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.

afrisby
MW 2007-08-10 13:59:19 +00:00
parent 6063d2ce5f
commit 94c7e41ef1
8 changed files with 124 additions and 29 deletions

View File

@ -151,15 +151,6 @@ namespace OpenSim.Region.Environment.Scenes
Avatars = new Dictionary<LLUUID, ScenePresence>();
Prims = new Dictionary<LLUUID, SceneObjectGroup>();
MainLog.Instance.Verbose("Loading objects from datastore");
List<SceneObjectGroup> PrimsFromDB = storageManager.DataStore.LoadObjects();
foreach (SceneObjectGroup prim in PrimsFromDB)
{
AddEntity(prim);
}
MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " object(s)");
MainLog.Instance.Verbose("Creating LandMap");
Terrain = new TerrainEngine((int)this.RegionInfo.RegionLocX, (int)this.RegionInfo.RegionLocY);
@ -238,7 +229,7 @@ namespace OpenSim.Region.Environment.Scenes
//backup scene data
storageCount++;
if (storageCount > 1200) //set to how often you want to backup
if (storageCount > 600) //set to how often you want to backup
{
Backup();
storageCount = 0;
@ -462,12 +453,13 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public void LoadPrimsFromStorage()
{
MainLog.Instance.Verbose("World.cs: LoadPrimsFromStorage() - Loading primitives");
List<SceneObjectGroup> NewObjectsList = storageManager.DataStore.LoadObjects();
foreach (SceneObjectGroup obj in NewObjectsList)
MainLog.Instance.Verbose("Loading objects from datastore");
List<SceneObjectGroup> PrimsFromDB = storageManager.DataStore.LoadObjects();
foreach (SceneObjectGroup prim in PrimsFromDB)
{
this.Objects.Add(obj.UUID, obj);
AddEntityFromStorage(prim);
}
MainLog.Instance.Verbose("Loaded " + PrimsFromDB.Count.ToString() + " object(s)");
}
/// <summary>
@ -520,6 +512,17 @@ namespace OpenSim.Region.Environment.Scenes
}
}
public void AddEntityFromStorage(SceneObjectGroup sceneObject)
{
sceneObject.RegionHandle = this.m_regionHandle;
sceneObject.SetScene(this);
foreach (SceneObjectPart part in sceneObject.Children.Values)
{
part.LocalID = this.PrimIDAllocate();
}
this.AddEntity(sceneObject);
}
public void AddEntity(SceneObjectGroup sceneObject)
{
Entities.Add(sceneObject.UUID, sceneObject);
@ -781,7 +784,7 @@ namespace OpenSim.Region.Environment.Scenes
{
if (ent is SceneObjectGroup)
{
// ((SceneObject) ent).SendAllChildPrimsToClient(client);
((SceneObjectGroup) ent).SendFullUpdateToClient(client);
}
}
}

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@ -44,6 +44,27 @@ namespace OpenSim.Region.Environment.Scenes
set { m_parts = value; }
}
public SceneObjectPart RootPart
{
set { m_rootPart = value; }
}
public ulong RegionHandle
{
get { return m_regionHandle; }
set
{
m_regionHandle = value;
lock (this.m_parts)
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
part.RegionHandle = m_regionHandle;
}
}
}
}
public override LLVector3 Pos
{
get { return m_rootPart.GroupPosition; }
@ -79,9 +100,9 @@ namespace OpenSim.Region.Environment.Scenes
/// <summary>
/// Added because the Parcel code seems to use it
/// but not sure a object should have this
/// as what does it tell us? that some avatar has selected it
/// as what does it tell us? that some avatar has selected it (but not what Avatar/user)
/// think really there should be a list (or whatever) in each scenepresence
/// saying what prim(s) that user has selected at any time.
/// saying what prim(s) that user has selected.
/// </summary>
protected bool m_isSelected = false;
public bool IsSelected
@ -114,7 +135,7 @@ namespace OpenSim.Region.Environment.Scenes
m_regionHandle = regionHandle;
m_scene = scene;
this.Pos = pos;
// this.Pos = pos;
LLVector3 rootOffset = new LLVector3(0, 0, 0);
SceneObjectPart newPart = new SceneObjectPart(m_regionHandle, this, ownerID, localID, shape, pos, rootOffset);
this.m_parts.Add(newPart.UUID, newPart);
@ -136,6 +157,7 @@ namespace OpenSim.Region.Environment.Scenes
dupe.m_regionHandle = this.m_regionHandle;
dupe.CopyRootPart(this.m_rootPart);
m_scene.EventManager.OnBackup += dupe.ProcessBackup;
foreach (SceneObjectPart part in this.m_parts.Values)
{
@ -147,6 +169,23 @@ namespace OpenSim.Region.Environment.Scenes
return dupe;
}
/// <summary>
/// Added as a way for the storage provider to reset the scene,
/// most likely a better way to do this sort of thing but for now...
/// </summary>
/// <param name="scene"></param>
public void SetScene(Scene scene)
{
m_scene = scene;
m_scene.EventManager.OnBackup += this.ProcessBackup;
}
public void AddPart(SceneObjectPart part)
{
part.SetParent(this);
this.m_parts.Add(part.UUID, part);
}
/// <summary>
///
/// </summary>
@ -619,6 +658,17 @@ namespace OpenSim.Region.Environment.Scenes
return m_scene.RequestAvatarList();
}
public void SendFullUpdateToClient(IClientAPI remoteClient)
{
lock (this.m_parts)
{
foreach (SceneObjectPart part in this.m_parts.Values)
{
this.SendPartFullUpdate(remoteClient, part);
}
}
}
/// <summary>
///
/// </summary>

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@ -249,6 +249,14 @@ namespace OpenSim.Region.Environment.Scenes
}
#endregion
/// <summary>
///
/// </summary>
public void SetParent(SceneObjectGroup parent)
{
m_parentGroup = parent;
}
#region Copying
/// <summary>
///

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@ -556,6 +556,7 @@ namespace OpenSim.Region.Environment.Scenes
}
}
#endregion
#region Border Crossing Methods
/// <summary>
///

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@ -1,6 +1,7 @@
using System;
using System.Collections.Generic;
using System.Text;
using System.IO;
using OpenSim.Region.Environment.Scenes;
using OpenSim.Region.Environment.LandManagement;
@ -8,11 +9,12 @@ using OpenSim.Region.Environment;
using OpenSim.Region.Interfaces;
using OpenSim.Framework.Console;
using OpenSim.Framework.Types;
using OpenSim.Framework.Utilities;
using libsecondlife;
using System.Data;
using System.Data.SqlTypes;
// Yes, this won't compile on MS, need to deal with that later
using Mono.Data.SqliteClient;
namespace OpenSim.DataStore.MonoSqliteStorage
@ -47,6 +49,7 @@ namespace OpenSim.DataStore.MonoSqliteStorage
// TODO: see if the linkage actually holds.
// primDa.FillSchema(ds, SchemaType.Source, "PrimSchema");
primDa.Fill(ds, "prims");
shapeDa.Fill(ds, "primshapes");
ds.AcceptChanges();
DataTable prims = ds.Tables["prims"];
@ -54,7 +57,6 @@ namespace OpenSim.DataStore.MonoSqliteStorage
setupPrimCommands(primDa, conn);
// shapeDa.FillSchema(ds, SchemaType.Source, "ShapeSchema");
shapeDa.Fill(ds, "primshapes");
DataTable shapes = ds.Tables["primshapes"];
shapes.PrimaryKey = new DataColumn[] { shapes.Columns["UUID"] };
setupShapeCommands(shapeDa, conn);
@ -378,6 +380,11 @@ namespace OpenSim.DataStore.MonoSqliteStorage
// text TODO: this isn't right] = but I'm not sure the right
// way to specify this as a blob atm
// s.TextureEntry = (byte[])row["Texture"];
//following hack will only save the default face texture, any other textures on other faces
//won't be saved or restored.
LLObject.TextureEntry texture = new LLObject.TextureEntry( new LLUUID((string)row["Texture"]));
s.TextureEntry = texture.ToBytes();
return s;
}
@ -414,7 +421,15 @@ namespace OpenSim.DataStore.MonoSqliteStorage
row["ProfileHollow"] = s.ProfileHollow;
// text TODO: this isn't right] = but I'm not sure the right
// way to specify this as a blob atm
row["Texture"] = s.TextureEntry;
// And I couldn't work out how to save binary data either
// seems that the texture colum is being treated as a string in the Datarow
// if you do a .getType() on it, it returns string, while the other columns return correct type
//following hack will only save the default face texture, any other textures on other faces
//won't be saved or restored.
// MW[10-08-07]
LLObject.TextureEntry text = new LLObject.TextureEntry(s.TextureEntry, 0, s.TextureEntry.Length);
row["Texture"] = text.DefaultTexture.TextureID.ToStringHyphenated();
}
@ -449,9 +464,10 @@ namespace OpenSim.DataStore.MonoSqliteStorage
addPrim(prim);
}
MainLog.Instance.Verbose("Attempting to do update....");
MainLog.Instance.Verbose("Attempting to do database update....");
primDa.Update(ds, "prims");
MainLog.Instance.Verbose("Dump of prims:", ds.GetXml());
shapeDa.Update(ds, "primshapes");
// MainLog.Instance.Verbose("Dump of prims:", ds.GetXml());
}
public void RemoveObject(LLUUID obj)
@ -472,15 +488,23 @@ namespace OpenSim.DataStore.MonoSqliteStorage
SceneObjectGroup group = new SceneObjectGroup();
SceneObjectPart prim = buildPrim(primRow);
DataRow shapeRow = shapes.Rows.Find(prim.UUID);
if (shapeRow != null) {
if (shapeRow != null)
{
prim.Shape = buildShape(shapeRow);
}
group.Children.Add(prim.UUID, prim);
else
{
Console.WriteLine("No shape found for prim in storage, so setting default box shape");
prim.Shape = BoxShape.Default;
}
group.AddPart(prim);
// TODO: there are a couple of known issues to get this to work
// * While we can add Children, we can't set the root part (or
// or even figure out which should be the root part)
// * region handle may need to be persisted, it isn't now
// retvals.Add(group);
group.RootPart = prim;
retvals.Add(group);
}
MainLog.Instance.Verbose("DATASTORE", "Sqlite - LoadObjects found " + prims.Rows.Count + " objects");
@ -517,5 +541,14 @@ namespace OpenSim.DataStore.MonoSqliteStorage
{
// TODO: DataSet commit
}
private void SaveAssetToFile(string filename, byte[] data)
{
FileStream fs = File.Create(filename);
BinaryWriter bw = new BinaryWriter(fs);
bw.Write(data);
bw.Close();
fs.Close();
}
}
}

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@ -636,7 +636,7 @@
</Files>
</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">
<Options>
<OutputPath>../../../../bin/</OutputPath>