DbType.Int32);
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data.Add("PathScaleY", DbType.Int32);
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data.Add("PathShearX", DbType.Int32);
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data.Add("PathShearY", DbType.Int32);
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data.Add("PathSkew", DbType.Int32);
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data.Add("PathCurve", DbType.Int32);
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data.Add("PathRadiusOffset", DbType.Int32);
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data.Add("PathRevolutions", DbType.Int32);
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data.Add("PathTaperX", DbType.Int32);
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data.Add("PathTaperY", DbType.Int32);
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data.Add("PathTwist", DbType.Int32);
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data.Add("PathTwistBegin", DbType.Int32);
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// profile
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data.Add("ProfileBegin", DbType.Int32);
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data.Add("ProfileEnd", DbType.Int32);
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data.Add("ProfileCurve", DbType.Int32);
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data.Add("ProfileHollow", DbType.Int32);
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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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data.Add("Texture", DbType.Binary);
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return data;
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}
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private SqliteCommand createInsertCommand(string table, Dictionary<string, DbType> defs)
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{
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@ -640,5 +575,146 @@ namespace OpenSim.DataStore.MonoSqliteStorage
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return textureEntry;
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}
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}
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private void InitDB(SqliteConnection conn)
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{
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string createPrims = defineTable("prims", "UUID", createPrimDataDefs());
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string createShapes = defineTable("primshapes", "UUID", createShapeDataDefs());
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SqliteCommand pcmd = new SqliteCommand(createPrims, conn);
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SqliteCommand scmd = new SqliteCommand(createShapes, conn);
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conn.Open();
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pcmd.ExecuteNonQuery();
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scmd.ExecuteNonQuery();
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conn.Close();
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}
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private string defineTable(string name, string primkey, Dictionary<string, DbType> cols)
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{
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string sql = "create table " + name + "(";
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string subsql = "";
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foreach (string key in cols.Keys)
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{
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if (subsql.Length > 0)
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{ // a map function would rock so much here
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subsql += ",\n";
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}
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subsql += key + " " + sqliteType(cols[key]);
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if(key == primkey)
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{
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subsql += " primary key";
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}
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}
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sql += subsql;
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sql += ")";
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return sql;
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}
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private string sqliteType(DbType type)
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{
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switch(type) {
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case DbType.String:
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return "varchar(255)";
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case DbType.Int32:
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return "integer";
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case DbType.Double:
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return "float";
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case DbType.Binary:
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return "blob";
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default:
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return "varchar(255)";
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}
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}
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/// Methods after this point are big data definition
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/// methods, and aren't really interesting unless you are
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/// adjusting the schema.
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private Dictionary<string, DbType> createPrimDataDefs()
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{
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Dictionary<string, DbType> data = new Dictionary<string, DbType>();
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data.Add("UUID", DbType.String);
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data.Add("ParentID", DbType.Int32);
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data.Add("CreationDate", DbType.Int32);
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data.Add("Name", DbType.String);
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data.Add("SceneGroupID", DbType.String);
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// various text fields
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data.Add("Text", DbType.String);
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data.Add("Description", DbType.String);
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data.Add("SitName", DbType.String);
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data.Add("TouchName", DbType.String);
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// permissions
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data.Add("CreatorID", DbType.String);
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data.Add("OwnerID", DbType.String);
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data.Add("GroupID", DbType.String);
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data.Add("LastOwnerID", DbType.String);
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data.Add("OwnerMask", DbType.Int32);
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data.Add("NextOwnerMask", DbType.Int32);
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data.Add("GroupMask", DbType.Int32);
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data.Add("EveryoneMask", DbType.Int32);
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data.Add("BaseMask", DbType.Int32);
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// vectors
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data.Add("PositionX", DbType.Double);
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data.Add("PositionY", DbType.Double);
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data.Add("PositionZ", DbType.Double);
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data.Add("GroupPositionX", DbType.Double);
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data.Add("GroupPositionY", DbType.Double);
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data.Add("GroupPositionZ", DbType.Double);
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data.Add("VelocityX", DbType.Double);
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data.Add("VelocityY", DbType.Double);
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data.Add("VelocityZ", DbType.Double);
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data.Add("AngularVelocityX", DbType.Double);
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data.Add("AngularVelocityY", DbType.Double);
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data.Add("AngularVelocityZ", DbType.Double);
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data.Add("AccelerationX", DbType.Double);
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data.Add("AccelerationY", DbType.Double);
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data.Add("AccelerationZ", DbType.Double);
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// quaternions
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data.Add("RotationX", DbType.Double);
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data.Add("RotationY", DbType.Double);
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data.Add("RotationZ", DbType.Double);
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data.Add("RotationW", DbType.Double);
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return data;
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}
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private Dictionary<string, DbType> createShapeDataDefs()
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{
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Dictionary<string, DbType> data = new Dictionary<string, DbType>();
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data.Add("UUID", DbType.String);
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// shape is an enum
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data.Add("Shape", DbType.Int32);
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// vectors
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data.Add("ScaleX", DbType.Double);
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data.Add("ScaleY", DbType.Double);
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data.Add("ScaleZ", DbType.Double);
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// paths
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data.Add("PCode", DbType.Int32);
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data.Add("PathBegin", DbType.Int32);
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data.Add("PathEnd", DbType.Int32);
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data.Add("PathScaleX", DbType.Int32);
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data.Add("PathScaleY", DbType.Int32);
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data.Add("PathShearX", DbType.Int32);
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data.Add("PathShearY", DbType.Int32);
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data.Add("PathSkew", DbType.Int32);
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data.Add("PathCurve", DbType.Int32);
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data.Add("PathRadiusOffset", DbType.Int32);
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data.Add("PathRevolutions", DbType.Int32);
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data.Add("PathTaperX", DbType.Int32);
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data.Add("PathTaperY", DbType.Int32);
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data.Add("PathTwist", DbType.Int32);
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data.Add("PathTwistBegin", DbType.Int32);
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// profile
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data.Add("ProfileBegin", DbType.Int32);
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data.Add("ProfileEnd", DbType.Int32);
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data.Add("ProfileCurve", DbType.Int32);
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data.Add("ProfileHollow", DbType.Int32);
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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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data.Add("Texture", DbType.Binary);
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return data;
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}
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}
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}
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