* Updates the SQLite region database to support the same properties that the MySQL version does for the table, prims.
* If this causes any unit tests to fail, the tests need to be updated.0.6.0-stable
parent
584704edd3
commit
e6f3181d3a
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@ -0,0 +1,28 @@
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BEGIN;
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ALTER TABLE prims ADD COLUMN PayPrice INTEGER NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN PayButton1 INTEGER NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN PayButton2 INTEGER NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN PayButton3 INTEGER NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN PayButton4 INTEGER NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN LoopedSound varchar(36) NOT NULL default '00000000-0000-0000-0000-000000000000';
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ALTER TABLE prims ADD COLUMN LoopedSoundGain float NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN TextureAnimation string;
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ALTER TABLE prims ADD COLUMN ParticleSystem string;
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ALTER TABLE prims ADD COLUMN OmegaX float NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN OmegaY float NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN OmegaZ float NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN CameraEyeOffsetX float NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN CameraEyeOffsetY float NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN CameraEyeOffsetZ float NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN CameraAtOffsetX float NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN CameraAtOffsetY float NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN CameraAtOffsetZ float NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN ForceMouselook string NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN ScriptAccessPin INTEGER NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN AllowedDrop INTEGER NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN DieAtEdge string NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN SalePrice INTEGER NOT NULL default 0;
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ALTER TABLE prims ADD COLUMN SaleType string NOT NULL default 0;
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COMMIT;
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@ -774,6 +774,39 @@ namespace OpenSim.Data.SQLite
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createCol(prims, "SitTargetOrientY", typeof (Double));
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createCol(prims, "SitTargetOrientZ", typeof (Double));
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createCol(prims, "PayPrice", typeof(Int32));
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createCol(prims, "PayButton1", typeof(Int32));
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createCol(prims, "PayButton2", typeof(Int32));
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createCol(prims, "PayButton3", typeof(Int32));
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createCol(prims, "PayButton4", typeof(Int32));
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createCol(prims, "LoopedSound", typeof(String));
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createCol(prims, "LoopedSoundGain", typeof(Double));
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createCol(prims, "TextureAnimation", typeof(String));
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createCol(prims, "ParticleSystem", typeof(String));
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createCol(prims, "OmegaX", typeof(Double));
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createCol(prims, "OmegaY", typeof(Double));
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createCol(prims, "OmegaZ", typeof(Double));
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createCol(prims, "CameraEyeOffsetX", typeof(Double));
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createCol(prims, "CameraEyeOffsetY", typeof(Double));
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createCol(prims, "CameraEyeOffsetZ", typeof(Double));
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createCol(prims, "CameraAtOffsetX", typeof(Double));
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createCol(prims, "CameraAtOffsetY", typeof(Double));
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createCol(prims, "CameraAtOffsetZ", typeof(Double));
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createCol(prims, "ForceMouselook", typeof(Int16));
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createCol(prims, "ScriptAccessPin", typeof(Int32));
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createCol(prims, "AllowedDrop", typeof(Int16));
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createCol(prims, "DieAtEdge", typeof(Int16));
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createCol(prims, "SalePrice", typeof(Int32));
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createCol(prims, "SaleType", typeof(Int16));
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// click action
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createCol(prims, "ClickAction", typeof (Byte));
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@ -984,9 +1017,29 @@ namespace OpenSim.Data.SQLite
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/// <returns></returns>
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private SceneObjectPart buildPrim(DataRow row)
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{
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// Code commented. Uncomment to test the unit test inline.
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// The unit test mentions this commented code for the purposes
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// of debugging a unit test failure
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// SceneObjectGroup sog = new SceneObjectGroup();
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// SceneObjectPart sop = new SceneObjectPart();
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// sop.LocalId = 1;
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// sop.Name = "object1";
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// sop.Description = "object1";
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// sop.Text = "";
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// sop.SitName = "";
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// sop.TouchName = "";
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// sop.UUID = UUID.Random();
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// sop.Shape = PrimitiveBaseShape.Default;
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// sog.AddPart(sop);
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// sog.RootPart = sop;
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// Add breakpoint in above line. Check sop fields.
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// TODO: this doesn't work yet because something more
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// interesting has to be done to actually get these values
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// back out. Not enough time to figure it out yet.
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SceneObjectPart prim = new SceneObjectPart();
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prim.UUID = new UUID((String) row["UUID"]);
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// explicit conversion of integers is required, which sort
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@ -1093,6 +1146,52 @@ namespace OpenSim.Data.SQLite
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prim.Color = Color.FromArgb(Convert.ToInt32(row["ColorR"]), Convert.ToInt32(row["ColorB"]), Convert.ToInt32(row["ColorG"]));
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prim.ClickAction = Convert.ToByte(row["ClickAction"]);
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prim.PayPrice[0] = Convert.ToInt32(row["PayPrice"]);
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prim.PayPrice[1] = Convert.ToInt32(row["PayButton1"]);
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prim.PayPrice[2] = Convert.ToInt32(row["PayButton2"]);
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prim.PayPrice[3] = Convert.ToInt32(row["PayButton3"]);
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prim.PayPrice[4] = Convert.ToInt32(row["PayButton4"]);
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prim.Sound = new UUID(row["LoopedSound"].ToString());
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prim.SoundGain = Convert.ToSingle(row["LoopedSoundGain"]);
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prim.SoundFlags = 1; // If it's persisted at all, it's looped
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if (!row.IsNull("TextureAnimation"))
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prim.TextureAnimation = Convert.FromBase64String(row["TextureAnimation"].ToString());
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if (!row.IsNull("ParticleSystem"))
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prim.ParticleSystem = Convert.FromBase64String(row["ParticleSystem"].ToString());
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prim.RotationalVelocity = new Vector3(
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Convert.ToSingle(row["OmegaX"]),
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Convert.ToSingle(row["OmegaY"]),
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Convert.ToSingle(row["OmegaZ"])
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);
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prim.SetCameraEyeOffset(new Vector3(
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Convert.ToSingle(row["CameraEyeOffsetX"]),
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Convert.ToSingle(row["CameraEyeOffsetY"]),
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Convert.ToSingle(row["CameraEyeOffsetZ"])
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));
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prim.SetCameraAtOffset(new Vector3(
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Convert.ToSingle(row["CameraAtOffsetX"]),
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Convert.ToSingle(row["CameraAtOffsetY"]),
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Convert.ToSingle(row["CameraAtOffsetZ"])
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));
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if (Convert.ToInt16(row["ForceMouselook"]) != 0)
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prim.SetForceMouselook(true);
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prim.ScriptAccessPin = Convert.ToInt32(row["ScriptAccessPin"]);
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if (Convert.ToInt16(row["AllowedDrop"]) != 0)
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prim.AllowedDrop = true;
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if (Convert.ToInt16(row["DieAtEdge"]) != 0)
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prim.DIE_AT_EDGE = true;
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prim.SalePrice = Convert.ToInt32(row["SalePrice"]);
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prim.ObjectSaleType = Convert.ToByte(row["SaleType"]);
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return prim;
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}
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@ -1383,6 +1482,59 @@ namespace OpenSim.Data.SQLite
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row["ColorG"] = Convert.ToInt32(prim.Color.G);
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row["ColorB"] = Convert.ToInt32(prim.Color.B);
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row["ColorA"] = Convert.ToInt32(prim.Color.A);
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row["PayPrice"] = prim.PayPrice[0];
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row["PayButton1"] = prim.PayPrice[1];
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row["PayButton2"] = prim.PayPrice[2];
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row["PayButton3"] = prim.PayPrice[3];
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row["PayButton4"] = prim.PayPrice[4];
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row["TextureAnimation"] = Convert.ToBase64String(prim.TextureAnimation);
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row["ParticleSystem"] = Convert.ToBase64String(prim.ParticleSystem);
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row["OmegaX"] = prim.RotationalVelocity.X;
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row["OmegaY"] = prim.RotationalVelocity.Y;
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row["OmegaZ"] = prim.RotationalVelocity.Z;
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row["CameraEyeOffsetX"] = prim.GetCameraEyeOffset().X;
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row["CameraEyeOffsetY"] = prim.GetCameraEyeOffset().Y;
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row["CameraEyeOffsetZ"] = prim.GetCameraEyeOffset().Z;
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row["CameraAtOffsetX"] = prim.GetCameraAtOffset().X;
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row["CameraAtOffsetY"] = prim.GetCameraAtOffset().Y;
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row["CameraAtOffsetZ"] = prim.GetCameraAtOffset().Z;
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if ((prim.SoundFlags & 1) != 0) // Looped
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{
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row["LoopedSound"] = prim.Sound.ToString();
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row["LoopedSoundGain"] = prim.SoundGain;
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}
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else
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{
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row["LoopedSound"] = UUID.Zero.ToString();
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row["LoopedSoundGain"] = 0.0f;
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}
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if (prim.GetForceMouselook())
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row["ForceMouselook"] = 1;
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else
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row["ForceMouselook"] = 0;
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row["ScriptAccessPin"] = prim.ScriptAccessPin;
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if (prim.AllowedDrop)
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row["AllowedDrop"] = 1;
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else
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row["AllowedDrop"] = 0;
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if (prim.DIE_AT_EDGE)
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row["DieAtEdge"] = 1;
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else
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row["DieAtEdge"] = 0;
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row["SalePrice"] = prim.SalePrice;
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row["SaleType"] = Convert.ToInt16(prim.ObjectSaleType);
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// click action
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row["ClickAction"] = prim.ClickAction;
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@ -205,6 +205,14 @@ namespace OpenSim.Data.Tests
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// common failure case is people adding new fields that aren't
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// initialized, but have non-null db constraints. We should
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// honestly be passing more and more null things in here.
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//
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// Please note that in Sqlite.BuildPrim there is a commented out inline version
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// of this so you can debug and step through the build process and check the fields
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//
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// Real World Value: Tests for situation where extending a SceneObjectGroup/SceneObjectPart
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// causes the application to crash at the database layer because of null values
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// in NOT NULL fields
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//
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private SceneObjectGroup NewSOG(string name)
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{
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SceneObjectGroup sog = new SceneObjectGroup();
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@ -218,7 +226,8 @@ namespace OpenSim.Data.Tests
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sop.UUID = UUID.Random();
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sop.Shape = PrimitiveBaseShape.Default;
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sog.AddPart(sop);
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sog.RootPart = sop;
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sog.RootPart = sop;
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return sog;
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}
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@ -211,6 +211,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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// It's not necessary to persist this
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m_TextureAnimation = new byte[0];
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m_particleSystem = new byte[0];
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}
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public SceneObjectPart(ulong regionHandle, SceneObjectGroup parent, UUID ownerID, uint localID,
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@ -256,7 +257,13 @@ namespace OpenSim.Region.Environment.Scenes
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Velocity = new Vector3(0, 0, 0);
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AngularVelocity = new Vector3(0, 0, 0);
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Acceleration = new Vector3(0, 0, 0);
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m_TextureAnimation = new byte[0];
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m_particleSystem = new byte[0];
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// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
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// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
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@ -304,6 +311,8 @@ namespace OpenSim.Region.Environment.Scenes
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RotationOffset = rotation;
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ObjectFlags = flags;
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m_TextureAnimation = new byte[0];
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m_particleSystem = new byte[0];
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// Since we don't store script state, this is only a 'temporary' objectflag now
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// If the object is scripted, the script will get loaded and this will be set again
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ObjectFlags &= ~(uint)(PrimFlags.Scripted | PrimFlags.Touch);
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@ -317,7 +326,8 @@ namespace OpenSim.Region.Environment.Scenes
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protected SceneObjectPart(SerializationInfo info, StreamingContext context)
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{
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//System.Console.WriteLine("SceneObjectPart Deserialize BGN");
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m_TextureAnimation = new byte[0];
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m_particleSystem = new byte[0];
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if (info == null)
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{
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throw new ArgumentNullException("info");
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