OpenSimMirror/OpenSim/Data/SQLite/SQLiteSimulationData.cs

2374 lines
100 KiB
C#

/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSimulator Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Data;
using System.Drawing;
using System.IO;
using System.Reflection;
using log4net;
#if CSharpSqlite
using Community.CsharpSqlite.Sqlite;
#else
using Mono.Data.Sqlite;
#endif
using OpenMetaverse;
using OpenMetaverse.StructuredData;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Data.SQLite
{
/// <summary>
/// A RegionData Interface to the SQLite database
/// </summary>
public class SQLiteSimulationData : ISimulationDataStore
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private const string primSelect = "select * from prims";
private const string shapeSelect = "select * from primshapes";
private const string itemsSelect = "select * from primitems";
private const string terrainSelect = "select * from terrain limit 1";
private const string landSelect = "select * from land";
private const string landAccessListSelect = "select distinct * from landaccesslist";
private const string regionbanListSelect = "select * from regionban";
private const string regionSettingsSelect = "select * from regionsettings";
private DataSet ds;
private SqliteDataAdapter primDa;
private SqliteDataAdapter shapeDa;
private SqliteDataAdapter itemsDa;
private SqliteDataAdapter terrainDa;
private SqliteDataAdapter landDa;
private SqliteDataAdapter landAccessListDa;
private SqliteDataAdapter regionSettingsDa;
private SqliteConnection m_conn;
private String m_connectionString;
protected virtual Assembly Assembly
{
get { return GetType().Assembly; }
}
public SQLiteSimulationData()
{
}
public SQLiteSimulationData(string connectionString)
{
Initialise(connectionString);
}
// Temporary attribute while this is experimental
/***********************************************************************
*
* Public Interface Functions
*
**********************************************************************/
/// <summary>
/// <list type="bullet">
/// <item>Initialises RegionData Interface</item>
/// <item>Loads and initialises a new SQLite connection and maintains it.</item>
/// </list>
/// </summary>
/// <param name="connectionString">the connection string</param>
public void Initialise(string connectionString)
{
try
{
m_connectionString = connectionString;
ds = new DataSet("Region");
m_log.Info("[SQLITE REGION DB]: Sqlite - connecting: " + connectionString);
m_conn = new SqliteConnection(m_connectionString);
m_conn.Open();
SqliteCommand primSelectCmd = new SqliteCommand(primSelect, m_conn);
primDa = new SqliteDataAdapter(primSelectCmd);
SqliteCommand shapeSelectCmd = new SqliteCommand(shapeSelect, m_conn);
shapeDa = new SqliteDataAdapter(shapeSelectCmd);
// SqliteCommandBuilder shapeCb = new SqliteCommandBuilder(shapeDa);
SqliteCommand itemsSelectCmd = new SqliteCommand(itemsSelect, m_conn);
itemsDa = new SqliteDataAdapter(itemsSelectCmd);
SqliteCommand terrainSelectCmd = new SqliteCommand(terrainSelect, m_conn);
terrainDa = new SqliteDataAdapter(terrainSelectCmd);
SqliteCommand landSelectCmd = new SqliteCommand(landSelect, m_conn);
landDa = new SqliteDataAdapter(landSelectCmd);
SqliteCommand landAccessListSelectCmd = new SqliteCommand(landAccessListSelect, m_conn);
landAccessListDa = new SqliteDataAdapter(landAccessListSelectCmd);
SqliteCommand regionSettingsSelectCmd = new SqliteCommand(regionSettingsSelect, m_conn);
regionSettingsDa = new SqliteDataAdapter(regionSettingsSelectCmd);
// This actually does the roll forward assembly stuff
Migration m = new Migration(m_conn, Assembly, "RegionStore");
m.Update();
lock (ds)
{
ds.Tables.Add(createPrimTable());
setupPrimCommands(primDa, m_conn);
ds.Tables.Add(createShapeTable());
setupShapeCommands(shapeDa, m_conn);
ds.Tables.Add(createItemsTable());
setupItemsCommands(itemsDa, m_conn);
ds.Tables.Add(createTerrainTable());
setupTerrainCommands(terrainDa, m_conn);
ds.Tables.Add(createLandTable());
setupLandCommands(landDa, m_conn);
ds.Tables.Add(createLandAccessListTable());
setupLandAccessCommands(landAccessListDa, m_conn);
ds.Tables.Add(createRegionSettingsTable());
setupRegionSettingsCommands(regionSettingsDa, m_conn);
// WORKAROUND: This is a work around for sqlite on
// windows, which gets really unhappy with blob columns
// that have no sample data in them. At some point we
// need to actually find a proper way to handle this.
try
{
primDa.Fill(ds.Tables["prims"]);
}
catch (Exception)
{
m_log.Info("[SQLITE REGION DB]: Caught fill error on prims table");
}
try
{
shapeDa.Fill(ds.Tables["primshapes"]);
}
catch (Exception)
{
m_log.Info("[SQLITE REGION DB]: Caught fill error on primshapes table");
}
try
{
itemsDa.Fill(ds.Tables["primitems"]);
}
catch (Exception)
{
m_log.Info("[SQLITE REGION DB]: Caught fill error on primitems table");
}
try
{
terrainDa.Fill(ds.Tables["terrain"]);
}
catch (Exception)
{
m_log.Info("[SQLITE REGION DB]: Caught fill error on terrain table");
}
try
{
landDa.Fill(ds.Tables["land"]);
}
catch (Exception)
{
m_log.Info("[SQLITE REGION DB]: Caught fill error on land table");
}
try
{
landAccessListDa.Fill(ds.Tables["landaccesslist"]);
}
catch (Exception)
{
m_log.Info("[SQLITE REGION DB]: Caught fill error on landaccesslist table");
}
try
{
regionSettingsDa.Fill(ds.Tables["regionsettings"]);
}
catch (Exception)
{
m_log.Info("[SQLITE REGION DB]: Caught fill error on regionsettings table");
}
// We have to create a data set mapping for every table, otherwise the IDataAdaptor.Update() will not populate rows with values!
// Not sure exactly why this is - this kind of thing was not necessary before - justincc 20100409
// Possibly because we manually set up our own DataTables before connecting to the database
CreateDataSetMapping(primDa, "prims");
CreateDataSetMapping(shapeDa, "primshapes");
CreateDataSetMapping(itemsDa, "primitems");
CreateDataSetMapping(terrainDa, "terrain");
CreateDataSetMapping(landDa, "land");
CreateDataSetMapping(landAccessListDa, "landaccesslist");
CreateDataSetMapping(regionSettingsDa, "regionsettings");
}
}
catch (Exception e)
{
m_log.Error(e);
Environment.Exit(23);
}
return;
}
public void Dispose()
{
if (m_conn != null)
{
m_conn.Close();
m_conn = null;
}
if (ds != null)
{
ds.Dispose();
ds = null;
}
if (primDa != null)
{
primDa.Dispose();
primDa = null;
}
if (shapeDa != null)
{
shapeDa.Dispose();
shapeDa = null;
}
if (itemsDa != null)
{
itemsDa.Dispose();
itemsDa = null;
}
if (terrainDa != null)
{
terrainDa.Dispose();
terrainDa = null;
}
if (landDa != null)
{
landDa.Dispose();
landDa = null;
}
if (landAccessListDa != null)
{
landAccessListDa.Dispose();
landAccessListDa = null;
}
if (regionSettingsDa != null)
{
regionSettingsDa.Dispose();
regionSettingsDa = null;
}
}
public void StoreRegionSettings(RegionSettings rs)
{
lock (ds)
{
DataTable regionsettings = ds.Tables["regionsettings"];
DataRow settingsRow = regionsettings.Rows.Find(rs.RegionUUID.ToString());
if (settingsRow == null)
{
settingsRow = regionsettings.NewRow();
fillRegionSettingsRow(settingsRow, rs);
regionsettings.Rows.Add(settingsRow);
}
else
{
fillRegionSettingsRow(settingsRow, rs);
}
Commit();
}
}
public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
{
//This connector doesn't support the windlight module yet
//Return default LL windlight settings
return new RegionLightShareData();
}
public void RemoveRegionWindlightSettings(UUID regionID)
{
}
public void StoreRegionWindlightSettings(RegionLightShareData wl)
{
//This connector doesn't support the windlight module yet
}
public RegionSettings LoadRegionSettings(UUID regionUUID)
{
lock (ds)
{
DataTable regionsettings = ds.Tables["regionsettings"];
string searchExp = "regionUUID = '" + regionUUID.ToString() + "'";
DataRow[] rawsettings = regionsettings.Select(searchExp);
if (rawsettings.Length == 0)
{
RegionSettings rs = new RegionSettings();
rs.RegionUUID = regionUUID;
rs.OnSave += StoreRegionSettings;
StoreRegionSettings(rs);
return rs;
}
DataRow row = rawsettings[0];
RegionSettings newSettings = buildRegionSettings(row);
newSettings.OnSave += StoreRegionSettings;
return newSettings;
}
}
/// <summary>
/// Adds an object into region storage
/// </summary>
/// <param name="obj">the object</param>
/// <param name="regionUUID">the region UUID</param>
public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
{
uint flags = obj.RootPart.GetEffectiveObjectFlags();
// Eligibility check
//
if ((flags & (uint)PrimFlags.Temporary) != 0)
return;
if ((flags & (uint)PrimFlags.TemporaryOnRez) != 0)
return;
lock (ds)
{
foreach (SceneObjectPart prim in obj.Parts)
{
// m_log.Info("[REGION DB]: Adding obj: " + obj.UUID + " to region: " + regionUUID);
addPrim(prim, obj.UUID, regionUUID);
}
}
Commit();
// m_log.Info("[Dump of prims]: " + ds.GetXml());
}
/// <summary>
/// Removes an object from region storage
/// </summary>
/// <param name="obj">the object</param>
/// <param name="regionUUID">the region UUID</param>
public void RemoveObject(UUID obj, UUID regionUUID)
{
// m_log.InfoFormat("[REGION DB]: Removing obj: {0} from region: {1}", obj.Guid, regionUUID);
DataTable prims = ds.Tables["prims"];
DataTable shapes = ds.Tables["primshapes"];
string selectExp = "SceneGroupID = '" + obj + "' and RegionUUID = '" + regionUUID + "'";
lock (ds)
{
DataRow[] primRows = prims.Select(selectExp);
foreach (DataRow row in primRows)
{
// Remove shape rows
UUID uuid = new UUID((string) row["UUID"]);
DataRow shapeRow = shapes.Rows.Find(uuid.ToString());
if (shapeRow != null)
{
shapeRow.Delete();
}
RemoveItems(uuid);
// Remove prim row
row.Delete();
}
}
Commit();
}
/// <summary>
/// Remove all persisted items of the given prim.
/// The caller must acquire the necessrary synchronization locks and commit or rollback changes.
/// </summary>
/// <param name="uuid">The item UUID</param>
private void RemoveItems(UUID uuid)
{
DataTable items = ds.Tables["primitems"];
String sql = String.Format("primID = '{0}'", uuid);
DataRow[] itemRows = items.Select(sql);
foreach (DataRow itemRow in itemRows)
{
itemRow.Delete();
}
}
/// <summary>
/// Load persisted objects from region storage.
/// </summary>
/// <param name="regionUUID">The region UUID</param>
/// <returns>List of loaded groups</returns>
public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
{
Dictionary<UUID, SceneObjectGroup> createdObjects = new Dictionary<UUID, SceneObjectGroup>();
List<SceneObjectGroup> retvals = new List<SceneObjectGroup>();
DataTable prims = ds.Tables["prims"];
DataTable shapes = ds.Tables["primshapes"];
string byRegion = "RegionUUID = '" + regionUUID + "'";
lock (ds)
{
DataRow[] primsForRegion = prims.Select(byRegion);
// m_log.Info("[SQLITE REGION DB]: Loaded " + primsForRegion.Length + " prims for region: " + regionUUID);
// First, create all groups
foreach (DataRow primRow in primsForRegion)
{
try
{
SceneObjectPart prim = null;
string uuid = (string) primRow["UUID"];
string objID = (string) primRow["SceneGroupID"];
if (uuid == objID) //is new SceneObjectGroup ?
{
prim = buildPrim(primRow);
DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString());
if (shapeRow != null)
{
prim.Shape = buildShape(shapeRow);
}
else
{
m_log.Warn(
"[SQLITE REGION DB]: No shape found for prim in storage, so setting default box shape");
prim.Shape = PrimitiveBaseShape.Default;
}
SceneObjectGroup group = new SceneObjectGroup(prim);
createdObjects.Add(group.UUID, group);
retvals.Add(group);
LoadItems(prim);
}
}
catch (Exception e)
{
m_log.Error("[SQLITE REGION DB]: Failed create prim object in new group, exception and data follows");
m_log.Error("[SQLITE REGION DB]: ", e);
foreach (DataColumn col in prims.Columns)
{
m_log.Error("[SQLITE REGION DB]: Col: " + col.ColumnName + " => " + primRow[col]);
}
}
}
// Now fill the groups with part data
foreach (DataRow primRow in primsForRegion)
{
try
{
SceneObjectPart prim = null;
string uuid = (string) primRow["UUID"];
string objID = (string) primRow["SceneGroupID"];
if (uuid != objID) //is new SceneObjectGroup ?
{
prim = buildPrim(primRow);
DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString());
if (shapeRow != null)
{
prim.Shape = buildShape(shapeRow);
}
else
{
m_log.Warn(
"[SQLITE REGION DB]: No shape found for prim in storage, so setting default box shape");
prim.Shape = PrimitiveBaseShape.Default;
}
createdObjects[new UUID(objID)].AddPart(prim);
LoadItems(prim);
}
}
catch (Exception e)
{
m_log.Error("[SQLITE REGION DB]: Failed create prim object in group, exception and data follows");
m_log.Error("[SQLITE REGION DB]: ", e);
foreach (DataColumn col in prims.Columns)
{
m_log.Error("[SQLITE REGION DB]: Col: " + col.ColumnName + " => " + primRow[col]);
}
}
}
}
return retvals;
}
/// <summary>
/// Load in a prim's persisted inventory.
/// </summary>
/// <param name="prim">the prim</param>
private void LoadItems(SceneObjectPart prim)
{
// m_log.DebugFormat("[SQLITE REGION DB]: Loading inventory for {0} {1}", prim.Name, prim.UUID);
DataTable dbItems = ds.Tables["primitems"];
String sql = String.Format("primID = '{0}'", prim.UUID.ToString());
DataRow[] dbItemRows = dbItems.Select(sql);
IList<TaskInventoryItem> inventory = new List<TaskInventoryItem>();
// m_log.DebugFormat(
// "[SQLITE REGION DB]: Found {0} items for {1} {2}", dbItemRows.Length, prim.Name, prim.UUID);
foreach (DataRow row in dbItemRows)
{
TaskInventoryItem item = buildItem(row);
inventory.Add(item);
// m_log.DebugFormat("[SQLITE REGION DB]: Restored item {0} {1}", item.Name, item.ItemID);
}
prim.Inventory.RestoreInventoryItems(inventory);
}
/// <summary>
/// Store a terrain revision in region storage
/// </summary>
/// <param name="ter">terrain heightfield</param>
/// <param name="regionID">region UUID</param>
public void StoreTerrain(double[,] ter, UUID regionID)
{
lock (ds)
{
int revision = Util.UnixTimeSinceEpoch();
// This is added to get rid of the infinitely growing
// terrain databases which negatively impact on SQLite
// over time. Before reenabling this feature there
// needs to be a limitter put on the number of
// revisions in the database, as this old
// implementation is a DOS attack waiting to happen.
using (
SqliteCommand cmd =
new SqliteCommand("delete from terrain where RegionUUID=:RegionUUID and Revision <= :Revision",
m_conn))
{
cmd.Parameters.Add(new SqliteParameter(":RegionUUID", regionID.ToString()));
cmd.Parameters.Add(new SqliteParameter(":Revision", revision));
cmd.ExecuteNonQuery();
}
// the following is an work around for .NET. The perf
// issues associated with it aren't as bad as you think.
m_log.Debug("[SQLITE REGION DB]: Storing terrain revision r" + revision.ToString());
String sql = "insert into terrain(RegionUUID, Revision, Heightfield)" +
" values(:RegionUUID, :Revision, :Heightfield)";
using (SqliteCommand cmd = new SqliteCommand(sql, m_conn))
{
cmd.Parameters.Add(new SqliteParameter(":RegionUUID", regionID.ToString()));
cmd.Parameters.Add(new SqliteParameter(":Revision", revision));
cmd.Parameters.Add(new SqliteParameter(":Heightfield", serializeTerrain(ter)));
cmd.ExecuteNonQuery();
}
}
}
/// <summary>
/// Load the latest terrain revision from region storage
/// </summary>
/// <param name="regionID">the region UUID</param>
/// <returns>Heightfield data</returns>
public double[,] LoadTerrain(UUID regionID)
{
lock (ds)
{
double[,] terret = new double[(int)Constants.RegionSize, (int)Constants.RegionSize];
terret.Initialize();
String sql = "select RegionUUID, Revision, Heightfield from terrain" +
" where RegionUUID=:RegionUUID order by Revision desc";
using (SqliteCommand cmd = new SqliteCommand(sql, m_conn))
{
cmd.Parameters.Add(new SqliteParameter(":RegionUUID", regionID.ToString()));
using (IDataReader row = cmd.ExecuteReader())
{
int rev = 0;
if (row.Read())
{
// TODO: put this into a function
using (MemoryStream str = new MemoryStream((byte[])row["Heightfield"]))
{
using (BinaryReader br = new BinaryReader(str))
{
for (int x = 0; x < (int)Constants.RegionSize; x++)
{
for (int y = 0; y < (int)Constants.RegionSize; y++)
{
terret[x, y] = br.ReadDouble();
}
}
}
}
rev = Convert.ToInt32(row["Revision"]);
}
else
{
m_log.Warn("[SQLITE REGION DB]: No terrain found for region");
return null;
}
m_log.Debug("[SQLITE REGION DB]: Loaded terrain revision r" + rev.ToString());
}
}
return terret;
}
}
public void RemoveLandObject(UUID globalID)
{
lock (ds)
{
// Can't use blanket SQL statements when using SqlAdapters unless you re-read the data into the adapter
// after you're done.
// replaced below code with the SqliteAdapter version.
//using (SqliteCommand cmd = new SqliteCommand("delete from land where UUID=:UUID", m_conn))
//{
// cmd.Parameters.Add(new SqliteParameter(":UUID", globalID.ToString()));
// cmd.ExecuteNonQuery();
//}
//using (SqliteCommand cmd = new SqliteCommand("delete from landaccesslist where LandUUID=:UUID", m_conn))
//{
// cmd.Parameters.Add(new SqliteParameter(":UUID", globalID.ToString()));
// cmd.ExecuteNonQuery();
//}
DataTable land = ds.Tables["land"];
DataTable landaccesslist = ds.Tables["landaccesslist"];
DataRow landRow = land.Rows.Find(globalID.ToString());
if (landRow != null)
{
landRow.Delete();
}
List<DataRow> rowsToDelete = new List<DataRow>();
foreach (DataRow rowToCheck in landaccesslist.Rows)
{
if (rowToCheck["LandUUID"].ToString() == globalID.ToString())
rowsToDelete.Add(rowToCheck);
}
for (int iter = 0; iter < rowsToDelete.Count; iter++)
{
rowsToDelete[iter].Delete();
}
}
Commit();
}
/// <summary>
///
/// </summary>
/// <param name="parcel"></param>
public void StoreLandObject(ILandObject parcel)
{
lock (ds)
{
DataTable land = ds.Tables["land"];
DataTable landaccesslist = ds.Tables["landaccesslist"];
DataRow landRow = land.Rows.Find(parcel.LandData.GlobalID.ToString());
if (landRow == null)
{
landRow = land.NewRow();
fillLandRow(landRow, parcel.LandData, parcel.RegionUUID);
land.Rows.Add(landRow);
}
else
{
fillLandRow(landRow, parcel.LandData, parcel.RegionUUID);
}
// I know this caused someone issues before, but OpenSim is unusable if we leave this stuff around
//using (SqliteCommand cmd = new SqliteCommand("delete from landaccesslist where LandUUID=:LandUUID", m_conn))
//{
// cmd.Parameters.Add(new SqliteParameter(":LandUUID", parcel.LandData.GlobalID.ToString()));
// cmd.ExecuteNonQuery();
// }
// This is the slower.. but more appropriate thing to do
// We can't modify the table with direct queries before calling Commit() and re-filling them.
List<DataRow> rowsToDelete = new List<DataRow>();
foreach (DataRow rowToCheck in landaccesslist.Rows)
{
if (rowToCheck["LandUUID"].ToString() == parcel.LandData.GlobalID.ToString())
rowsToDelete.Add(rowToCheck);
}
for (int iter = 0; iter < rowsToDelete.Count; iter++)
{
rowsToDelete[iter].Delete();
landaccesslist.Rows.Remove(rowsToDelete[iter]);
}
rowsToDelete.Clear();
foreach (ParcelManager.ParcelAccessEntry entry in parcel.LandData.ParcelAccessList)
{
DataRow newAccessRow = landaccesslist.NewRow();
fillLandAccessRow(newAccessRow, entry, parcel.LandData.GlobalID);
landaccesslist.Rows.Add(newAccessRow);
}
}
Commit();
}
/// <summary>
///
/// </summary>
/// <param name="regionUUID"></param>
/// <returns></returns>
public List<LandData> LoadLandObjects(UUID regionUUID)
{
List<LandData> landDataForRegion = new List<LandData>();
lock (ds)
{
DataTable land = ds.Tables["land"];
DataTable landaccesslist = ds.Tables["landaccesslist"];
string searchExp = "RegionUUID = '" + regionUUID + "'";
DataRow[] rawDataForRegion = land.Select(searchExp);
foreach (DataRow rawDataLand in rawDataForRegion)
{
LandData newLand = buildLandData(rawDataLand);
string accessListSearchExp = "LandUUID = '" + newLand.GlobalID + "'";
DataRow[] rawDataForLandAccessList = landaccesslist.Select(accessListSearchExp);
foreach (DataRow rawDataLandAccess in rawDataForLandAccessList)
{
newLand.ParcelAccessList.Add(buildLandAccessData(rawDataLandAccess));
}
landDataForRegion.Add(newLand);
}
}
return landDataForRegion;
}
/// <summary>
///
/// </summary>
public void Commit()
{
//m_log.Debug("[SQLITE]: Starting commit");
lock (ds)
{
primDa.Update(ds, "prims");
shapeDa.Update(ds, "primshapes");
itemsDa.Update(ds, "primitems");
terrainDa.Update(ds, "terrain");
landDa.Update(ds, "land");
landAccessListDa.Update(ds, "landaccesslist");
try
{
regionSettingsDa.Update(ds, "regionsettings");
}
catch (SqliteException SqlEx)
{
throw new Exception(
"There was a SQL error or connection string configuration error when saving the region settings. This could be a bug, it could also happen if ConnectionString is defined in the [DatabaseService] section of StandaloneCommon.ini in the config_include folder. This could also happen if the config_include folder doesn't exist or if the OpenSim.ini [Architecture] section isn't set. If this is your first time running OpenSimulator, please restart the simulator and bug a developer to fix this!",
SqlEx);
}
ds.AcceptChanges();
}
}
/// <summary>
/// See <see cref="Commit"/>
/// </summary>
public void Shutdown()
{
Commit();
}
/***********************************************************************
*
* Database Definition Functions
*
* This should be db agnostic as we define them in ADO.NET terms
*
**********************************************************************/
protected void CreateDataSetMapping(IDataAdapter da, string tableName)
{
ITableMapping dbMapping = da.TableMappings.Add(tableName, tableName);
foreach (DataColumn col in ds.Tables[tableName].Columns)
{
dbMapping.ColumnMappings.Add(col.ColumnName, col.ColumnName);
}
}
/// <summary>
///
/// </summary>
/// <param name="dt"></param>
/// <param name="name"></param>
/// <param name="type"></param>
private static void createCol(DataTable dt, string name, Type type)
{
DataColumn col = new DataColumn(name, type);
dt.Columns.Add(col);
}
/// <summary>
/// Creates the "terrain" table
/// </summary>
/// <returns>terrain table DataTable</returns>
private static DataTable createTerrainTable()
{
DataTable terrain = new DataTable("terrain");
createCol(terrain, "RegionUUID", typeof (String));
createCol(terrain, "Revision", typeof (Int32));
createCol(terrain, "Heightfield", typeof (Byte[]));
return terrain;
}
/// <summary>
/// Creates the "prims" table
/// </summary>
/// <returns>prim table DataTable</returns>
private static DataTable createPrimTable()
{
DataTable prims = new DataTable("prims");
createCol(prims, "UUID", typeof (String));
createCol(prims, "RegionUUID", typeof (String));
createCol(prims, "CreationDate", typeof (Int32));
createCol(prims, "Name", typeof (String));
createCol(prims, "SceneGroupID", typeof (String));
// various text fields
createCol(prims, "Text", typeof (String));
createCol(prims, "ColorR", typeof (Int32));
createCol(prims, "ColorG", typeof (Int32));
createCol(prims, "ColorB", typeof (Int32));
createCol(prims, "ColorA", typeof (Int32));
createCol(prims, "Description", typeof (String));
createCol(prims, "SitName", typeof (String));
createCol(prims, "TouchName", typeof (String));
// permissions
createCol(prims, "ObjectFlags", typeof (Int32));
createCol(prims, "CreatorID", typeof (String));
createCol(prims, "OwnerID", typeof (String));
createCol(prims, "GroupID", typeof (String));
createCol(prims, "LastOwnerID", typeof (String));
createCol(prims, "OwnerMask", typeof (Int32));
createCol(prims, "NextOwnerMask", typeof (Int32));
createCol(prims, "GroupMask", typeof (Int32));
createCol(prims, "EveryoneMask", typeof (Int32));
createCol(prims, "BaseMask", typeof (Int32));
// vectors
createCol(prims, "PositionX", typeof (Double));
createCol(prims, "PositionY", typeof (Double));
createCol(prims, "PositionZ", typeof (Double));
createCol(prims, "GroupPositionX", typeof (Double));
createCol(prims, "GroupPositionY", typeof (Double));
createCol(prims, "GroupPositionZ", typeof (Double));
createCol(prims, "VelocityX", typeof (Double));
createCol(prims, "VelocityY", typeof (Double));
createCol(prims, "VelocityZ", typeof (Double));
createCol(prims, "AngularVelocityX", typeof (Double));
createCol(prims, "AngularVelocityY", typeof (Double));
createCol(prims, "AngularVelocityZ", typeof (Double));
createCol(prims, "AccelerationX", typeof (Double));
createCol(prims, "AccelerationY", typeof (Double));
createCol(prims, "AccelerationZ", typeof (Double));
// quaternions
createCol(prims, "RotationX", typeof (Double));
createCol(prims, "RotationY", typeof (Double));
createCol(prims, "RotationZ", typeof (Double));
createCol(prims, "RotationW", typeof (Double));
// sit target
createCol(prims, "SitTargetOffsetX", typeof (Double));
createCol(prims, "SitTargetOffsetY", typeof (Double));
createCol(prims, "SitTargetOffsetZ", typeof (Double));
createCol(prims, "SitTargetOrientW", typeof (Double));
createCol(prims, "SitTargetOrientX", typeof (Double));
createCol(prims, "SitTargetOrientY", 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(String));
createCol(prims, "ParticleSystem", typeof(String));
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));
// click action
createCol(prims, "ClickAction", typeof (Byte));
createCol(prims, "Material", typeof(Byte));
createCol(prims, "CollisionSound", typeof(String));
createCol(prims, "CollisionSoundVolume", typeof(Double));
createCol(prims, "VolumeDetect", typeof(Int16));
createCol(prims, "MediaURL", typeof(String));
// Add in contraints
prims.PrimaryKey = new DataColumn[] {prims.Columns["UUID"]};
return prims;
}
/// <summary>
/// Creates "primshapes" table
/// </summary>
/// <returns>shape table DataTable</returns>
private static DataTable createShapeTable()
{
DataTable shapes = new DataTable("primshapes");
createCol(shapes, "UUID", typeof (String));
// shape is an enum
createCol(shapes, "Shape", typeof (Int32));
// vectors
createCol(shapes, "ScaleX", typeof (Double));
createCol(shapes, "ScaleY", typeof (Double));
createCol(shapes, "ScaleZ", typeof (Double));
// paths
createCol(shapes, "PCode", typeof (Int32));
createCol(shapes, "PathBegin", typeof (Int32));
createCol(shapes, "PathEnd", typeof (Int32));
createCol(shapes, "PathScaleX", typeof (Int32));
createCol(shapes, "PathScaleY", typeof (Int32));
createCol(shapes, "PathShearX", typeof (Int32));
createCol(shapes, "PathShearY", typeof (Int32));
createCol(shapes, "PathSkew", typeof (Int32));
createCol(shapes, "PathCurve", typeof (Int32));
createCol(shapes, "PathRadiusOffset", typeof (Int32));
createCol(shapes, "PathRevolutions", typeof (Int32));
createCol(shapes, "PathTaperX", typeof (Int32));
createCol(shapes, "PathTaperY", typeof (Int32));
createCol(shapes, "PathTwist", typeof (Int32));
createCol(shapes, "PathTwistBegin", typeof (Int32));
// profile
createCol(shapes, "ProfileBegin", typeof (Int32));
createCol(shapes, "ProfileEnd", typeof (Int32));
createCol(shapes, "ProfileCurve", typeof (Int32));
createCol(shapes, "ProfileHollow", typeof (Int32));
createCol(shapes, "State", typeof(Int32));
// text TODO: this isn't right, but I'm not sure the right
// way to specify this as a blob atm
createCol(shapes, "Texture", typeof (Byte[]));
createCol(shapes, "ExtraParams", typeof (Byte[]));
createCol(shapes, "Media", typeof(String));
shapes.PrimaryKey = new DataColumn[] {shapes.Columns["UUID"]};
return shapes;
}
/// <summary>
/// creates "primitems" table
/// </summary>
/// <returns>item table DataTable</returns>
private static DataTable createItemsTable()
{
DataTable items = new DataTable("primitems");
createCol(items, "itemID", typeof (String));
createCol(items, "primID", typeof (String));
createCol(items, "assetID", typeof (String));
createCol(items, "parentFolderID", typeof (String));
createCol(items, "invType", typeof (Int32));
createCol(items, "assetType", typeof (Int32));
createCol(items, "name", typeof (String));
createCol(items, "description", typeof (String));
createCol(items, "creationDate", typeof (Int64));
createCol(items, "creatorID", typeof (String));
createCol(items, "ownerID", typeof (String));
createCol(items, "lastOwnerID", typeof (String));
createCol(items, "groupID", typeof (String));
createCol(items, "nextPermissions", typeof (UInt32));
createCol(items, "currentPermissions", typeof (UInt32));
createCol(items, "basePermissions", typeof (UInt32));
createCol(items, "everyonePermissions", typeof (UInt32));
createCol(items, "groupPermissions", typeof (UInt32));
createCol(items, "flags", typeof (UInt32));
items.PrimaryKey = new DataColumn[] { items.Columns["itemID"] };
return items;
}
/// <summary>
/// Creates "land" table
/// </summary>
/// <returns>land table DataTable</returns>
private static DataTable createLandTable()
{
DataTable land = new DataTable("land");
createCol(land, "UUID", typeof (String));
createCol(land, "RegionUUID", typeof (String));
createCol(land, "LocalLandID", typeof (UInt32));
// Bitmap is a byte[512]
createCol(land, "Bitmap", typeof (Byte[]));
createCol(land, "Name", typeof (String));
createCol(land, "Desc", typeof (String));
createCol(land, "OwnerUUID", typeof (String));
createCol(land, "IsGroupOwned", typeof (Boolean));
createCol(land, "Area", typeof (Int32));
createCol(land, "AuctionID", typeof (Int32)); //Unemplemented
createCol(land, "Category", typeof (Int32)); //Enum OpenMetaverse.Parcel.ParcelCategory
createCol(land, "ClaimDate", typeof (Int32));
createCol(land, "ClaimPrice", typeof (Int32));
createCol(land, "GroupUUID", typeof (string));
createCol(land, "SalePrice", typeof (Int32));
createCol(land, "LandStatus", typeof (Int32)); //Enum. OpenMetaverse.Parcel.ParcelStatus
createCol(land, "LandFlags", typeof (UInt32));
createCol(land, "LandingType", typeof (Byte));
createCol(land, "MediaAutoScale", typeof (Byte));
createCol(land, "MediaTextureUUID", typeof (String));
createCol(land, "MediaURL", typeof (String));
createCol(land, "MusicURL", typeof (String));
createCol(land, "PassHours", typeof (Double));
createCol(land, "PassPrice", typeof (UInt32));
createCol(land, "SnapshotUUID", typeof (String));
createCol(land, "UserLocationX", typeof (Double));
createCol(land, "UserLocationY", typeof (Double));
createCol(land, "UserLocationZ", typeof (Double));
createCol(land, "UserLookAtX", typeof (Double));
createCol(land, "UserLookAtY", typeof (Double));
createCol(land, "UserLookAtZ", typeof (Double));
createCol(land, "AuthbuyerID", typeof(String));
createCol(land, "OtherCleanTime", typeof(Int32));
land.PrimaryKey = new DataColumn[] {land.Columns["UUID"]};
return land;
}
/// <summary>
/// create "landaccesslist" table
/// </summary>
/// <returns>Landacceslist DataTable</returns>
private static DataTable createLandAccessListTable()
{
DataTable landaccess = new DataTable("landaccesslist");
createCol(landaccess, "LandUUID", typeof (String));
createCol(landaccess, "AccessUUID", typeof (String));
createCol(landaccess, "Flags", typeof (UInt32));
return landaccess;
}
private static DataTable createRegionSettingsTable()
{
DataTable regionsettings = new DataTable("regionsettings");
createCol(regionsettings, "regionUUID", typeof(String));
createCol(regionsettings, "block_terraform", typeof (Int32));
createCol(regionsettings, "block_fly", typeof (Int32));
createCol(regionsettings, "allow_damage", typeof (Int32));
createCol(regionsettings, "restrict_pushing", typeof (Int32));
createCol(regionsettings, "allow_land_resell", typeof (Int32));
createCol(regionsettings, "allow_land_join_divide", typeof (Int32));
createCol(regionsettings, "block_show_in_search", typeof (Int32));
createCol(regionsettings, "agent_limit", typeof (Int32));
createCol(regionsettings, "object_bonus", typeof (Double));
createCol(regionsettings, "maturity", typeof (Int32));
createCol(regionsettings, "disable_scripts", typeof (Int32));
createCol(regionsettings, "disable_collisions", typeof (Int32));
createCol(regionsettings, "disable_physics", typeof (Int32));
createCol(regionsettings, "terrain_texture_1", typeof(String));
createCol(regionsettings, "terrain_texture_2", typeof(String));
createCol(regionsettings, "terrain_texture_3", typeof(String));
createCol(regionsettings, "terrain_texture_4", typeof(String));
createCol(regionsettings, "elevation_1_nw", typeof (Double));
createCol(regionsettings, "elevation_2_nw", typeof (Double));
createCol(regionsettings, "elevation_1_ne", typeof (Double));
createCol(regionsettings, "elevation_2_ne", typeof (Double));
createCol(regionsettings, "elevation_1_se", typeof (Double));
createCol(regionsettings, "elevation_2_se", typeof (Double));
createCol(regionsettings, "elevation_1_sw", typeof (Double));
createCol(regionsettings, "elevation_2_sw", typeof (Double));
createCol(regionsettings, "water_height", typeof (Double));
createCol(regionsettings, "terrain_raise_limit", typeof (Double));
createCol(regionsettings, "terrain_lower_limit", typeof (Double));
createCol(regionsettings, "use_estate_sun", typeof (Int32));
createCol(regionsettings, "sandbox", typeof (Int32));
createCol(regionsettings, "sunvectorx",typeof (Double));
createCol(regionsettings, "sunvectory",typeof (Double));
createCol(regionsettings, "sunvectorz",typeof (Double));
createCol(regionsettings, "fixed_sun", typeof (Int32));
createCol(regionsettings, "sun_position", typeof (Double));
createCol(regionsettings, "covenant", typeof(String));
createCol(regionsettings, "map_tile_ID", typeof(String));
regionsettings.PrimaryKey = new DataColumn[] { regionsettings.Columns["regionUUID"] };
return regionsettings;
}
/***********************************************************************
*
* Convert between ADO.NET <=> OpenSim Objects
*
* These should be database independant
*
**********************************************************************/
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <returns></returns>
private SceneObjectPart buildPrim(DataRow row)
{
// Code commented. Uncomment to test the unit test inline.
// The unit test mentions this commented code for the purposes
// of debugging a unit test failure
// SceneObjectGroup sog = new SceneObjectGroup();
// SceneObjectPart sop = new SceneObjectPart();
// sop.LocalId = 1;
// sop.Name = "object1";
// sop.Description = "object1";
// sop.Text = "";
// sop.SitName = "";
// sop.TouchName = "";
// sop.UUID = UUID.Random();
// sop.Shape = PrimitiveBaseShape.Default;
// sog.SetRootPart(sop);
// Add breakpoint in above line. Check sop fields.
// 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 UUID((String) row["UUID"]);
// explicit conversion of integers is required, which sort
// of sucks. No idea if there is a shortcut here or not.
prim.CreationDate = Convert.ToInt32(row["CreationDate"]);
prim.Name = row["Name"] == DBNull.Value ? string.Empty : (string)row["Name"];
// various text fields
prim.Text = (String) row["Text"];
prim.Color = Color.FromArgb(Convert.ToInt32(row["ColorA"]),
Convert.ToInt32(row["ColorR"]),
Convert.ToInt32(row["ColorG"]),
Convert.ToInt32(row["ColorB"]));
prim.Description = (String) row["Description"];
prim.SitName = (String) row["SitName"];
prim.TouchName = (String) row["TouchName"];
// permissions
prim.ObjectFlags = Convert.ToUInt32(row["ObjectFlags"]);
prim.CreatorIdentification = (String) row["CreatorID"];
prim.OwnerID = new UUID((String) row["OwnerID"]);
prim.GroupID = new UUID((String) row["GroupID"]);
prim.LastOwnerID = new UUID((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 Vector3(
Convert.ToSingle(row["PositionX"]),
Convert.ToSingle(row["PositionY"]),
Convert.ToSingle(row["PositionZ"])
);
prim.GroupPosition = new Vector3(
Convert.ToSingle(row["GroupPositionX"]),
Convert.ToSingle(row["GroupPositionY"]),
Convert.ToSingle(row["GroupPositionZ"])
);
prim.Velocity = new Vector3(
Convert.ToSingle(row["VelocityX"]),
Convert.ToSingle(row["VelocityY"]),
Convert.ToSingle(row["VelocityZ"])
);
prim.AngularVelocity = new Vector3(
Convert.ToSingle(row["AngularVelocityX"]),
Convert.ToSingle(row["AngularVelocityY"]),
Convert.ToSingle(row["AngularVelocityZ"])
);
prim.Acceleration = new Vector3(
Convert.ToSingle(row["AccelerationX"]),
Convert.ToSingle(row["AccelerationY"]),
Convert.ToSingle(row["AccelerationZ"])
);
// quaternions
prim.RotationOffset = new Quaternion(
Convert.ToSingle(row["RotationX"]),
Convert.ToSingle(row["RotationY"]),
Convert.ToSingle(row["RotationZ"]),
Convert.ToSingle(row["RotationW"])
);
prim.SitTargetPositionLL = new Vector3(
Convert.ToSingle(row["SitTargetOffsetX"]),
Convert.ToSingle(row["SitTargetOffsetY"]),
Convert.ToSingle(row["SitTargetOffsetZ"]));
prim.SitTargetOrientationLL = new Quaternion(
Convert.ToSingle(
row["SitTargetOrientX"]),
Convert.ToSingle(
row["SitTargetOrientY"]),
Convert.ToSingle(
row["SitTargetOrientZ"]),
Convert.ToSingle(
row["SitTargetOrientW"]));
prim.ClickAction = Convert.ToByte(row["ClickAction"]);
prim.PayPrice[0] = Convert.ToInt32(row["PayPrice"]);
prim.PayPrice[1] = Convert.ToInt32(row["PayButton1"]);
prim.PayPrice[2] = Convert.ToInt32(row["PayButton2"]);
prim.PayPrice[3] = Convert.ToInt32(row["PayButton3"]);
prim.PayPrice[4] = Convert.ToInt32(row["PayButton4"]);
prim.Sound = new UUID(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 = Convert.FromBase64String(row["TextureAnimation"].ToString());
if (!row.IsNull("ParticleSystem"))
prim.ParticleSystem = Convert.FromBase64String(row["ParticleSystem"].ToString());
prim.AngularVelocity = new Vector3(
Convert.ToSingle(row["OmegaX"]),
Convert.ToSingle(row["OmegaY"]),
Convert.ToSingle(row["OmegaZ"])
);
prim.SetCameraEyeOffset(new Vector3(
Convert.ToSingle(row["CameraEyeOffsetX"]),
Convert.ToSingle(row["CameraEyeOffsetY"]),
Convert.ToSingle(row["CameraEyeOffsetZ"])
));
prim.SetCameraAtOffset(new Vector3(
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"]);
prim.Material = Convert.ToByte(row["Material"]);
prim.CollisionSound = new UUID(row["CollisionSound"].ToString());
prim.CollisionSoundVolume = Convert.ToSingle(row["CollisionSoundVolume"]);
if (Convert.ToInt16(row["VolumeDetect"]) != 0)
prim.VolumeDetectActive = true;
if (!(row["MediaURL"] is System.DBNull))
{
//m_log.DebugFormat("[SQLITE]: MediaUrl type [{0}]", row["MediaURL"].GetType());
prim.MediaUrl = (string)row["MediaURL"];
}
return prim;
}
/// <summary>
/// Build a prim inventory item from the persisted data.
/// </summary>
/// <param name="row"></param>
/// <returns></returns>
private static TaskInventoryItem buildItem(DataRow row)
{
TaskInventoryItem taskItem = new TaskInventoryItem();
taskItem.ItemID = new UUID((String)row["itemID"]);
taskItem.ParentPartID = new UUID((String)row["primID"]);
taskItem.AssetID = new UUID((String)row["assetID"]);
taskItem.ParentID = new UUID((String)row["parentFolderID"]);
taskItem.InvType = Convert.ToInt32(row["invType"]);
taskItem.Type = Convert.ToInt32(row["assetType"]);
taskItem.Name = (String)row["name"];
taskItem.Description = (String)row["description"];
taskItem.CreationDate = Convert.ToUInt32(row["creationDate"]);
taskItem.CreatorIdentification = (String)row["creatorID"];
taskItem.OwnerID = new UUID((String)row["ownerID"]);
taskItem.LastOwnerID = new UUID((String)row["lastOwnerID"]);
taskItem.GroupID = new UUID((String)row["groupID"]);
taskItem.NextPermissions = Convert.ToUInt32(row["nextPermissions"]);
taskItem.CurrentPermissions = Convert.ToUInt32(row["currentPermissions"]);
taskItem.BasePermissions = Convert.ToUInt32(row["basePermissions"]);
taskItem.EveryonePermissions = Convert.ToUInt32(row["everyonePermissions"]);
taskItem.GroupPermissions = Convert.ToUInt32(row["groupPermissions"]);
taskItem.Flags = Convert.ToUInt32(row["flags"]);
return taskItem;
}
/// <summary>
/// Build a Land Data from the persisted data.
/// </summary>
/// <param name="row"></param>
/// <returns></returns>
private LandData buildLandData(DataRow row)
{
LandData newData = new LandData();
newData.GlobalID = new UUID((String) row["UUID"]);
newData.LocalID = Convert.ToInt32(row["LocalLandID"]);
// Bitmap is a byte[512]
newData.Bitmap = (Byte[]) row["Bitmap"];
newData.Name = (String) row["Name"];
newData.Description = (String) row["Desc"];
newData.OwnerID = (UUID)(String) row["OwnerUUID"];
newData.IsGroupOwned = (Boolean) row["IsGroupOwned"];
newData.Area = Convert.ToInt32(row["Area"]);
newData.AuctionID = Convert.ToUInt32(row["AuctionID"]); //Unemplemented
newData.Category = (ParcelCategory) Convert.ToInt32(row["Category"]);
//Enum OpenMetaverse.Parcel.ParcelCategory
newData.ClaimDate = Convert.ToInt32(row["ClaimDate"]);
newData.ClaimPrice = Convert.ToInt32(row["ClaimPrice"]);
newData.GroupID = new UUID((String) row["GroupUUID"]);
newData.SalePrice = Convert.ToInt32(row["SalePrice"]);
newData.Status = (ParcelStatus) Convert.ToInt32(row["LandStatus"]);
//Enum. OpenMetaverse.Parcel.ParcelStatus
newData.Flags = Convert.ToUInt32(row["LandFlags"]);
newData.LandingType = (Byte) row["LandingType"];
newData.MediaAutoScale = (Byte) row["MediaAutoScale"];
newData.MediaID = new UUID((String) row["MediaTextureUUID"]);
newData.MediaURL = (String) row["MediaURL"];
newData.MusicURL = (String) row["MusicURL"];
newData.PassHours = Convert.ToSingle(row["PassHours"]);
newData.PassPrice = Convert.ToInt32(row["PassPrice"]);
newData.SnapshotID = (UUID)(String) row["SnapshotUUID"];
try
{
newData.UserLocation =
new Vector3(Convert.ToSingle(row["UserLocationX"]), Convert.ToSingle(row["UserLocationY"]),
Convert.ToSingle(row["UserLocationZ"]));
newData.UserLookAt =
new Vector3(Convert.ToSingle(row["UserLookAtX"]), Convert.ToSingle(row["UserLookAtY"]),
Convert.ToSingle(row["UserLookAtZ"]));
}
catch (InvalidCastException)
{
m_log.ErrorFormat("[SQLITE REGION DB]: unable to get parcel telehub settings for {1}", newData.Name);
newData.UserLocation = Vector3.Zero;
newData.UserLookAt = Vector3.Zero;
}
newData.ParcelAccessList = new List<ParcelManager.ParcelAccessEntry>();
UUID authBuyerID = UUID.Zero;
UUID.TryParse((string)row["AuthbuyerID"], out authBuyerID);
newData.OtherCleanTime = Convert.ToInt32(row["OtherCleanTime"]);
return newData;
}
private RegionSettings buildRegionSettings(DataRow row)
{
RegionSettings newSettings = new RegionSettings();
newSettings.RegionUUID = new UUID((string) row["regionUUID"]);
newSettings.BlockTerraform = Convert.ToBoolean(row["block_terraform"]);
newSettings.AllowDamage = Convert.ToBoolean(row["allow_damage"]);
newSettings.BlockFly = Convert.ToBoolean(row["block_fly"]);
newSettings.RestrictPushing = Convert.ToBoolean(row["restrict_pushing"]);
newSettings.AllowLandResell = Convert.ToBoolean(row["allow_land_resell"]);
newSettings.AllowLandJoinDivide = Convert.ToBoolean(row["allow_land_join_divide"]);
newSettings.BlockShowInSearch = Convert.ToBoolean(row["block_show_in_search"]);
newSettings.AgentLimit = Convert.ToInt32(row["agent_limit"]);
newSettings.ObjectBonus = Convert.ToDouble(row["object_bonus"]);
newSettings.Maturity = Convert.ToInt32(row["maturity"]);
newSettings.DisableScripts = Convert.ToBoolean(row["disable_scripts"]);
newSettings.DisableCollisions = Convert.ToBoolean(row["disable_collisions"]);
newSettings.DisablePhysics = Convert.ToBoolean(row["disable_physics"]);
newSettings.TerrainTexture1 = new UUID((String) row["terrain_texture_1"]);
newSettings.TerrainTexture2 = new UUID((String) row["terrain_texture_2"]);
newSettings.TerrainTexture3 = new UUID((String) row["terrain_texture_3"]);
newSettings.TerrainTexture4 = new UUID((String) row["terrain_texture_4"]);
newSettings.Elevation1NW = Convert.ToDouble(row["elevation_1_nw"]);
newSettings.Elevation2NW = Convert.ToDouble(row["elevation_2_nw"]);
newSettings.Elevation1NE = Convert.ToDouble(row["elevation_1_ne"]);
newSettings.Elevation2NE = Convert.ToDouble(row["elevation_2_ne"]);
newSettings.Elevation1SE = Convert.ToDouble(row["elevation_1_se"]);
newSettings.Elevation2SE = Convert.ToDouble(row["elevation_2_se"]);
newSettings.Elevation1SW = Convert.ToDouble(row["elevation_1_sw"]);
newSettings.Elevation2SW = Convert.ToDouble(row["elevation_2_sw"]);
newSettings.WaterHeight = Convert.ToDouble(row["water_height"]);
newSettings.TerrainRaiseLimit = Convert.ToDouble(row["terrain_raise_limit"]);
newSettings.TerrainLowerLimit = Convert.ToDouble(row["terrain_lower_limit"]);
newSettings.UseEstateSun = Convert.ToBoolean(row["use_estate_sun"]);
newSettings.Sandbox = Convert.ToBoolean(row["sandbox"]);
newSettings.SunVector = new Vector3 (
Convert.ToSingle(row["sunvectorx"]),
Convert.ToSingle(row["sunvectory"]),
Convert.ToSingle(row["sunvectorz"])
);
newSettings.FixedSun = Convert.ToBoolean(row["fixed_sun"]);
newSettings.SunPosition = Convert.ToDouble(row["sun_position"]);
newSettings.Covenant = new UUID((String) row["covenant"]);
newSettings.TerrainImageID = new UUID((String)row["map_tile_ID"]);
return newSettings;
}
/// <summary>
/// Build a land access entry from the persisted data.
/// </summary>
/// <param name="row"></param>
/// <returns></returns>
private static ParcelManager.ParcelAccessEntry buildLandAccessData(DataRow row)
{
ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
entry.AgentID = new UUID((string) row["AccessUUID"]);
entry.Flags = (AccessList) row["Flags"];
entry.Time = new DateTime();
return entry;
}
/// <summary>
///
/// </summary>
/// <param name="val"></param>
/// <returns></returns>
private static Array serializeTerrain(double[,] val)
{
MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize) *sizeof (double));
BinaryWriter bw = new BinaryWriter(str);
// TODO: COMPATIBILITY - Add byte-order conversions
for (int x = 0; x < (int)Constants.RegionSize; x++)
for (int y = 0; y < (int)Constants.RegionSize; y++)
bw.Write(val[x, y]);
return str.ToArray();
}
// private void fillTerrainRow(DataRow row, UUID regionUUID, int rev, double[,] val)
// {
// row["RegionUUID"] = regionUUID;
// row["Revision"] = rev;
// MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize)*sizeof (double));
// BinaryWriter bw = new BinaryWriter(str);
// // TODO: COMPATIBILITY - Add byte-order conversions
// for (int x = 0; x < (int)Constants.RegionSize; x++)
// for (int y = 0; y < (int)Constants.RegionSize; y++)
// bw.Write(val[x, y]);
// row["Heightfield"] = str.ToArray();
// }
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <param name="prim"></param>
/// <param name="sceneGroupID"></param>
/// <param name="regionUUID"></param>
private static void fillPrimRow(DataRow row, SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID)
{
row["UUID"] = prim.UUID.ToString();
row["RegionUUID"] = regionUUID.ToString();
row["CreationDate"] = prim.CreationDate;
row["Name"] = prim.Name;
row["SceneGroupID"] = sceneGroupID.ToString();
// 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["ObjectFlags"] = prim.ObjectFlags;
row["CreatorID"] = prim.CreatorIdentification.ToString();
row["OwnerID"] = prim.OwnerID.ToString();
row["GroupID"] = prim.GroupID.ToString();
row["LastOwnerID"] = prim.LastOwnerID.ToString();
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;
// Sit target
Vector3 sitTargetPos = prim.SitTargetPositionLL;
row["SitTargetOffsetX"] = sitTargetPos.X;
row["SitTargetOffsetY"] = sitTargetPos.Y;
row["SitTargetOffsetZ"] = sitTargetPos.Z;
Quaternion sitTargetOrient = prim.SitTargetOrientationLL;
row["SitTargetOrientW"] = sitTargetOrient.W;
row["SitTargetOrientX"] = sitTargetOrient.X;
row["SitTargetOrientY"] = sitTargetOrient.Y;
row["SitTargetOrientZ"] = sitTargetOrient.Z;
row["ColorR"] = Convert.ToInt32(prim.Color.R);
row["ColorG"] = Convert.ToInt32(prim.Color.G);
row["ColorB"] = Convert.ToInt32(prim.Color.B);
row["ColorA"] = Convert.ToInt32(prim.Color.A);
row["PayPrice"] = prim.PayPrice[0];
row["PayButton1"] = prim.PayPrice[1];
row["PayButton2"] = prim.PayPrice[2];
row["PayButton3"] = prim.PayPrice[3];
row["PayButton4"] = prim.PayPrice[4];
row["TextureAnimation"] = Convert.ToBase64String(prim.TextureAnimation);
row["ParticleSystem"] = Convert.ToBase64String(prim.ParticleSystem);
row["OmegaX"] = prim.AngularVelocity.X;
row["OmegaY"] = prim.AngularVelocity.Y;
row["OmegaZ"] = prim.AngularVelocity.Z;
row["CameraEyeOffsetX"] = prim.GetCameraEyeOffset().X;
row["CameraEyeOffsetY"] = prim.GetCameraEyeOffset().Y;
row["CameraEyeOffsetZ"] = prim.GetCameraEyeOffset().Z;
row["CameraAtOffsetX"] = prim.GetCameraAtOffset().X;
row["CameraAtOffsetY"] = prim.GetCameraAtOffset().Y;
row["CameraAtOffsetZ"] = prim.GetCameraAtOffset().Z;
if ((prim.SoundFlags & 1) != 0) // Looped
{
row["LoopedSound"] = prim.Sound.ToString();
row["LoopedSoundGain"] = prim.SoundGain;
}
else
{
row["LoopedSound"] = UUID.Zero.ToString();
row["LoopedSoundGain"] = 0.0f;
}
if (prim.GetForceMouselook())
row["ForceMouselook"] = 1;
else
row["ForceMouselook"] = 0;
row["ScriptAccessPin"] = prim.ScriptAccessPin;
if (prim.AllowedDrop)
row["AllowedDrop"] = 1;
else
row["AllowedDrop"] = 0;
if (prim.DIE_AT_EDGE)
row["DieAtEdge"] = 1;
else
row["DieAtEdge"] = 0;
row["SalePrice"] = prim.SalePrice;
row["SaleType"] = Convert.ToInt16(prim.ObjectSaleType);
// click action
row["ClickAction"] = prim.ClickAction;
row["SalePrice"] = prim.SalePrice;
row["Material"] = prim.Material;
row["CollisionSound"] = prim.CollisionSound.ToString();
row["CollisionSoundVolume"] = prim.CollisionSoundVolume;
if (prim.VolumeDetectActive)
row["VolumeDetect"] = 1;
else
row["VolumeDetect"] = 0;
row["MediaURL"] = prim.MediaUrl;
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <param name="taskItem"></param>
private static void fillItemRow(DataRow row, TaskInventoryItem taskItem)
{
row["itemID"] = taskItem.ItemID.ToString();
row["primID"] = taskItem.ParentPartID.ToString();
row["assetID"] = taskItem.AssetID.ToString();
row["parentFolderID"] = taskItem.ParentID.ToString();
row["invType"] = taskItem.InvType;
row["assetType"] = taskItem.Type;
row["name"] = taskItem.Name;
row["description"] = taskItem.Description;
row["creationDate"] = taskItem.CreationDate;
row["creatorID"] = taskItem.CreatorIdentification.ToString();
row["ownerID"] = taskItem.OwnerID.ToString();
row["lastOwnerID"] = taskItem.LastOwnerID.ToString();
row["groupID"] = taskItem.GroupID.ToString();
row["nextPermissions"] = taskItem.NextPermissions;
row["currentPermissions"] = taskItem.CurrentPermissions;
row["basePermissions"] = taskItem.BasePermissions;
row["everyonePermissions"] = taskItem.EveryonePermissions;
row["groupPermissions"] = taskItem.GroupPermissions;
row["flags"] = taskItem.Flags;
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <param name="land"></param>
/// <param name="regionUUID"></param>
private static void fillLandRow(DataRow row, LandData land, UUID regionUUID)
{
row["UUID"] = land.GlobalID.ToString();
row["RegionUUID"] = regionUUID.ToString();
row["LocalLandID"] = land.LocalID;
// Bitmap is a byte[512]
row["Bitmap"] = land.Bitmap;
row["Name"] = land.Name;
row["Desc"] = land.Description;
row["OwnerUUID"] = land.OwnerID.ToString();
row["IsGroupOwned"] = land.IsGroupOwned;
row["Area"] = land.Area;
row["AuctionID"] = land.AuctionID; //Unemplemented
row["Category"] = land.Category; //Enum OpenMetaverse.Parcel.ParcelCategory
row["ClaimDate"] = land.ClaimDate;
row["ClaimPrice"] = land.ClaimPrice;
row["GroupUUID"] = land.GroupID.ToString();
row["SalePrice"] = land.SalePrice;
row["LandStatus"] = land.Status; //Enum. OpenMetaverse.Parcel.ParcelStatus
row["LandFlags"] = land.Flags;
row["LandingType"] = land.LandingType;
row["MediaAutoScale"] = land.MediaAutoScale;
row["MediaTextureUUID"] = land.MediaID.ToString();
row["MediaURL"] = land.MediaURL;
row["MusicURL"] = land.MusicURL;
row["PassHours"] = land.PassHours;
row["PassPrice"] = land.PassPrice;
row["SnapshotUUID"] = land.SnapshotID.ToString();
row["UserLocationX"] = land.UserLocation.X;
row["UserLocationY"] = land.UserLocation.Y;
row["UserLocationZ"] = land.UserLocation.Z;
row["UserLookAtX"] = land.UserLookAt.X;
row["UserLookAtY"] = land.UserLookAt.Y;
row["UserLookAtZ"] = land.UserLookAt.Z;
row["AuthbuyerID"] = land.AuthBuyerID.ToString();
row["OtherCleanTime"] = land.OtherCleanTime;
row["MediaType"] = land.MediaType;
row["MediaDescription"] = land.MediaDescription;
row["MediaSize"] = land.MediaWidth.ToString() + "," + land.MediaHeight.ToString();
row["MediaLoop"] = land.MediaLoop.ToString();
row["ObscureMusic"] = land.ObscureMusic.ToString();
row["ObscureMedia"] = land.ObscureMedia.ToString();
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <param name="entry"></param>
/// <param name="parcelID"></param>
private static void fillLandAccessRow(DataRow row, ParcelManager.ParcelAccessEntry entry, UUID parcelID)
{
row["LandUUID"] = parcelID.ToString();
row["AccessUUID"] = entry.AgentID.ToString();
row["Flags"] = entry.Flags;
}
private static void fillRegionSettingsRow(DataRow row, RegionSettings settings)
{
row["regionUUID"] = settings.RegionUUID.ToString();
row["block_terraform"] = settings.BlockTerraform;
row["block_fly"] = settings.BlockFly;
row["allow_damage"] = settings.AllowDamage;
row["restrict_pushing"] = settings.RestrictPushing;
row["allow_land_resell"] = settings.AllowLandResell;
row["allow_land_join_divide"] = settings.AllowLandJoinDivide;
row["block_show_in_search"] = settings.BlockShowInSearch;
row["agent_limit"] = settings.AgentLimit;
row["object_bonus"] = settings.ObjectBonus;
row["maturity"] = settings.Maturity;
row["disable_scripts"] = settings.DisableScripts;
row["disable_collisions"] = settings.DisableCollisions;
row["disable_physics"] = settings.DisablePhysics;
row["terrain_texture_1"] = settings.TerrainTexture1.ToString();
row["terrain_texture_2"] = settings.TerrainTexture2.ToString();
row["terrain_texture_3"] = settings.TerrainTexture3.ToString();
row["terrain_texture_4"] = settings.TerrainTexture4.ToString();
row["elevation_1_nw"] = settings.Elevation1NW;
row["elevation_2_nw"] = settings.Elevation2NW;
row["elevation_1_ne"] = settings.Elevation1NE;
row["elevation_2_ne"] = settings.Elevation2NE;
row["elevation_1_se"] = settings.Elevation1SE;
row["elevation_2_se"] = settings.Elevation2SE;
row["elevation_1_sw"] = settings.Elevation1SW;
row["elevation_2_sw"] = settings.Elevation2SW;
row["water_height"] = settings.WaterHeight;
row["terrain_raise_limit"] = settings.TerrainRaiseLimit;
row["terrain_lower_limit"] = settings.TerrainLowerLimit;
row["use_estate_sun"] = settings.UseEstateSun;
row["Sandbox"] = settings.Sandbox; // database uses upper case S for sandbox
row["sunvectorx"] = settings.SunVector.X;
row["sunvectory"] = settings.SunVector.Y;
row["sunvectorz"] = settings.SunVector.Z;
row["fixed_sun"] = settings.FixedSun;
row["sun_position"] = settings.SunPosition;
row["covenant"] = settings.Covenant.ToString();
row["map_tile_ID"] = settings.TerrainImageID.ToString();
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <returns></returns>
private PrimitiveBaseShape buildShape(DataRow row)
{
PrimitiveBaseShape s = new PrimitiveBaseShape();
s.Scale = new Vector3(
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.ToUInt16(row["ProfileHollow"]);
s.State = Convert.ToByte(row["State"]);
byte[] textureEntry = (byte[])row["Texture"];
s.TextureEntry = textureEntry;
s.ExtraParams = (byte[]) row["ExtraParams"];
if (!(row["Media"] is System.DBNull))
s.Media = PrimitiveBaseShape.MediaList.FromXml((string)row["Media"]);
return s;
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <param name="prim"></param>
private static void fillShapeRow(DataRow row, SceneObjectPart prim)
{
PrimitiveBaseShape s = prim.Shape;
row["UUID"] = prim.UUID.ToString();
// 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;
row["State"] = s.State;
row["Texture"] = s.TextureEntry;
row["ExtraParams"] = s.ExtraParams;
if (s.Media != null)
row["Media"] = s.Media.ToXml();
}
/// <summary>
/// Persistently store a prim.
/// </summary>
/// <param name="prim"></param>
/// <param name="sceneGroupID"></param>
/// <param name="regionUUID"></param>
private void addPrim(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID)
{
DataTable prims = ds.Tables["prims"];
DataTable shapes = ds.Tables["primshapes"];
DataRow primRow = prims.Rows.Find(prim.UUID.ToString());
if (primRow == null)
{
primRow = prims.NewRow();
fillPrimRow(primRow, prim, sceneGroupID, regionUUID);
prims.Rows.Add(primRow);
}
else
{
fillPrimRow(primRow, prim, sceneGroupID, regionUUID);
}
DataRow shapeRow = shapes.Rows.Find(prim.UUID.ToString());
if (shapeRow == null)
{
shapeRow = shapes.NewRow();
fillShapeRow(shapeRow, prim);
shapes.Rows.Add(shapeRow);
}
else
{
fillShapeRow(shapeRow, prim);
}
}
/// <summary>
/// </summary>
/// <param name="primID"></param>
/// <param name="items"></param>
public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
{
// m_log.DebugFormat("[SQLITE REGION DB]: Entered StorePrimInventory with prim ID {0}", primID);
DataTable dbItems = ds.Tables["primitems"];
// For now, we're just going to crudely remove all the previous inventory items
// no matter whether they have changed or not, and replace them with the current set.
lock (ds)
{
RemoveItems(primID);
// repalce with current inventory details
foreach (TaskInventoryItem newItem in items)
{
// m_log.InfoFormat(
// "[DATASTORE]: ",
// "Adding item {0}, {1} to prim ID {2}",
// newItem.Name, newItem.ItemID, newItem.ParentPartID);
DataRow newItemRow = dbItems.NewRow();
fillItemRow(newItemRow, newItem);
dbItems.Rows.Add(newItemRow);
}
}
Commit();
}
/***********************************************************************
*
* SQL Statement Creation Functions
*
* These functions create SQL statements for update, insert, and create.
* They can probably be factored later to have a db independant
* portion and a db specific portion
*
**********************************************************************/
/// <summary>
/// Create an insert command
/// </summary>
/// <param name="table">table name</param>
/// <param name="dt">data table</param>
/// <returns>the created command</returns>
/// <remarks>
/// 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.
/// </remarks>
private static SqliteCommand createInsertCommand(string table, DataTable dt)
{
string[] cols = new string[dt.Columns.Count];
for (int i = 0; i < dt.Columns.Count; i++)
{
DataColumn col = dt.Columns[i];
cols[i] = col.ColumnName;
}
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 += ")";
//m_log.DebugFormat("[SQLITE]: Created insert command {0}", sql);
SqliteCommand cmd = new SqliteCommand(sql);
// this provides the binding for all our parameters, so
// much less code than it used to be
foreach (DataColumn col in dt.Columns)
{
cmd.Parameters.Add(createSqliteParameter(col.ColumnName, col.DataType));
}
return cmd;
}
/// <summary>
/// create an update command
/// </summary>
/// <param name="table">table name</param>
/// <param name="pk"></param>
/// <param name="dt"></param>
/// <returns>the created command</returns>
private static SqliteCommand createUpdateCommand(string table, string pk, DataTable dt)
{
string sql = "update " + table + " set ";
string subsql = String.Empty;
foreach (DataColumn col in dt.Columns)
{
if (subsql.Length > 0)
{
// a map function would rock so much here
subsql += ", ";
}
subsql += col.ColumnName + "= :" + col.ColumnName;
}
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 (DataColumn col in dt.Columns)
{
cmd.Parameters.Add(createSqliteParameter(col.ColumnName, col.DataType));
}
return cmd;
}
/// <summary>
/// create an update command
/// </summary>
/// <param name="table">table name</param>
/// <param name="pk"></param>
/// <param name="dt"></param>
/// <returns>the created command</returns>
private static SqliteCommand createUpdateCommand(string table, string pk1, string pk2, DataTable dt)
{
string sql = "update " + table + " set ";
string subsql = String.Empty;
foreach (DataColumn col in dt.Columns)
{
if (subsql.Length > 0)
{
// a map function would rock so much here
subsql += ", ";
}
subsql += col.ColumnName + "= :" + col.ColumnName;
}
sql += subsql;
sql += " where " + pk1 + " and " + pk2;
SqliteCommand cmd = new SqliteCommand(sql);
// this provides the binding for all our parameters, so
// much less code than it used to be
foreach (DataColumn col in dt.Columns)
{
cmd.Parameters.Add(createSqliteParameter(col.ColumnName, col.DataType));
}
return cmd;
}
/// <summary>
///
/// </summary>
/// <param name="dt">Data Table</param>
/// <returns></returns>
// private static string defineTable(DataTable dt)
// {
// string sql = "create table " + dt.TableName + "(";
// string subsql = String.Empty;
// foreach (DataColumn col in dt.Columns)
// {
// if (subsql.Length > 0)
// {
// // a map function would rock so much here
// subsql += ",\n";
// }
// subsql += col.ColumnName + " " + sqliteType(col.DataType);
// if (dt.PrimaryKey.Length > 0 && col == dt.PrimaryKey[0])
// {
// subsql += " primary key";
// }
// }
// sql += subsql;
// sql += ")";
// return sql;
// }
/***********************************************************************
*
* Database Binding functions
*
* These will be db specific due to typing, and minor differences
* in databases.
*
**********************************************************************/
///<summary>
/// This is a convenience function that collapses 5 repetitive
/// lines for defining SqliteParameters to 2 parameters:
/// column name and database type.
///
/// It assumes certain conventions like :param as the param
/// name to replace in parametrized queries, and that source
/// version is always current version, both of which are fine
/// for us.
///</summary>
///<returns>a built sqlite parameter</returns>
private static SqliteParameter createSqliteParameter(string name, Type type)
{
SqliteParameter param = new SqliteParameter();
param.ParameterName = ":" + name;
param.DbType = dbtypeFromType(type);
param.SourceColumn = name;
param.SourceVersion = DataRowVersion.Current;
return param;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void setupPrimCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("prims", ds.Tables["prims"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("prims", "UUID=:UUID", ds.Tables["prims"]);
da.UpdateCommand.Connection = conn;
SqliteCommand delete = new SqliteCommand("delete from prims where UUID = :UUID");
delete.Parameters.Add(createSqliteParameter("UUID", typeof (String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void setupItemsCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("primitems", ds.Tables["primitems"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("primitems", "itemID = :itemID", ds.Tables["primitems"]);
da.UpdateCommand.Connection = conn;
SqliteCommand delete = new SqliteCommand("delete from primitems where itemID = :itemID");
delete.Parameters.Add(createSqliteParameter("itemID", typeof (String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void setupTerrainCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("terrain", ds.Tables["terrain"]);
da.InsertCommand.Connection = conn;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void setupLandCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("land", ds.Tables["land"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("land", "UUID=:UUID", ds.Tables["land"]);
da.UpdateCommand.Connection = conn;
SqliteCommand delete = new SqliteCommand("delete from land where UUID=:UUID");
delete.Parameters.Add(createSqliteParameter("UUID", typeof(String)));
da.DeleteCommand = delete;
da.DeleteCommand.Connection = conn;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void setupLandAccessCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("landaccesslist", ds.Tables["landaccesslist"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("landaccesslist", "LandUUID=:landUUID", "AccessUUID=:AccessUUID", ds.Tables["landaccesslist"]);
da.UpdateCommand.Connection = conn;
SqliteCommand delete = new SqliteCommand("delete from landaccesslist where LandUUID= :LandUUID and AccessUUID= :AccessUUID");
delete.Parameters.Add(createSqliteParameter("LandUUID", typeof(String)));
delete.Parameters.Add(createSqliteParameter("AccessUUID", typeof(String)));
da.DeleteCommand = delete;
da.DeleteCommand.Connection = conn;
}
private void setupRegionSettingsCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("regionsettings", ds.Tables["regionsettings"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("regionsettings", "regionUUID=:regionUUID", ds.Tables["regionsettings"]);
da.UpdateCommand.Connection = conn;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void setupShapeCommands(SqliteDataAdapter da, SqliteConnection conn)
{
da.InsertCommand = createInsertCommand("primshapes", ds.Tables["primshapes"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("primshapes", "UUID=:UUID", ds.Tables["primshapes"]);
da.UpdateCommand.Connection = conn;
SqliteCommand delete = new SqliteCommand("delete from primshapes where UUID = :UUID");
delete.Parameters.Add(createSqliteParameter("UUID", typeof (String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
/***********************************************************************
*
* Type conversion functions
*
**********************************************************************/
/// <summary>
/// Type conversion function
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
private static DbType dbtypeFromType(Type type)
{
if (type == typeof (String))
{
return DbType.String;
}
else if (type == typeof (Int32))
{
return DbType.Int32;
}
else if (type == typeof (Double))
{
return DbType.Double;
}
else if (type == typeof (Byte))
{
return DbType.Byte;
}
else if (type == typeof (Double))
{
return DbType.Double;
}
else if (type == typeof (Byte[]))
{
return DbType.Binary;
}
else
{
return DbType.String;
}
}
static void PrintDataSet(DataSet ds)
{
// Print out any name and extended properties.
Console.WriteLine("DataSet is named: {0}", ds.DataSetName);
foreach (System.Collections.DictionaryEntry de in ds.ExtendedProperties)
{
Console.WriteLine("Key = {0}, Value = {1}", de.Key, de.Value);
}
Console.WriteLine();
foreach (DataTable dt in ds.Tables)
{
Console.WriteLine("=> {0} Table:", dt.TableName);
// Print out the column names.
for (int curCol = 0; curCol < dt.Columns.Count; curCol++)
{
Console.Write(dt.Columns[curCol].ColumnName + "\t");
}
Console.WriteLine("\n----------------------------------");
// Print the DataTable.
for (int curRow = 0; curRow < dt.Rows.Count; curRow++)
{
for (int curCol = 0; curCol < dt.Columns.Count; curCol++)
{
Console.Write(dt.Rows[curRow][curCol].ToString() + "\t");
}
Console.WriteLine();
}
}
}
#region REGION SYNC
public List<SceneObjectGroup> LoadObjectsInGivenSpace(UUID regionID, float lowerX, float lowerY, float upperX, float upperY)
{
return null;
}
#endregion REGION SYNC
}
}