actually get sqlite stuff to compile. This isn't connected to the

main prebuild yet.  Going to attempt to get some tracing on current
SceneObjects first
afrisby
Sean Dague 2007-08-07 15:13:27 +00:00
parent f54049ceb8
commit cf3babd988
1 changed files with 5 additions and 21 deletions

View File

@ -12,33 +12,17 @@ using libsecondlife;
using System.Data; using System.Data;
// Yes, this won't compile on MS, need to deal with that later // Yes, this won't compile on MS, need to deal with that later
using Mono.Data.SqliteClient; using Mono.Data.SqliteClient;
using Primitive = OpenSim.Region.Environment.Scenes.Primitive;
namespace OpenSim.DataStore.SqliteStorage namespace OpenSim.DataStore.SqliteStorage
{ {
// public class SceneObjectQuery : Predicate
// {
// private LLUUID globalIDSearch;
// public SceneObjectQuery(LLUUID find)
// {
// globalIDSearch = find;
// }
// public bool Match(SceneObject obj)
// {
// return obj.rootUUID == globalIDSearch;
// }
// }
public class SqliteDataStore : IRegionDataStore public class SqliteDataStore : IRegionDataStore
{ {
private const primSelect = "select * from prims"; private const string primSelect = "select * from prims";
private const shapeSelect = "select * from primshapes"; private const string shapeSelect = "select * from primshapes";
private DataSet ds; private DataSet ds;
private IObjectContainer db;
public void Initialise(string dbfile, string dbname) public void Initialise(string dbfile, string dbname)
{ {
@ -70,7 +54,7 @@ namespace OpenSim.DataStore.SqliteStorage
} }
public void StoreObject(AllNewGroupSceneObject obj) public void StoreObject(AllNewSceneObjectPart2 obj)
{ {
// TODO: Serializing code // TODO: Serializing code
DataTable prims = ds.Tables["prims"]; DataTable prims = ds.Tables["prims"];
@ -89,7 +73,7 @@ namespace OpenSim.DataStore.SqliteStorage
public void StoreObject(SceneObject obj) public void StoreObject(SceneObject obj)
{ {
foreach (Primitive prim in obj.ChildPrimitives.Values) foreach (Primitive prim in obj.Children.Values)
{ {
addPrim(prim); addPrim(prim);
} }