Plumb the data path for all those eye candy values. Saves texture

animation, target omega, looped sound, script access pin, allowed
drop state and sale data. Loads it, too. Not all tested.
Code: No Nuts. Data: Cannot Guarantee Nut Free.
0.6.0-stable
Melanie Thielker 2008-08-24 05:25:26 +00:00
parent f9ec65bc21
commit c9b5641c49
3 changed files with 148 additions and 56 deletions

View File

@ -979,6 +979,38 @@ namespace OpenSim.Data.MySQL
createCol(prims, "SitTargetOrientY", typeof (Double)); createCol(prims, "SitTargetOrientY", typeof (Double));
createCol(prims, "SitTargetOrientZ", typeof (Double)); createCol(prims, "SitTargetOrientZ", typeof (Double));
createCol(prims, "PayPrice", typeof(Int32));
createCol(prims, "PayButton1", typeof(Int32));
createCol(prims, "PayButton2", typeof(Int32));
createCol(prims, "PayButton3", typeof(Int32));
createCol(prims, "PayButton4", typeof(Int32));
createCol(prims, "LoopedSound", typeof(String));
createCol(prims, "LoopedSoundGain", typeof(Double));
createCol(prims, "TextureAnimation", typeof(Byte[]));
createCol(prims, "OmegaX", typeof (Double));
createCol(prims, "OmegaY", typeof (Double));
createCol(prims, "OmegaZ", typeof (Double));
createCol(prims, "CameraEyeOffsetX", typeof (Double));
createCol(prims, "CameraEyeOffsetY", typeof (Double));
createCol(prims, "CameraEyeOffsetZ", typeof (Double));
createCol(prims, "CameraAtOffsetX", typeof (Double));
createCol(prims, "CameraAtOffsetY", typeof (Double));
createCol(prims, "CameraAtOffsetZ", typeof (Double));
createCol(prims, "ForceMouselook", typeof (Int16));
createCol(prims, "ScriptAccessPin", typeof(Int32));
createCol(prims, "AllowedDrop", typeof (Int16));
createCol(prims, "DieAtEdge", typeof (Int16));
createCol(prims, "SalePrice", typeof(Int32));
createCol(prims, "SaleType", typeof (Int16));
// Add in contraints // Add in contraints
prims.PrimaryKey = new DataColumn[] {prims.Columns["UUID"]}; prims.PrimaryKey = new DataColumn[] {prims.Columns["UUID"]};
@ -1200,38 +1232,66 @@ namespace OpenSim.Data.MySQL
Convert.ToSingle(row["RotationZ"]), Convert.ToSingle(row["RotationZ"]),
Convert.ToSingle(row["RotationW"]) Convert.ToSingle(row["RotationW"])
); );
try
{
prim.SitTargetPositionLL = new LLVector3( prim.SitTargetPositionLL = new LLVector3(
Convert.ToSingle(row["SitTargetOffsetX"]), Convert.ToSingle(row["SitTargetOffsetX"]),
Convert.ToSingle(row["SitTargetOffsetY"]), Convert.ToSingle(row["SitTargetOffsetY"]),
Convert.ToSingle(row["SitTargetOffsetZ"])); Convert.ToSingle(row["SitTargetOffsetZ"])
);
prim.SitTargetOrientationLL = new LLQuaternion( prim.SitTargetOrientationLL = new LLQuaternion(
Convert.ToSingle( Convert.ToSingle(row["SitTargetOrientX"]),
row["SitTargetOrientX"]), Convert.ToSingle(row["SitTargetOrientY"]),
Convert.ToSingle( Convert.ToSingle(row["SitTargetOrientZ"]),
row["SitTargetOrientY"]), Convert.ToSingle(row["SitTargetOrientW"])
Convert.ToSingle( );
row["SitTargetOrientZ"]),
Convert.ToSingle( prim.PayPrice[0] = Convert.ToInt32(row["PayPrice"]);
row["SitTargetOrientW"])); prim.PayPrice[1] = Convert.ToInt32(row["PayButton1"]);
} prim.PayPrice[2] = Convert.ToInt32(row["PayButton2"]);
catch (InvalidCastException) prim.PayPrice[3] = Convert.ToInt32(row["PayButton3"]);
{ prim.PayPrice[4] = Convert.ToInt32(row["PayButton4"]);
// Database table was created before we got here and needs to be created! :P
prim.Sound = new LLUUID(row["LoopedSound"].ToString());
prim.SoundGain = Convert.ToSingle(row["LoopedSoundGain"]);
prim.SoundFlags = 1; // If it's persisted at all, it's looped
if (!row.IsNull("TextureAnimation"))
prim.TextureAnimation = (Byte[])row["TextureAnimation"];
prim.RotationalVelocity = new LLVector3(
Convert.ToSingle(row["OmegaX"]),
Convert.ToSingle(row["OmegaY"]),
Convert.ToSingle(row["OmegaZ"])
);
// TODO: Rotation
// OmegaX, OmegaY, OmegaZ
prim.SetCameraEyeOffset(new LLVector3(
Convert.ToSingle(row["CameraEyeOffsetX"]),
Convert.ToSingle(row["CameraEyeOffsetY"]),
Convert.ToSingle(row["CameraEyeOffsetZ"])
));
prim.SetCameraAtOffset(new LLVector3(
Convert.ToSingle(row["CameraAtOffsetX"]),
Convert.ToSingle(row["CameraAtOffsetY"]),
Convert.ToSingle(row["CameraAtOffsetZ"])
));
if (Convert.ToInt16(row["ForceMouselook"]) != 0)
prim.SetForceMouselook(true);
prim.ScriptAccessPin = Convert.ToInt32(row["ScriptAccessPin"]);
if (Convert.ToInt16(row["AllowedDrop"]) != 0)
prim.AllowedDrop = true;
if (Convert.ToInt16(row["DieAtEdge"]) != 0)
prim.DIE_AT_EDGE = true;
prim.SalePrice = Convert.ToInt32(row["SalePrice"]);
prim.ObjectSaleType = Convert.ToByte(row["SaleType"]);
lock (m_dataSet)
{
using (
MySqlCommand cmd =
new MySqlCommand(
"ALTER TABLE `prims` ADD COLUMN `SitTargetOffsetX` float NOT NULL default 0, ADD COLUMN `SitTargetOffsetY` float NOT NULL default 0, ADD COLUMN `SitTargetOffsetZ` float NOT NULL default 0, ADD COLUMN `SitTargetOrientW` float NOT NULL default 0, ADD COLUMN `SitTargetOrientX` float NOT NULL default 0, ADD COLUMN `SitTargetOrientY` float NOT NULL default 0, ADD COLUMN `SitTargetOrientZ` float NOT NULL default 0;",
m_connection))
{
cmd.ExecuteNonQuery();
}
}
}
return prim; return prim;
} }
@ -1471,8 +1531,6 @@ namespace OpenSim.Data.MySQL
row["RotationZ"] = prim.RotationOffset.Z; row["RotationZ"] = prim.RotationOffset.Z;
row["RotationW"] = prim.RotationOffset.W; row["RotationW"] = prim.RotationOffset.W;
try
{
// Sit target // Sit target
LLVector3 sitTargetPos = prim.SitTargetPositionLL; LLVector3 sitTargetPos = prim.SitTargetPositionLL;
row["SitTargetOffsetX"] = sitTargetPos.X; row["SitTargetOffsetX"] = sitTargetPos.X;
@ -1484,20 +1542,46 @@ namespace OpenSim.Data.MySQL
row["SitTargetOrientX"] = sitTargetOrient.X; row["SitTargetOrientX"] = sitTargetOrient.X;
row["SitTargetOrientY"] = sitTargetOrient.Y; row["SitTargetOrientY"] = sitTargetOrient.Y;
row["SitTargetOrientZ"] = sitTargetOrient.Z; row["SitTargetOrientZ"] = sitTargetOrient.Z;
}
catch (MySqlException)
{
// Database table was created before we got here and needs to be created! :P
using ( row["PayPrice"] = prim.PayPrice[0];
MySqlCommand cmd = row["PayButton1"] = prim.PayPrice[1];
new MySqlCommand( row["PayButton2"] = prim.PayPrice[2];
"ALTER TABLE `prims` ADD COLUMN `SitTargetOffsetX` float NOT NULL default 0, ADD COLUMN `SitTargetOffsetY` float NOT NULL default 0, ADD COLUMN `SitTargetOffsetZ` float NOT NULL default 0, ADD COLUMN `SitTargetOrientW` float NOT NULL default 0, ADD COLUMN `SitTargetOrientX` float NOT NULL default 0, ADD COLUMN `SitTargetOrientY` float NOT NULL default 0, ADD COLUMN `SitTargetOrientZ` float NOT NULL default 0;", row["PayButton3"] = prim.PayPrice[3];
m_connection)) row["PayButton4"] = prim.PayPrice[4];
if ((prim.SoundFlags & 1) != 0) // Looped
{ {
cmd.ExecuteNonQuery(); row["LoopedSound"] = prim.Sound.ToString();
} row["LoopedSoundGain"] = prim.SoundGain;
} }
row["TextureAnimation"] = prim.TextureAnimation;
row["OmegaX"] = prim.RotationalVelocity.X;
row["OmegaY"] = prim.RotationalVelocity.Y;
row["OmegaZ"] = prim.RotationalVelocity.Z;
row["CameraEyeOffsetX"] = prim.GetCameraEyeOffset().X;
row["CameraEyeOffsetX"] = prim.GetCameraEyeOffset().Y;
row["CameraEyeOffsetZ"] = prim.GetCameraEyeOffset().Z;
row["CameraAtOffsetX"] = prim.GetCameraAtOffset().X;
row["CameraAtOffsetX"] = prim.GetCameraAtOffset().Y;
row["CameraAtOffsetZ"] = prim.GetCameraAtOffset().Z;
if (prim.GetForceMouselook())
row["ForceMouselook"] = 1;
row["ScriptAccessPin"] = prim.ScriptAccessPin;
if (prim.AllowedDrop)
row["AllowedDrop"] = 1;
if (prim.DIE_AT_EDGE)
row["DieAtEdge"] = 1;
row["SalePrice"] = prim.SalePrice;
row["SaleType"] = Convert.ToInt16(prim.ObjectSaleType);
} }
/// <summary> /// <summary>

View File

@ -3940,7 +3940,8 @@ namespace OpenSim.Region.Environment.Scenes
part.ObjectSaleType = saleType; part.ObjectSaleType = saleType;
part.SalePrice = salePrice; part.SalePrice = salePrice;
m_log.DebugFormat("[SCENE] Set sale data of object {0} to {1} ${2}", part.UUID, saleType, salePrice); part.ParentGroup.HasGroupChanged = true;
part.GetProperties(client); part.GetProperties(client);
} }

View File

@ -428,6 +428,13 @@ namespace OpenSim.Region.Environment.Scenes
set { m_scriptAccessPin = (int)value; } set { m_scriptAccessPin = (int)value; }
} }
[XmlIgnore]
public Byte[] TextureAnimation
{
get { return m_TextureAnimation; }
set { m_TextureAnimation = value; }
}
public LLVector3 GroupPosition public LLVector3 GroupPosition
{ {
get get