Dah, don't try and commit the primitems table if we're not running with prim inventories
parent
79c2892303
commit
a55c987b78
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@ -238,6 +238,11 @@ namespace OpenSim.DataStore.MonoSqlite
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Commit();
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}
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/// <summary>
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/// Load persisted objects from region storage.
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/// </summary>
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/// <param name="regionUUID"></param>
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/// <returns></returns>
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public List<SceneObjectGroup> LoadObjects(LLUUID regionUUID)
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{
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Dictionary<LLUUID, SceneObjectGroup> createdObjects = new Dictionary<LLUUID, SceneObjectGroup>();
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@ -299,6 +304,9 @@ namespace OpenSim.DataStore.MonoSqlite
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}
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createdObjects[new LLUUID(objID)].AddPart(prim);
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}
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// Add inventory restore code here, probably in a separate method.
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}
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catch (Exception e)
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{
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@ -314,6 +322,29 @@ namespace OpenSim.DataStore.MonoSqlite
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return retvals;
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}
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/// <summary>
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/// Load in a prim's persisted inventory.
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/// </summary>
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/// <param name="prim"></param>
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/*
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private void LoadPrimInventory(SceneObjectPart prim)
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{
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String sql = String.Format("primID = '{0}'", primID);
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DataRow[] dbItemRows = dbItems.Select(sql);
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DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(prim.UUID));
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if (shapeRow != null)
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{
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prim.Shape = buildShape(shapeRow);
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}
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else
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{
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MainLog.Instance.Notice(
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"No shape found for prim in storage, so setting default box shape");
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prim.Shape = PrimitiveBaseShape.Default;
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}
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}
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*/
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public void StoreTerrain(double[,] ter, LLUUID regionID)
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{
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@ -499,7 +530,12 @@ namespace OpenSim.DataStore.MonoSqlite
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{
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primDa.Update(ds, "prims");
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shapeDa.Update(ds, "primshapes");
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itemsDa.Update(ds, "primitems");
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if (persistPrimInventories)
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{
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itemsDa.Update(ds, "primitems");
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}
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terrainDa.Update(ds, "terrain");
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landDa.Update(ds, "land");
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landAccessListDa.Update(ds, "landaccesslist");
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