Made a few changes so that once we enable the sqlite data store (simple line change in OpenSimMain), then basic ( with a few limits at moment) prim database backup will work.
parent
6063d2ce5f
commit
94c7e41ef1
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@ -844,7 +844,7 @@ namespace OpenSim.Region.ClientStack
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byte[] rot = rotation.GetBytes();
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byte[] rot = rotation.GetBytes();
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Array.Copy(rot, 0, outPacket.ObjectData[0].ObjectData, 36, rot.Length);
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Array.Copy(rot, 0, outPacket.ObjectData[0].ObjectData, 36, rot.Length);
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OutPacket(outPacket);
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OutPacket(outPacket);
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}
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}
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@ -115,7 +115,7 @@ namespace OpenSim.Region.ClientStack
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scene.PhysScene = GetPhysicsScene( );
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scene.PhysScene = GetPhysicsScene( );
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scene.PhysScene.SetTerrain(scene.Terrain.GetHeights1D());
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scene.PhysScene.SetTerrain(scene.Terrain.GetHeights1D());
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scene.LoadPrimsFromStorage();
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scene.LoadPrimsFromStorage();
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//Master Avatar Setup
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//Master Avatar Setup
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UserProfileData masterAvatar = m_commsManager.UserServer.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName, scene.RegionInfo.MasterAvatarLastName, scene.RegionInfo.MasterAvatarSandboxPassword);
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UserProfileData masterAvatar = m_commsManager.UserServer.SetupMasterUser(scene.RegionInfo.MasterAvatarFirstName, scene.RegionInfo.MasterAvatarLastName, scene.RegionInfo.MasterAvatarSandboxPassword);
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@ -151,15 +151,6 @@ namespace OpenSim.Region.Environment.Scenes
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Avatars = new Dictionary<LLUUID, ScenePresence>();
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Avatars = new Dictionary<LLUUID, ScenePresence>();
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Prims = new Dictionary<LLUUID, SceneObjectGroup>();
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Prims = new Dictionary<LLUUID, SceneObjectGroup>();
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MainLog.Instance.Verbose("Loading objects from datastore");
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List<SceneObjectGroup> PrimsFromDB = storageManager.DataStore.LoadObjects();
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foreach (SceneObjectGroup prim in PrimsFromDB)
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{
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AddEntity(prim);
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}
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MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " object(s)");
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MainLog.Instance.Verbose("Creating LandMap");
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MainLog.Instance.Verbose("Creating LandMap");
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Terrain = new TerrainEngine((int)this.RegionInfo.RegionLocX, (int)this.RegionInfo.RegionLocY);
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Terrain = new TerrainEngine((int)this.RegionInfo.RegionLocX, (int)this.RegionInfo.RegionLocY);
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@ -238,7 +229,7 @@ namespace OpenSim.Region.Environment.Scenes
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//backup scene data
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//backup scene data
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storageCount++;
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storageCount++;
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if (storageCount > 1200) //set to how often you want to backup
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if (storageCount > 600) //set to how often you want to backup
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{
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{
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Backup();
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Backup();
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storageCount = 0;
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storageCount = 0;
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@ -462,12 +453,13 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// </summary>
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public void LoadPrimsFromStorage()
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public void LoadPrimsFromStorage()
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{
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{
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MainLog.Instance.Verbose("World.cs: LoadPrimsFromStorage() - Loading primitives");
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MainLog.Instance.Verbose("Loading objects from datastore");
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List<SceneObjectGroup> NewObjectsList = storageManager.DataStore.LoadObjects();
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List<SceneObjectGroup> PrimsFromDB = storageManager.DataStore.LoadObjects();
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foreach (SceneObjectGroup obj in NewObjectsList)
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foreach (SceneObjectGroup prim in PrimsFromDB)
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{
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{
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this.Objects.Add(obj.UUID, obj);
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AddEntityFromStorage(prim);
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}
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}
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MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " object(s)");
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}
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}
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/// <summary>
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/// <summary>
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@ -520,6 +512,17 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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public void AddEntityFromStorage(SceneObjectGroup sceneObject)
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{
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sceneObject.RegionHandle = this.m_regionHandle;
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sceneObject.SetScene(this);
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foreach (SceneObjectPart part in sceneObject.Children.Values)
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{
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part.LocalID = this.PrimIDAllocate();
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}
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this.AddEntity(sceneObject);
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}
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public void AddEntity(SceneObjectGroup sceneObject)
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public void AddEntity(SceneObjectGroup sceneObject)
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{
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{
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Entities.Add(sceneObject.UUID, sceneObject);
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Entities.Add(sceneObject.UUID, sceneObject);
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@ -781,7 +784,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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if (ent is SceneObjectGroup)
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if (ent is SceneObjectGroup)
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{
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{
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// ((SceneObject) ent).SendAllChildPrimsToClient(client);
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((SceneObjectGroup) ent).SendFullUpdateToClient(client);
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}
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}
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}
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}
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}
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}
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@ -44,6 +44,27 @@ namespace OpenSim.Region.Environment.Scenes
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set { m_parts = value; }
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set { m_parts = value; }
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}
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}
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public SceneObjectPart RootPart
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{
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set { m_rootPart = value; }
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}
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public ulong RegionHandle
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{
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get { return m_regionHandle; }
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set
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{
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m_regionHandle = value;
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lock (this.m_parts)
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{
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foreach (SceneObjectPart part in this.m_parts.Values)
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{
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part.RegionHandle = m_regionHandle;
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}
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}
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}
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}
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public override LLVector3 Pos
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public override LLVector3 Pos
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{
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{
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get { return m_rootPart.GroupPosition; }
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get { return m_rootPart.GroupPosition; }
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@ -79,9 +100,9 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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/// <summary>
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/// Added because the Parcel code seems to use it
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/// Added because the Parcel code seems to use it
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/// but not sure a object should have this
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/// but not sure a object should have this
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/// as what does it tell us? that some avatar has selected it
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/// as what does it tell us? that some avatar has selected it (but not what Avatar/user)
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/// think really there should be a list (or whatever) in each scenepresence
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/// think really there should be a list (or whatever) in each scenepresence
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/// saying what prim(s) that user has selected at any time.
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/// saying what prim(s) that user has selected.
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/// </summary>
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/// </summary>
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protected bool m_isSelected = false;
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protected bool m_isSelected = false;
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public bool IsSelected
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public bool IsSelected
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@ -114,7 +135,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_regionHandle = regionHandle;
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m_regionHandle = regionHandle;
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m_scene = scene;
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m_scene = scene;
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this.Pos = pos;
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// this.Pos = pos;
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LLVector3 rootOffset = new LLVector3(0, 0, 0);
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LLVector3 rootOffset = new LLVector3(0, 0, 0);
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SceneObjectPart newPart = new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rootOffset);
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SceneObjectPart newPart = new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rootOffset);
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this.m_parts.Add(newPart.UUID, newPart);
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this.m_parts.Add(newPart.UUID, newPart);
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@ -136,6 +157,7 @@ namespace OpenSim.Region.Environment.Scenes
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dupe.m_regionHandle = this.m_regionHandle;
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dupe.m_regionHandle = this.m_regionHandle;
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dupe.CopyRootPart(this.m_rootPart);
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dupe.CopyRootPart(this.m_rootPart);
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m_scene.EventManager.OnBackup += dupe.ProcessBackup;
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foreach (SceneObjectPart part in this.m_parts.Values)
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foreach (SceneObjectPart part in this.m_parts.Values)
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{
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{
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@ -147,6 +169,23 @@ namespace OpenSim.Region.Environment.Scenes
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return dupe;
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return dupe;
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}
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}
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/// <summary>
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/// Added as a way for the storage provider to reset the scene,
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/// most likely a better way to do this sort of thing but for now...
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/// </summary>
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/// <param name="scene"></param>
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public void SetScene(Scene scene)
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{
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m_scene = scene;
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m_scene.EventManager.OnBackup += this.ProcessBackup;
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}
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public void AddPart(SceneObjectPart part)
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{
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part.SetParent(this);
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this.m_parts.Add(part.UUID, part);
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}
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/// <summary>
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/// <summary>
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///
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///
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/// </summary>
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/// </summary>
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@ -619,6 +658,17 @@ namespace OpenSim.Region.Environment.Scenes
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return m_scene.RequestAvatarList();
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return m_scene.RequestAvatarList();
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}
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}
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public void SendFullUpdateToClient(IClientAPI remoteClient)
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{
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lock (this.m_parts)
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{
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foreach (SceneObjectPart part in this.m_parts.Values)
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{
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this.SendPartFullUpdate(remoteClient, part);
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}
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}
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}
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/// <summary>
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/// <summary>
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///
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///
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/// </summary>
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/// </summary>
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@ -249,6 +249,14 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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#endregion
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#endregion
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/// <summary>
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///
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/// </summary>
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public void SetParent(SceneObjectGroup parent)
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{
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m_parentGroup = parent;
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}
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#region Copying
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#region Copying
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/// <summary>
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/// <summary>
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///
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///
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}
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}
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}
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}
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#endregion
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#endregion
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#region Border Crossing Methods
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#region Border Crossing Methods
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/// <summary>
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/// <summary>
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///
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///
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@ -1,6 +1,7 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Collections.Generic;
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using System.Text;
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using System.Text;
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using System.IO;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.LandManagement;
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using OpenSim.Region.Environment.LandManagement;
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@ -8,11 +9,12 @@ using OpenSim.Region.Environment;
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using OpenSim.Region.Interfaces;
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using OpenSim.Region.Interfaces;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Utilities;
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using libsecondlife;
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using libsecondlife;
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using System.Data;
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using System.Data;
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using System.Data.SqlTypes;
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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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using Mono.Data.SqliteClient;
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namespace OpenSim.DataStore.MonoSqliteStorage
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namespace OpenSim.DataStore.MonoSqliteStorage
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@ -47,6 +49,7 @@ namespace OpenSim.DataStore.MonoSqliteStorage
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// TODO: see if the linkage actually holds.
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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.FillSchema(ds, SchemaType.Source, "PrimSchema");
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primDa.Fill(ds, "prims");
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primDa.Fill(ds, "prims");
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shapeDa.Fill(ds, "primshapes");
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ds.AcceptChanges();
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ds.AcceptChanges();
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DataTable prims = ds.Tables["prims"];
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DataTable prims = ds.Tables["prims"];
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setupPrimCommands(primDa, conn);
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setupPrimCommands(primDa, conn);
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// shapeDa.FillSchema(ds, SchemaType.Source, "ShapeSchema");
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// shapeDa.FillSchema(ds, SchemaType.Source, "ShapeSchema");
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shapeDa.Fill(ds, "primshapes");
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DataTable shapes = ds.Tables["primshapes"];
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DataTable shapes = ds.Tables["primshapes"];
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shapes.PrimaryKey = new DataColumn[] { shapes.Columns["UUID"] };
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shapes.PrimaryKey = new DataColumn[] { shapes.Columns["UUID"] };
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setupShapeCommands(shapeDa, conn);
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setupShapeCommands(shapeDa, conn);
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@ -378,6 +380,11 @@ namespace OpenSim.DataStore.MonoSqliteStorage
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// text TODO: this isn't right] = but I'm not sure the right
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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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// 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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//following hack will only save the default face texture, any other textures on other faces
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//won't be saved or restored.
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LLObject.TextureEntry texture = new LLObject.TextureEntry( new LLUUID((string)row["Texture"]));
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s.TextureEntry = texture.ToBytes();
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return s;
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return s;
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}
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}
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row["ProfileHollow"] = s.ProfileHollow;
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row["ProfileHollow"] = s.ProfileHollow;
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// text TODO: this isn't right] = but I'm not sure the right
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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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// way to specify this as a blob atm
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row["Texture"] = s.TextureEntry;
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// And I couldn't work out how to save binary data either
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// seems that the texture colum is being treated as a string in the Datarow
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// if you do a .getType() on it, it returns string, while the other columns return correct type
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//following hack will only save the default face texture, any other textures on other faces
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//won't be saved or restored.
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// MW[10-08-07]
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LLObject.TextureEntry text = new LLObject.TextureEntry(s.TextureEntry, 0, s.TextureEntry.Length);
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row["Texture"] = text.DefaultTexture.TextureID.ToStringHyphenated();
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}
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}
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addPrim(prim);
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addPrim(prim);
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}
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}
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MainLog.Instance.Verbose("Attempting to do update....");
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MainLog.Instance.Verbose("Attempting to do database update....");
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primDa.Update(ds, "prims");
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primDa.Update(ds, "prims");
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MainLog.Instance.Verbose("Dump of prims:", ds.GetXml());
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shapeDa.Update(ds, "primshapes");
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// MainLog.Instance.Verbose("Dump of prims:", ds.GetXml());
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}
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}
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public void RemoveObject(LLUUID obj)
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public void RemoveObject(LLUUID obj)
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@ -472,15 +488,23 @@ namespace OpenSim.DataStore.MonoSqliteStorage
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SceneObjectGroup group = new SceneObjectGroup();
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SceneObjectGroup group = new SceneObjectGroup();
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SceneObjectPart prim = buildPrim(primRow);
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SceneObjectPart prim = buildPrim(primRow);
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DataRow shapeRow = shapes.Rows.Find(prim.UUID);
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DataRow shapeRow = shapes.Rows.Find(prim.UUID);
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if (shapeRow != null) {
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if (shapeRow != null)
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{
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prim.Shape = buildShape(shapeRow);
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prim.Shape = buildShape(shapeRow);
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}
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}
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group.Children.Add(prim.UUID, prim);
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else
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{
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Console.WriteLine("No shape found for prim in storage, so setting default box shape");
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prim.Shape = BoxShape.Default;
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}
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group.AddPart(prim);
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// TODO: there are a couple of known issues to get this to work
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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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// * 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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// 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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// * region handle may need to be persisted, it isn't now
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// retvals.Add(group);
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group.RootPart = prim;
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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 " + prims.Rows.Count + " objects");
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MainLog.Instance.Verbose("DATASTORE", "Sqlite - LoadObjects found " + prims.Rows.Count + " objects");
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@ -517,5 +541,14 @@ namespace OpenSim.DataStore.MonoSqliteStorage
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{
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{
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// TODO: DataSet commit
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// TODO: DataSet commit
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}
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}
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private void SaveAssetToFile(string filename, byte[] data)
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{
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FileStream fs = File.Create(filename);
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BinaryWriter bw = new BinaryWriter(fs);
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bw.Write(data);
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bw.Close();
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fs.Close();
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}
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}
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}
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||||||
}
|
}
|
||||||
|
|
|
@ -636,7 +636,7 @@
|
||||||
</Files>
|
</Files>
|
||||||
</Project>
|
</Project>
|
||||||
|
|
||||||
<Project name="OpenSim.DataStore.MonoSqlite" path="OpenSim/Region/Storage/OpenSim.DataStore.MonoSqlite" type="Library">
|
<Project name="OpenSim.DataStore.MonoSqlite1" path="OpenSim/Region/Storage/OpenSim.DataStore.MonoSqlite" type="Library">
|
||||||
<Configuration name="Debug">
|
<Configuration name="Debug">
|
||||||
<Options>
|
<Options>
|
||||||
<OutputPath>../../../../bin/</OutputPath>
|
<OutputPath>../../../../bin/</OutputPath>
|
||||||
|
|
Loading…
Reference in New Issue