OpenSimMirror/OpenSim/Region/Storage/OpenSim.DataStore.MonoSqlite/MonoSqliteDataStore.cs

566 lines
24 KiB
C#

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