566 lines
24 KiB
C#
566 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Text;
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using OpenSim.Region.Environment.Scenes;
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using OpenSim.Region.Environment.LandManagement;
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using OpenSim.Region.Environment;
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using OpenSim.Region.Interfaces;
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using OpenSim.Framework.Console;
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using OpenSim.Framework.Types;
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using OpenSim.Framework.Utilities;
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using libsecondlife;
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using System.Data;
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using System.Data.SqlTypes;
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using Mono.Data.SqliteClient;
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namespace OpenSim.DataStore.MonoSqliteStorage
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{
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public class MonoSqliteDataStore : IRegionDataStore
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{
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private const string primSelect = "select * from prims";
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private const string shapeSelect = "select * from primshapes";
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private DataSet ds;
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private SqliteDataAdapter primDa;
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private SqliteDataAdapter shapeDa;
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public void Initialise(string dbfile, string dbname)
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{
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string connectionString = "URI=file:" + dbfile + ",version=3";
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MainLog.Instance.Verbose("DATASTORE", "Sqlite - connecting: " + dbfile);
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SqliteConnection conn = new SqliteConnection(connectionString);
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SqliteCommand primSelectCmd = new SqliteCommand(primSelect, conn);
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primDa = new SqliteDataAdapter(primSelectCmd);
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// SqliteCommandBuilder primCb = new SqliteCommandBuilder(primDa);
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SqliteCommand shapeSelectCmd = new SqliteCommand(shapeSelect, conn);
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shapeDa = new SqliteDataAdapter(shapeSelectCmd);
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// SqliteCommandBuilder shapeCb = new SqliteCommandBuilder(shapeDa);
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ds = new DataSet();
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// We fill the data set, now we've got copies in memory for the information
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// TODO: see if the linkage actually holds.
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// primDa.FillSchema(ds, SchemaType.Source, "PrimSchema");
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primDa.Fill(ds, "prims");
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shapeDa.Fill(ds, "primshapes");
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ds.AcceptChanges();
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DataTable prims = ds.Tables["prims"];
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prims.PrimaryKey = new DataColumn[] { prims.Columns["UUID"] };
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setupPrimCommands(primDa, conn);
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// shapeDa.FillSchema(ds, SchemaType.Source, "ShapeSchema");
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DataTable shapes = ds.Tables["primshapes"];
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shapes.PrimaryKey = new DataColumn[] { shapes.Columns["UUID"] };
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setupShapeCommands(shapeDa, conn);
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return;
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}
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private SqliteParameter createSqliteParameter(string name, DbType type)
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{
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SqliteParameter param = new SqliteParameter();
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param.ParameterName = ":" + name;
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param.DbType = type;
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param.SourceColumn = name;
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param.SourceVersion = DataRowVersion.Current;
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return param;
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}
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private Dictionary<string, DbType> createPrimDataDefs()
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{
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Dictionary<string, DbType> data = new Dictionary<string, DbType>();
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data.Add("UUID", DbType.String);
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data.Add("ParentID", DbType.Int32);
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data.Add("CreationDate", DbType.Int32);
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data.Add("Name", DbType.String);
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data.Add("SceneGroupID", DbType.String);
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// various text fields
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data.Add("Text", DbType.String);
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data.Add("Description", DbType.String);
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data.Add("SitName", DbType.String);
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data.Add("TouchName", DbType.String);
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// permissions
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data.Add("CreatorID", DbType.String);
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data.Add("OwnerID", DbType.String);
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data.Add("GroupID", DbType.String);
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data.Add("LastOwnerID", DbType.String);
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data.Add("OwnerMask", DbType.Int32);
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data.Add("NextOwnerMask", DbType.Int32);
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data.Add("GroupMask", DbType.Int32);
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data.Add("EveryoneMask", DbType.Int32);
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data.Add("BaseMask", DbType.Int32);
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// vectors
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data.Add("PositionX", DbType.Double);
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data.Add("PositionY", DbType.Double);
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data.Add("PositionZ", DbType.Double);
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data.Add("GroupPositionX", DbType.Double);
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data.Add("GroupPositionY", DbType.Double);
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data.Add("GroupPositionZ", DbType.Double);
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data.Add("VelocityX", DbType.Double);
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data.Add("VelocityY", DbType.Double);
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data.Add("VelocityZ", DbType.Double);
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data.Add("AngularVelocityX", DbType.Double);
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data.Add("AngularVelocityY", DbType.Double);
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data.Add("AngularVelocityZ", DbType.Double);
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data.Add("AccelerationX", DbType.Double);
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data.Add("AccelerationY", DbType.Double);
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data.Add("AccelerationZ", DbType.Double);
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// quaternions
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data.Add("RotationX", DbType.Double);
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data.Add("RotationY", DbType.Double);
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data.Add("RotationZ", DbType.Double);
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data.Add("RotationW", DbType.Double);
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return data;
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}
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private Dictionary<string, DbType> createShapeDataDefs()
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{
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Dictionary<string, DbType> data = new Dictionary<string, DbType>();
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data.Add("UUID", DbType.String);
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// shape is an enum
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data.Add("Shape", DbType.Int32);
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// vectors
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data.Add("ScaleX", DbType.Double);
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data.Add("ScaleY", DbType.Double);
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data.Add("ScaleZ", DbType.Double);
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// paths
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data.Add("PCode", DbType.Int32);
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data.Add("PathBegin", DbType.Int32);
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data.Add("PathEnd", DbType.Int32);
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data.Add("PathScaleX", DbType.Int32);
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data.Add("PathScaleY", DbType.Int32);
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data.Add("PathShearX", DbType.Int32);
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data.Add("PathShearY", DbType.Int32);
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data.Add("PathSkew", DbType.Int32);
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data.Add("PathCurve", DbType.Int32);
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data.Add("PathRadiusOffset", DbType.Int32);
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data.Add("PathRevolutions", DbType.Int32);
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data.Add("PathTaperX", DbType.Int32);
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data.Add("PathTaperY", DbType.Int32);
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data.Add("PathTwist", DbType.Int32);
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data.Add("PathTwistBegin", DbType.Int32);
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// profile
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data.Add("ProfileBegin", DbType.Int32);
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data.Add("ProfileEnd", DbType.Int32);
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data.Add("ProfileCurve", DbType.Int32);
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data.Add("ProfileHollow", DbType.Int32);
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// text TODO: this isn't right, but I'm not sure the right
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// way to specify this as a blob atm
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data.Add("Texture", DbType.Binary);
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return data;
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}
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private SqliteCommand createInsertCommand(string table, Dictionary<string, DbType> defs)
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{
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/**
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* This is subtle enough to deserve some commentary.
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* Instead of doing *lots* and *lots of hardcoded strings
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* for database definitions we'll use the fact that
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* realistically all insert statements look like "insert
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* into A(b, c) values(:b, :c) on the parameterized query
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* front. If we just have a list of b, c, etc... we can
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* generate these strings instead of typing them out.
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*/
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string[] cols = new string[defs.Keys.Count];
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defs.Keys.CopyTo(cols, 0);
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string sql = "insert into " + table + "(";
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sql += String.Join(", ", cols);
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// important, the first ':' needs to be here, the rest get added in the join
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sql += ") values (:";
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sql += String.Join(", :", cols);
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sql += ")";
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SqliteCommand cmd = new SqliteCommand(sql);
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// this provides the binding for all our parameters, so
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// much less code than it used to be
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foreach (KeyValuePair<string, DbType> kvp in defs) {
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cmd.Parameters.Add(createSqliteParameter(kvp.Key, kvp.Value));
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}
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return cmd;
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}
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private SqliteCommand createUpdateCommand(string table, string pk, Dictionary<string, DbType> defs)
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{
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string sql = "update " + table + " set ";
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string subsql = "";
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foreach (string key in defs.Keys) {
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if (subsql.Length > 0) { // a map function would rock so much here
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subsql += ", ";
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}
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subsql += key + "= :" + key;
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}
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sql += subsql;
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sql += " where " + pk;
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SqliteCommand cmd = new SqliteCommand(sql);
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// this provides the binding for all our parameters, so
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// much less code than it used to be
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foreach (KeyValuePair<string, DbType> kvp in defs) {
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cmd.Parameters.Add(createSqliteParameter(kvp.Key, kvp.Value));
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}
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return cmd;
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}
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private void setupPrimCommands(SqliteDataAdapter da, SqliteConnection conn)
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{
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Dictionary<string, DbType> primDataDefs = createPrimDataDefs();
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da.InsertCommand = createInsertCommand("prims", primDataDefs);
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da.InsertCommand.Connection = conn;
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da.UpdateCommand = createUpdateCommand("prims", "UUID=:UUID", primDataDefs);
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da.UpdateCommand.Connection = conn;
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SqliteCommand delete = new SqliteCommand("delete from prims where UUID = :UUID");
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delete.Parameters.Add(createSqliteParameter("UUID", DbType.String));
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delete.Connection = conn;
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da.DeleteCommand = delete;
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}
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private void setupShapeCommands(SqliteDataAdapter da, SqliteConnection conn)
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{
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Dictionary<string, DbType> shapeDataDefs = createShapeDataDefs();
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da.InsertCommand = createInsertCommand("primshapes", shapeDataDefs);
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da.InsertCommand.Connection = conn;
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da.UpdateCommand = createUpdateCommand("primshapes", "UUID=:UUID", shapeDataDefs);
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da.UpdateCommand.Connection = conn;
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SqliteCommand delete = new SqliteCommand("delete from primshapes where UUID = :UUID");
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delete.Parameters.Add(createSqliteParameter("UUID", DbType.String));
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delete.Connection = conn;
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da.DeleteCommand = delete;
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}
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private SceneObjectPart buildPrim(DataRow row)
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{
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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 LLUUID((String)row["UUID"]);
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// explicit conversion of integers is required, which sort
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// of sucks. No idea if there is a shortcut here or not.
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prim.ParentID = Convert.ToUInt32(row["ParentID"]);
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prim.CreationDate = Convert.ToInt32(row["CreationDate"]);
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prim.PartName = (String)row["Name"];
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// various text fields
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prim.Text = (String)row["Text"];
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prim.Description = (String)row["Description"];
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prim.SitName = (String)row["SitName"];
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prim.TouchName = (String)row["TouchName"];
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// permissions
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prim.CreatorID = new LLUUID((String)row["CreatorID"]);
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prim.OwnerID = new LLUUID((String)row["OwnerID"]);
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prim.GroupID = new LLUUID((String)row["GroupID"]);
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prim.LastOwnerID = new LLUUID((String)row["LastOwnerID"]);
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prim.OwnerMask = Convert.ToUInt32(row["OwnerMask"]);
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prim.NextOwnerMask = Convert.ToUInt32(row["NextOwnerMask"]);
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prim.GroupMask = Convert.ToUInt32(row["GroupMask"]);
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prim.EveryoneMask = Convert.ToUInt32(row["EveryoneMask"]);
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prim.BaseMask = Convert.ToUInt32(row["BaseMask"]);
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// vectors
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prim.OffsetPosition = new LLVector3(
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Convert.ToSingle(row["PositionX"]),
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Convert.ToSingle(row["PositionY"]),
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Convert.ToSingle(row["PositionZ"])
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);
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prim.GroupPosition = new LLVector3(
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Convert.ToSingle(row["GroupPositionX"]),
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Convert.ToSingle(row["GroupPositionY"]),
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Convert.ToSingle(row["GroupPositionZ"])
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);
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prim.Velocity = new LLVector3(
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Convert.ToSingle(row["VelocityX"]),
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Convert.ToSingle(row["VelocityY"]),
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Convert.ToSingle(row["VelocityZ"])
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);
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prim.AngularVelocity = new LLVector3(
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Convert.ToSingle(row["AngularVelocityX"]),
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Convert.ToSingle(row["AngularVelocityY"]),
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Convert.ToSingle(row["AngularVelocityZ"])
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);
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prim.Acceleration = new LLVector3(
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Convert.ToSingle(row["AccelerationX"]),
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Convert.ToSingle(row["AccelerationY"]),
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Convert.ToSingle(row["AccelerationZ"])
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);
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// quaternions
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prim.RotationOffset = new LLQuaternion(
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Convert.ToSingle(row["RotationX"]),
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Convert.ToSingle(row["RotationY"]),
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Convert.ToSingle(row["RotationZ"]),
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Convert.ToSingle(row["RotationW"])
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);
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return prim;
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}
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private void fillPrimRow(DataRow row, SceneObjectPart prim, LLUUID sceneGroupID)
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{
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row["UUID"] = prim.UUID;
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row["ParentID"] = prim.ParentID;
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row["CreationDate"] = prim.CreationDate;
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row["Name"] = prim.PartName;
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row["SceneGroupID"] = sceneGroupID; // the UUID of the root part for this SceneObjectGroup
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// various text fields
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row["Text"] = prim.Text;
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row["Description"] = prim.Description;
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row["SitName"] = prim.SitName;
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row["TouchName"] = prim.TouchName;
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// permissions
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row["CreatorID"] = prim.CreatorID;
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row["OwnerID"] = prim.OwnerID;
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row["GroupID"] = prim.GroupID;
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row["LastOwnerID"] = prim.LastOwnerID;
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row["OwnerMask"] = prim.OwnerMask;
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row["NextOwnerMask"] = prim.NextOwnerMask;
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row["GroupMask"] = prim.GroupMask;
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row["EveryoneMask"] = prim.EveryoneMask;
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row["BaseMask"] = prim.BaseMask;
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// vectors
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row["PositionX"] = prim.OffsetPosition.X;
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row["PositionY"] = prim.OffsetPosition.Y;
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row["PositionZ"] = prim.OffsetPosition.Z;
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row["GroupPositionX"] = prim.GroupPosition.X;
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row["GroupPositionY"] = prim.GroupPosition.Y;
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row["GroupPositionZ"] = prim.GroupPosition.Z;
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row["VelocityX"] = prim.Velocity.X;
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row["VelocityY"] = prim.Velocity.Y;
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row["VelocityZ"] = prim.Velocity.Z;
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row["AngularVelocityX"] = prim.AngularVelocity.X;
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row["AngularVelocityY"] = prim.AngularVelocity.Y;
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row["AngularVelocityZ"] = prim.AngularVelocity.Z;
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row["AccelerationX"] = prim.Acceleration.X;
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row["AccelerationY"] = prim.Acceleration.Y;
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row["AccelerationZ"] = prim.Acceleration.Z;
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// quaternions
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row["RotationX"] = prim.RotationOffset.X;
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row["RotationY"] = prim.RotationOffset.Y;
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row["RotationZ"] = prim.RotationOffset.Z;
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row["RotationW"] = prim.RotationOffset.W;
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}
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private PrimitiveBaseShape buildShape(DataRow row)
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{
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PrimitiveBaseShape s = new PrimitiveBaseShape();
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s.Scale = new LLVector3(
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Convert.ToSingle(row["ScaleX"]),
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Convert.ToSingle(row["ScaleY"]),
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Convert.ToSingle(row["ScaleZ"])
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);
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// paths
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s.PCode = Convert.ToByte(row["PCode"]);
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s.PathBegin = Convert.ToUInt16(row["PathBegin"]);
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s.PathEnd = Convert.ToUInt16(row["PathEnd"]);
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s.PathScaleX = Convert.ToByte(row["PathScaleX"]);
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s.PathScaleY = Convert.ToByte(row["PathScaleY"]);
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s.PathShearX = Convert.ToByte(row["PathShearX"]);
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s.PathShearY = Convert.ToByte(row["PathShearY"]);
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s.PathSkew = Convert.ToSByte(row["PathSkew"]);
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s.PathCurve = Convert.ToByte(row["PathCurve"]);
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s.PathRadiusOffset = Convert.ToSByte(row["PathRadiusOffset"]);
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s.PathRevolutions = Convert.ToByte(row["PathRevolutions"]);
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s.PathTaperX = Convert.ToSByte(row["PathTaperX"]);
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s.PathTaperY = Convert.ToSByte(row["PathTaperY"]);
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s.PathTwist = Convert.ToSByte(row["PathTwist"]);
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s.PathTwistBegin = Convert.ToSByte(row["PathTwistBegin"]);
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// profile
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s.ProfileBegin = Convert.ToUInt16(row["ProfileBegin"]);
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s.ProfileEnd = Convert.ToUInt16(row["ProfileEnd"]);
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s.ProfileCurve = Convert.ToByte(row["ProfileCurve"]);
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s.ProfileHollow = Convert.ToByte(row["ProfileHollow"]);
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// text TODO: this isn't right] = but I'm not sure the right
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// way to specify this as a blob atm
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// s.TextureEntry = (byte[])row["Texture"];
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//following hack will only save the default face texture, any other textures on other faces
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//won't be saved or restored.
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LLObject.TextureEntry texture = new LLObject.TextureEntry( new LLUUID((string)row["Texture"]));
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s.TextureEntry = texture.ToBytes();
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return s;
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}
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private void fillShapeRow(DataRow row, SceneObjectPart prim)
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{
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PrimitiveBaseShape s = prim.Shape;
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row["UUID"] = prim.UUID;
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// shape is an enum
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row["Shape"] = 0;
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// vectors
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row["ScaleX"] = s.Scale.X;
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row["ScaleY"] = s.Scale.Y;
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row["ScaleZ"] = s.Scale.Z;
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// paths
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row["PCode"] = s.PCode;
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row["PathBegin"] = s.PathBegin;
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row["PathEnd"] = s.PathEnd;
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row["PathScaleX"] = s.PathScaleX;
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row["PathScaleY"] = s.PathScaleY;
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row["PathShearX"] = s.PathShearX;
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row["PathShearY"] = s.PathShearY;
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row["PathSkew"] = s.PathSkew;
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row["PathCurve"] = s.PathCurve;
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row["PathRadiusOffset"] = s.PathRadiusOffset;
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row["PathRevolutions"] = s.PathRevolutions;
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row["PathTaperX"] = s.PathTaperX;
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row["PathTaperY"] = s.PathTaperY;
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row["PathTwist"] = s.PathTwist;
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row["PathTwistBegin"] = s.PathTwistBegin;
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// profile
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row["ProfileBegin"] = s.ProfileBegin;
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row["ProfileEnd"] = s.ProfileEnd;
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row["ProfileCurve"] = s.ProfileCurve;
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row["ProfileHollow"] = s.ProfileHollow;
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// text TODO: this isn't right] = but I'm not sure the right
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// way to specify this as a blob atm
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// And I couldn't work out how to save binary data either
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// seems that the texture colum is being treated as a string in the Datarow
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// if you do a .getType() on it, it returns string, while the other columns return correct type
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//following hack will only save the default face texture, any other textures on other faces
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//won't be saved or restored.
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// MW[10-08-07]
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LLObject.TextureEntry text = new LLObject.TextureEntry(s.TextureEntry, 0, s.TextureEntry.Length);
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row["Texture"] = text.DefaultTexture.TextureID.ToStringHyphenated();
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}
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private void addPrim(SceneObjectPart prim, LLUUID sceneGroupID)
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{
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DataTable prims = ds.Tables["prims"];
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DataTable shapes = ds.Tables["primshapes"];
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DataRow primRow = prims.Rows.Find(prim.UUID);
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if (primRow == null) {
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primRow = prims.NewRow();
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fillPrimRow(primRow, prim, sceneGroupID);
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prims.Rows.Add(primRow);
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} else {
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fillPrimRow(primRow, prim, sceneGroupID);
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}
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DataRow shapeRow = shapes.Rows.Find(prim.UUID);
|
|
if (shapeRow == null) {
|
|
shapeRow = shapes.NewRow();
|
|
fillShapeRow(shapeRow, prim);
|
|
shapes.Rows.Add(shapeRow);
|
|
} else {
|
|
fillShapeRow(shapeRow, prim);
|
|
}
|
|
}
|
|
|
|
public void StoreObject(SceneObjectGroup obj)
|
|
{
|
|
foreach (SceneObjectPart prim in obj.Children.Values)
|
|
{
|
|
addPrim(prim, obj.UUID);
|
|
}
|
|
|
|
// MainLog.Instance.Verbose("Attempting to do database update....");
|
|
primDa.Update(ds, "prims");
|
|
shapeDa.Update(ds, "primshapes");
|
|
// MainLog.Instance.Verbose("Dump of prims:", ds.GetXml());
|
|
}
|
|
|
|
public void RemoveObject(LLUUID obj)
|
|
{
|
|
// TODO: remove code
|
|
}
|
|
|
|
public List<SceneObjectGroup> LoadObjects()
|
|
{
|
|
Dictionary<LLUUID, SceneObjectGroup> createdObjects = new Dictionary<LLUUID, SceneObjectGroup>();
|
|
List<SceneObjectGroup> retvals = new List<SceneObjectGroup>();
|
|
|
|
DataTable prims = ds.Tables["prims"];
|
|
DataTable shapes = ds.Tables["primshapes"];
|
|
|
|
foreach (DataRow primRow in prims.Rows)
|
|
{
|
|
string uuid = (string)primRow["UUID"];
|
|
string objID = (string)primRow["SceneGroupID"];
|
|
if (uuid == objID) //is new SceneObjectGroup ?
|
|
{
|
|
SceneObjectGroup group = new SceneObjectGroup();
|
|
SceneObjectPart prim = buildPrim(primRow);
|
|
DataRow shapeRow = shapes.Rows.Find(prim.UUID);
|
|
if (shapeRow != null)
|
|
{
|
|
prim.Shape = buildShape(shapeRow);
|
|
}
|
|
else
|
|
{
|
|
Console.WriteLine("No shape found for prim in storage, so setting default box shape");
|
|
prim.Shape = BoxShape.Default;
|
|
}
|
|
group.AddPart(prim);
|
|
group.RootPart = prim;
|
|
|
|
createdObjects.Add(group.UUID, group);
|
|
retvals.Add(group);
|
|
}
|
|
else
|
|
{
|
|
SceneObjectPart prim = buildPrim(primRow);
|
|
DataRow shapeRow = shapes.Rows.Find(prim.UUID);
|
|
if (shapeRow != null)
|
|
{
|
|
prim.Shape = buildShape(shapeRow);
|
|
}
|
|
else
|
|
{
|
|
Console.WriteLine("No shape found for prim in storage, so setting default box shape");
|
|
prim.Shape = BoxShape.Default;
|
|
}
|
|
createdObjects[new LLUUID(objID)].AddPart(prim);
|
|
}
|
|
}
|
|
|
|
MainLog.Instance.Verbose("DATASTORE", "Sqlite - LoadObjects found " + prims.Rows.Count + " primitives");
|
|
|
|
return retvals;
|
|
}
|
|
|
|
public void StoreTerrain(double[,] ter)
|
|
{
|
|
|
|
}
|
|
|
|
public double[,] LoadTerrain()
|
|
{
|
|
return null;
|
|
}
|
|
|
|
public void RemoveLandObject(uint id)
|
|
{
|
|
|
|
}
|
|
|
|
public void StoreParcel(Land parcel)
|
|
{
|
|
|
|
}
|
|
|
|
public List<Land> LoadLandObjects()
|
|
{
|
|
return new List<Land>();
|
|
}
|
|
|
|
public void Shutdown()
|
|
{
|
|
// TODO: DataSet commit
|
|
}
|
|
}
|
|
}
|