Files
opensim/OpenSim/Data/MSSQL/MSSQLDataStore.cs
Melanie Thielker 263633e274 Patch #9151
Makes the estate dialog fully functional. Implements all client facing functionality. Moves estate data from estate_settings.xml, which is used to provide defaults, to the region data store. Creates one estate for each region, and places the region in it. Converts all region bans to estate bans.
2008-07-18 02:40:47 +00:00

1861 lines
74 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 OpenSim 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.Data.SqlClient;
using System.IO;
using System.Reflection;
using libsecondlife;
using log4net;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Data.MSSQL
{
/// <summary>
/// A MSSQL Interface for the Region Server.
/// </summary>
public class MSSQLDataStore : IRegionDataStore
{
// private static FileSystemDataStore Instance = new FileSystemDataStore();
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
private const string m_primSelect = "select * from prims";
private const string m_shapeSelect = "select * from primshapes";
private const string m_itemsSelect = "select * from primitems";
private const string m_terrainSelect = "select top 1 * from terrain";
private const string m_landSelect = "select * from land";
private const string m_landAccessListSelect = "select * from landaccesslist";
private DataSet m_dataSet;
private SqlDataAdapter m_primDataAdapter;
private SqlDataAdapter m_shapeDataAdapter;
private SqlDataAdapter m_itemsDataAdapter;
private SqlConnection m_connection;
private SqlDataAdapter m_terrainDataAdapter;
private SqlDataAdapter m_landDataAdapter;
private SqlDataAdapter m_landAccessListDataAdapter;
private DataTable m_primTable;
private DataTable m_shapeTable;
private DataTable m_itemsTable;
private DataTable m_terrainTable;
private DataTable m_landTable;
private DataTable m_landAccessListTable;
/// <summary>Temporary attribute while this is experimental</summary>
private bool persistPrimInventories;
/***********************************************************************
*
* Public Interface Functions
*
**********************************************************************/
/// <summary>
/// see IRegionDataStore
/// </summary>
/// <param name="connectionString"></param>
/// <param name="persistPrimInventories"></param>
public void Initialise(string connectionString, bool persistPrimInventories)
{
// Instance.Initialise("", true);
m_dataSet = new DataSet();
this.persistPrimInventories = persistPrimInventories;
m_log.Info("[REGION DB]: MSSql - connecting: " + connectionString);
m_connection = new SqlConnection(connectionString);
SqlCommand primSelectCmd = new SqlCommand(m_primSelect, m_connection);
m_primDataAdapter = new SqlDataAdapter(primSelectCmd);
SqlCommand shapeSelectCmd = new SqlCommand(m_shapeSelect, m_connection);
m_shapeDataAdapter = new SqlDataAdapter(shapeSelectCmd);
SqlCommand itemsSelectCmd = new SqlCommand(m_itemsSelect, m_connection);
m_itemsDataAdapter = new SqlDataAdapter(itemsSelectCmd);
SqlCommand terrainSelectCmd = new SqlCommand(m_terrainSelect, m_connection);
m_terrainDataAdapter = new SqlDataAdapter(terrainSelectCmd);
SqlCommand landSelectCmd = new SqlCommand(m_landSelect, m_connection);
m_landDataAdapter = new SqlDataAdapter(landSelectCmd);
SqlCommand landAccessListSelectCmd = new SqlCommand(m_landAccessListSelect, m_connection);
m_landAccessListDataAdapter = new SqlDataAdapter(landAccessListSelectCmd);
TestTables(m_connection);
lock (m_dataSet)
{
m_primTable = createPrimTable();
m_dataSet.Tables.Add(m_primTable);
setupPrimCommands(m_primDataAdapter, m_connection);
m_primDataAdapter.Fill(m_primTable);
m_shapeTable = createShapeTable();
m_dataSet.Tables.Add(m_shapeTable);
setupShapeCommands(m_shapeDataAdapter, m_connection);
m_shapeDataAdapter.Fill(m_shapeTable);
if (persistPrimInventories)
{
m_itemsTable = createItemsTable();
m_dataSet.Tables.Add(m_itemsTable);
SetupItemsCommands(m_itemsDataAdapter, m_connection);
m_itemsDataAdapter.Fill(m_itemsTable);
}
m_terrainTable = createTerrainTable();
m_dataSet.Tables.Add(m_terrainTable);
setupTerrainCommands(m_terrainDataAdapter, m_connection);
m_terrainDataAdapter.Fill(m_terrainTable);
m_landTable = createLandTable();
m_dataSet.Tables.Add(m_landTable);
setupLandCommands(m_landDataAdapter, m_connection);
m_landDataAdapter.Fill(m_landTable);
m_landAccessListTable = createLandAccessListTable();
m_dataSet.Tables.Add(m_landAccessListTable);
setupLandAccessCommands(m_landAccessListDataAdapter, m_connection);
m_landAccessListDataAdapter.Fill(m_landAccessListTable);
}
}
public void StoreRegionSettings(RegionSettings rs)
{
}
public RegionSettings LoadRegionSettings(LLUUID regionUUID)
{
return null;
}
/// <summary>
///
/// </summary>
/// <param name="obj"></param>
/// <param name="regionUUID"></param>
public void StoreObject(SceneObjectGroup obj, LLUUID regionUUID)
{
// Instance.StoreObject(obj, regionUUID);
lock (m_dataSet)
{
foreach (SceneObjectPart prim in obj.Children.Values)
{
if ((prim.GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.Physics) == 0
&& (prim.GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.Temporary) == 0
&& (prim.GetEffectiveObjectFlags() & (uint)LLObject.ObjectFlags.TemporaryOnRez) == 0)
{
//m_log.Info("[REGION DB]: Adding obj: " + obj.UUID + " to region: " + regionUUID);
addPrim(prim, obj.UUID, regionUUID);
}
else
{
// m_log.Info("[DATASTORE]: Ignoring Physical obj: " + obj.UUID + " in region: " + regionUUID);
}
}
}
Commit();
}
/// <summary>
///
/// </summary>
/// <param name="obj"></param>
/// <param name="regionUUID"></param>
public void RemoveObject(LLUUID obj, LLUUID regionUUID)
{
// Instance.RemoveObject(obj, regionUUID);
m_log.InfoFormat("[REGION DB]: Removing obj: {0} from region: {1}", obj.UUID, regionUUID);
DataTable prims = m_primTable;
DataTable shapes = m_shapeTable;
string selectExp = "SceneGroupID = '" + obj.ToString() + "'";
lock (m_dataSet)
{
foreach (DataRow row in prims.Select(selectExp))
{
// Remove shapes row
LLUUID uuid = new LLUUID((string)row["UUID"]);
DataRow shapeRow = shapes.Rows.Find(uuid.UUID);
if (shapeRow != null)
{
shapeRow.Delete();
}
if (persistPrimInventories)
{
RemoveItems(new LLUUID((string)row["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(LLUUID uuid)
{
String sql = String.Format("primID = '{0}'", uuid);
DataRow[] itemRows = m_itemsTable.Select(sql);
foreach (DataRow itemRow in itemRows)
{
itemRow.Delete();
}
}
/// <summary>
/// Load persisted objects from region storage.
/// </summary>
/// <param name="regionUUID">The region UUID</param>
public List<SceneObjectGroup> LoadObjects(LLUUID regionUUID)
{
// return Instance.LoadObjects(regionUUID);
Dictionary<LLUUID, SceneObjectGroup> createdObjects = new Dictionary<LLUUID, SceneObjectGroup>();
List<SceneObjectGroup> retvals = new List<SceneObjectGroup>();
DataTable prims = m_primTable;
DataTable shapes = m_shapeTable;
string byRegion = "RegionUUID = '" + regionUUID.ToString() + "'";
string orderByParent = "ParentID ASC";
lock (m_dataSet)
{
DataRow[] primsForRegion = prims.Select(byRegion, orderByParent);
m_log.Info("[REGION DB]: " +
"Loaded " + primsForRegion.Length + " prims for region: " + regionUUID);
foreach (DataRow primRow in primsForRegion)
{
try
{
string uuid = (string)primRow["UUID"];
string objID = (string)primRow["SceneGroupID"];
SceneObjectPart prim = buildPrim(primRow);
if (uuid == objID) //is new SceneObjectGroup ?
{
SceneObjectGroup group = new SceneObjectGroup();
DataRow shapeRow = shapes.Rows.Find(prim.UUID);
if (shapeRow != null)
{
prim.Shape = buildShape(shapeRow);
}
else
{
m_log.Info(
"No shape found for prim in storage, so setting default box shape");
prim.Shape = PrimitiveBaseShape.Default;
}
group.AddPart(prim);
group.RootPart = prim;
createdObjects.Add(group.UUID, group);
retvals.Add(group);
}
else
{
DataRow shapeRow = shapes.Rows.Find(prim.UUID);
if (shapeRow != null)
{
prim.Shape = buildShape(shapeRow);
}
else
{
m_log.Info(
"No shape found for prim in storage, so setting default box shape");
prim.Shape = PrimitiveBaseShape.Default;
}
createdObjects[new LLUUID(objID)].AddPart(prim);
}
if (persistPrimInventories)
{
LoadItems(prim);
}
}
catch (Exception e)
{
m_log.Error("[DATASTORE]: Failed create prim object, exception and data follows");
m_log.Info("[DATASTORE]: " + e.ToString());
foreach (DataColumn col in prims.Columns)
{
m_log.Info("[DATASTORE]: Col: " + col.ColumnName + " => " + primRow[col]);
}
}
}
}
return retvals;
}
/// <summary>
/// Load in a prim's persisted inventory.
/// </summary>
/// <param name="prim"></param>
private void LoadItems(SceneObjectPart prim)
{
//m_log.InfoFormat("[DATASTORE]: Loading inventory for {0}, {1}", prim.Name, prim.UUID);
DataTable dbItems = m_itemsTable;
String sql = String.Format("primID = '{0}'", prim.UUID.ToString());
DataRow[] dbItemRows = dbItems.Select(sql);
IList<TaskInventoryItem> inventory = new List<TaskInventoryItem>();
foreach (DataRow row in dbItemRows)
{
TaskInventoryItem item = buildItem(row);
inventory.Add(item);
//m_log.DebugFormat("[DATASTORE]: Restored item {0}, {1}", item.Name, item.ItemID);
}
prim.RestoreInventoryItems(inventory);
// XXX A nasty little hack to recover the folder id for the prim (which is currently stored in
// every item). This data should really be stored in the prim table itself.
if (dbItemRows.Length > 0)
{
prim.FolderID = inventory[0].ParentID;
}
}
/// <summary>
/// Store a terrain revision in region storage.
/// </summary>
/// <param name="ter">HeightField data</param>
/// <param name="regionID">Region UUID</param>
public void StoreTerrain(double[,] ter, LLUUID regionID)
{
int revision = Util.UnixTimeSinceEpoch();
m_log.Info("[REGION DB]: Storing terrain revision r" + revision.ToString());
// DataTable terrain = m_dataSet.Tables["terrain"];
lock (m_dataSet)
{
SqlCommand cmd = new SqlCommand("insert into terrain(RegionUUID, Revision, Heightfield)" +
" values(@RegionUUID, @Revision, @Heightfield)", m_connection);
using (cmd)
{
cmd.Parameters.Add(new SqlParameter("@RegionUUID", regionID.UUID));
cmd.Parameters.Add(new SqlParameter("@Revision", revision));
cmd.Parameters.Add(new SqlParameter("@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(LLUUID regionID)
{
double[,] terret = new double[256, 256];
terret.Initialize();
SqlCommand cmd = new SqlCommand(
@"select top 1 RegionUUID, Revision, Heightfield from terrain
where RegionUUID=@RegionUUID order by Revision desc"
, m_connection);
// SqlParameter param = new SqlParameter();
cmd.Parameters.Add(new SqlParameter("@RegionUUID", regionID.UUID));
if (m_connection.State != ConnectionState.Open)
{
m_connection.Open();
}
using (SqlDataReader row = cmd.ExecuteReader())
{
int rev = 0;
if (row.Read())
{
MemoryStream str = new MemoryStream((byte[])row["Heightfield"]);
BinaryReader br = new BinaryReader(str);
for (int x = 0; x < 256; x++)
{
for (int y = 0; y < 256; y++)
{
terret[x, y] = br.ReadDouble();
}
}
rev = (int)row["Revision"];
}
else
{
m_log.Info("[REGION DB]: No terrain found for region");
return null;
}
m_log.Info("[REGION DB]: Loaded terrain revision r" + rev.ToString());
}
return terret;
}
/// <summary>
///
/// </summary>
/// <param name="globalID"></param>
public void RemoveLandObject(LLUUID globalID)
{
// Instance.RemoveLandObject(globalID);
lock (m_dataSet)
{
using (SqlCommand cmd = new SqlCommand("delete from land where UUID=@UUID", m_connection))
{
cmd.Parameters.Add(new SqlParameter("@UUID", globalID.UUID));
cmd.ExecuteNonQuery();
}
using (
SqlCommand cmd = new SqlCommand("delete from landaccesslist where LandUUID=@UUID", m_connection)
)
{
cmd.Parameters.Add(new SqlParameter("@UUID", globalID.UUID));
cmd.ExecuteNonQuery();
}
}
}
/// <summary>
///
/// </summary>
/// <param name="parcel"></param>
public void StoreLandObject(ILandObject parcel)
{
lock (m_dataSet)
{
DataTable land = m_landTable;
DataTable landaccesslist = m_landAccessListTable;
DataRow landRow = land.Rows.Find(parcel.landData.globalID.UUID);
if (landRow == null)
{
landRow = land.NewRow();
fillLandRow(landRow, parcel.landData, parcel.regionUUID);
land.Rows.Add(landRow);
}
else
{
fillLandRow(landRow, parcel.landData, parcel.regionUUID);
}
using (
SqlCommand cmd =
new SqlCommand("delete from landaccesslist where LandUUID=@LandUUID", m_connection))
{
cmd.Parameters.Add(new SqlParameter("@LandUUID", parcel.landData.globalID.UUID));
cmd.ExecuteNonQuery();
}
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">The region UUID</param>
/// <returns></returns>
public List<LandData> LoadLandObjects(LLUUID regionUUID)
{
List<LandData> landDataForRegion = new List<LandData>();
lock (m_dataSet)
{
DataTable land = m_landTable;
DataTable landaccesslist = m_landAccessListTable;
string searchExp = "RegionUUID = '" + regionUUID.UUID + "'";
DataRow[] rawDataForRegion = land.Select(searchExp);
foreach (DataRow rawDataLand in rawDataForRegion)
{
LandData newLand = buildLandData(rawDataLand);
string accessListSearchExp = "LandUUID = '" + newLand.globalID.UUID + "'";
DataRow[] rawDataForLandAccessList = landaccesslist.Select(accessListSearchExp);
foreach (DataRow rawDataLandAccess in rawDataForLandAccessList)
{
newLand.parcelAccessList.Add(buildLandAccessData(rawDataLandAccess));
}
landDataForRegion.Add(newLand);
}
}
return landDataForRegion;
}
/// <summary>
/// Load (fetch?) the region banlist
/// </summary>
/// <param name="regionUUID">the region UUID</param>
/// <returns>the banlist list</returns>
public List<EstateBan> LoadRegionBanList(LLUUID regionUUID)
{
List<EstateBan> regionbanlist = new List<EstateBan>();
return regionbanlist;
}
/// <summary>
/// STUB, add an item into region banlist
/// </summary>
/// <param name="item">the item</param>
public void AddToRegionBanlist(EstateBan item)
{
}
/// <summary>
/// STUB, remove an item from region banlist
/// </summary>
/// <param name="item"></param>
public void RemoveFromRegionBanlist(EstateBan item)
{
}
/// <summary>
/// Commit
/// </summary>
public void Commit()
{
if (m_connection.State != ConnectionState.Open)
{
m_connection.Open();
}
lock (m_dataSet)
{
// DisplayDataSet(m_dataSet, "Region DataSet");
m_primDataAdapter.Update(m_primTable);
m_shapeDataAdapter.Update(m_shapeTable);
if (persistPrimInventories)
{
m_itemsDataAdapter.Update(m_itemsTable);
}
m_terrainDataAdapter.Update(m_terrainTable);
m_landDataAdapter.Update(m_landTable);
m_landAccessListDataAdapter.Update(m_landAccessListTable);
m_dataSet.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
*
**********************************************************************/
/// <summary>
///
/// </summary>
/// <param name="dt"></param>
/// <param name="name"></param>
/// <param name="type"></param>
/// <returns></returns>
private static DataColumn createCol(DataTable dt, string name, Type type)
{
DataColumn col = new DataColumn(name, type);
dt.Columns.Add(col);
return col;
}
/// <summary>
/// Create the "terrain" table
/// </summary>
/// <returns>the 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>
/// Create the "prims" table
/// </summary>
/// <returns>the datatable</returns>
private static DataTable createPrimTable()
{
DataTable prims = new DataTable("prims");
createCol(prims, "UUID", typeof(String));
createCol(prims, "RegionUUID", typeof(String));
createCol(prims, "ParentID", typeof(Int32));
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, "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));
// Add in contraints
prims.PrimaryKey = new DataColumn[] { prims.Columns["UUID"] };
return prims;
}
/// <summary>
/// Create the "land" table
/// </summary>
/// <returns>the 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(Int32));
// Bitmap is a byte[512]
createCol(land, "Bitmap", typeof(Byte[]));
createCol(land, "Name", typeof(String));
createCol(land, "Description", typeof(String));
createCol(land, "OwnerUUID", typeof(String));
createCol(land, "IsGroupOwned", typeof(Int32));
createCol(land, "Area", typeof(Int32));
createCol(land, "AuctionID", typeof(Int32)); //Unemplemented
createCol(land, "Category", typeof(Int32)); //Enum libsecondlife.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. libsecondlife.Parcel.ParcelStatus
createCol(land, "LandFlags", typeof(Int32));
createCol(land, "LandingType", typeof(Int32));
createCol(land, "MediaAutoScale", typeof(Int32));
createCol(land, "MediaTextureUUID", typeof(String));
createCol(land, "MediaURL", typeof(String));
createCol(land, "MusicURL", typeof(String));
createCol(land, "PassHours", typeof(Double));
createCol(land, "PassPrice", typeof(Int32));
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));
land.PrimaryKey = new DataColumn[] { land.Columns["UUID"] };
return land;
}
/// <summary>
/// Create "landacceslist" table
/// </summary>
/// <returns>the 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(Int32));
return landaccess;
}
/// <summary>
/// Create "primsshapes" table
/// </summary>
/// <returns>the 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[]));
shapes.PrimaryKey = new DataColumn[] { shapes.Columns["UUID"] };
return shapes;
}
/// <summary>
/// Create "primitems" table
/// </summary>
/// <returns>the 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(Int32));
createCol(items, "currentPermissions", typeof(Int32));
createCol(items, "basePermissions", typeof(Int32));
createCol(items, "everyonePermissions", typeof(Int32));
createCol(items, "groupPermissions", typeof(Int32));
// createCol(items, "flags", typeof(Int32));
items.PrimaryKey = new DataColumn[] { items.Columns["itemID"] };
return items;
}
/***********************************************************************
*
* Convert between ADO.NET <=> OpenSim Objects
*
* These should be database independant
*
**********************************************************************/
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <returns></returns>
private SceneObjectPart buildPrim(DataRow row)
{
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.Name = (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.ObjectFlags = Convert.ToUInt32(row["ObjectFlags"]);
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"])
);
try
{
prim.SitTargetPositionLL = new LLVector3(
Convert.ToSingle(row["SitTargetOffsetX"]),
Convert.ToSingle(row["SitTargetOffsetY"]),
Convert.ToSingle(row["SitTargetOffsetZ"]));
prim.SitTargetOrientationLL = new LLQuaternion(
Convert.ToSingle(
row["SitTargetOrientX"]),
Convert.ToSingle(
row["SitTargetOrientY"]),
Convert.ToSingle(
row["SitTargetOrientZ"]),
Convert.ToSingle(
row["SitTargetOrientW"]));
}
catch (InvalidCastException)
{
// Database table was created before we got here and now has null values :P
using (
SqlCommand cmd =
new SqlCommand(
"ALTER TABLE [prims] ADD COLUMN [SitTargetOffsetX] float NOT NULL default 0, ADD COLUMN [SitTargetOffsetY] float NOT NULL default 0, ADD COLUMN [SitTargetOffsetZ] float NOT NULL default 0, ADD COLUMN [SitTargetOrientW] float NOT NULL default 0, ADD COLUMN [SitTargetOrientX] float NOT NULL default 0, ADD COLUMN [SitTargetOrientY] float NOT NULL default 0, ADD COLUMN [SitTargetOrientZ] float NOT NULL default 0;",
m_connection))
{
cmd.ExecuteNonQuery();
}
}
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 LLUUID((String)row["itemID"]);
taskItem.ParentPartID = new LLUUID((String)row["primID"]);
taskItem.AssetID = new LLUUID((String)row["assetID"]);
taskItem.ParentID = new LLUUID((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.CreatorID = new LLUUID((String)row["creatorID"]);
taskItem.OwnerID = new LLUUID((String)row["ownerID"]);
taskItem.LastOwnerID = new LLUUID((String)row["lastOwnerID"]);
taskItem.GroupID = new LLUUID((String)row["groupID"]);
taskItem.NextOwnerMask = Convert.ToUInt32(row["nextPermissions"]);
taskItem.OwnerMask = Convert.ToUInt32(row["currentPermissions"]);
taskItem.BaseMask = Convert.ToUInt32(row["basePermissions"]);
taskItem.EveryoneMask = Convert.ToUInt32(row["everyonePermissions"]);
taskItem.GroupMask = Convert.ToUInt32(row["groupPermissions"]);
// taskItem.Flags = Convert.ToUInt32(row["flags"]);
return taskItem;
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <returns></returns>
private static LandData buildLandData(DataRow row)
{
LandData newData = new LandData();
newData.globalID = new LLUUID((String)row["UUID"]);
newData.localID = Convert.ToInt32(row["LocalLandID"]);
// Bitmap is a byte[512]
newData.landBitmapByteArray = (Byte[])row["Bitmap"];
newData.landName = (String)row["Name"];
newData.landDesc = (String)row["Description"];
newData.ownerID = (String)row["OwnerUUID"];
newData.isGroupOwned = Convert.ToBoolean(row["IsGroupOwned"]);
newData.area = Convert.ToInt32(row["Area"]);
newData.auctionID = Convert.ToUInt32(row["AuctionID"]); //Unemplemented
newData.category = (Parcel.ParcelCategory)Convert.ToInt32(row["Category"]);
//Enum libsecondlife.Parcel.ParcelCategory
newData.claimDate = Convert.ToInt32(row["ClaimDate"]);
newData.claimPrice = Convert.ToInt32(row["ClaimPrice"]);
newData.groupID = new LLUUID((String)row["GroupUUID"]);
newData.salePrice = Convert.ToInt32(row["SalePrice"]);
newData.landStatus = (Parcel.ParcelStatus)Convert.ToInt32(row["LandStatus"]);
//Enum. libsecondlife.Parcel.ParcelStatus
newData.landFlags = Convert.ToUInt32(row["LandFlags"]);
newData.landingType = Convert.ToByte(row["LandingType"]);
newData.mediaAutoScale = Convert.ToByte(row["MediaAutoScale"]);
newData.mediaID = new LLUUID((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 = (String)row["SnapshotUUID"];
newData.userLocation =
new LLVector3(Convert.ToSingle(row["UserLocationX"]), Convert.ToSingle(row["UserLocationY"]),
Convert.ToSingle(row["UserLocationZ"]));
newData.userLookAt =
new LLVector3(Convert.ToSingle(row["UserLookAtX"]), Convert.ToSingle(row["UserLookAtY"]),
Convert.ToSingle(row["UserLookAtZ"]));
newData.parcelAccessList = new List<ParcelManager.ParcelAccessEntry>();
return newData;
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <returns></returns>
private static ParcelManager.ParcelAccessEntry buildLandAccessData(DataRow row)
{
ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
entry.AgentID = new LLUUID((string)row["AccessUUID"]);
entry.Flags = (ParcelManager.AccessList)Convert.ToInt32(row["Flags"]);
entry.Time = new DateTime();
return entry;
}
/// <summary>
/// Serialize terrain HeightField
/// </summary>
/// <param name="val">the terrain heightfield</param>
/// <returns></returns>
private static Array serializeTerrain(double[,] val)
{
MemoryStream str = new MemoryStream(65536 * sizeof(double));
BinaryWriter bw = new BinaryWriter(str);
// TODO: COMPATIBILITY - Add byte-order conversions
for (int x = 0; x < 256; x++)
for (int y = 0; y < 256; y++)
bw.Write(val[x, y]);
return str.ToArray();
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <param name="prim"></param>
/// <param name="sceneGroupID"></param>
/// <param name="regionUUID"></param>
private void fillPrimRow(DataRow row, SceneObjectPart prim, LLUUID sceneGroupID, LLUUID regionUUID)
{
row["UUID"] = prim.UUID;
row["RegionUUID"] = regionUUID;
row["ParentID"] = prim.ParentID;
row["CreationDate"] = prim.CreationDate;
row["Name"] = prim.Name;
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["ObjectFlags"] = prim.ObjectFlags;
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;
try
{
// Sit target
LLVector3 sitTargetPos = prim.SitTargetPositionLL;
row["SitTargetOffsetX"] = sitTargetPos.X;
row["SitTargetOffsetY"] = sitTargetPos.Y;
row["SitTargetOffsetZ"] = sitTargetPos.Z;
LLQuaternion sitTargetOrient = prim.SitTargetOrientationLL;
row["SitTargetOrientW"] = sitTargetOrient.W;
row["SitTargetOrientX"] = sitTargetOrient.X;
row["SitTargetOrientY"] = sitTargetOrient.Y;
row["SitTargetOrientZ"] = sitTargetOrient.Z;
}
catch (Exception)
{
// Database table was created before we got here and needs to be created! :P
using (
SqlCommand cmd =
new SqlCommand(
"ALTER TABLE [prims] ADD COLUMN [SitTargetOffsetX] float NOT NULL default 0, ADD COLUMN [SitTargetOffsetY] float NOT NULL default 0, ADD COLUMN [SitTargetOffsetZ] float NOT NULL default 0, ADD COLUMN [SitTargetOrientW] float NOT NULL default 0, ADD COLUMN [SitTargetOrientX] float NOT NULL default 0, ADD COLUMN [SitTargetOrientY] float NOT NULL default 0, ADD COLUMN [SitTargetOrientZ] float NOT NULL default 0;",
m_connection))
{
cmd.ExecuteNonQuery();
}
}
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <param name="taskItem"></param>
private static void fillItemRow(DataRow row, TaskInventoryItem taskItem)
{
row["itemID"] = taskItem.ItemID;
row["primID"] = taskItem.ParentPartID;
row["assetID"] = taskItem.AssetID;
row["parentFolderID"] = taskItem.ParentID;
row["invType"] = taskItem.InvType;
row["assetType"] = taskItem.Type;
row["name"] = taskItem.Name;
row["description"] = taskItem.Description;
row["creationDate"] = taskItem.CreationDate;
row["creatorID"] = taskItem.CreatorID;
row["ownerID"] = taskItem.OwnerID;
row["lastOwnerID"] = taskItem.LastOwnerID;
row["groupID"] = taskItem.GroupID;
row["nextPermissions"] = taskItem.NextOwnerMask;
row["currentPermissions"] = taskItem.OwnerMask;
row["basePermissions"] = taskItem.BaseMask;
row["everyonePermissions"] = taskItem.EveryoneMask;
row["groupPermissions"] = taskItem.GroupMask;
// 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, LLUUID regionUUID)
{
row["UUID"] = land.globalID.UUID;
row["RegionUUID"] = regionUUID.UUID;
row["LocalLandID"] = land.localID;
// Bitmap is a byte[512]
row["Bitmap"] = land.landBitmapByteArray;
row["Name"] = land.landName;
row["Description"] = land.landDesc;
row["OwnerUUID"] = land.ownerID.UUID;
row["IsGroupOwned"] = land.isGroupOwned;
row["Area"] = land.area;
row["AuctionID"] = land.auctionID; //Unemplemented
row["Category"] = land.category; //Enum libsecondlife.Parcel.ParcelCategory
row["ClaimDate"] = land.claimDate;
row["ClaimPrice"] = land.claimPrice;
row["GroupUUID"] = land.groupID.UUID;
row["SalePrice"] = land.salePrice;
row["LandStatus"] = land.landStatus; //Enum. libsecondlife.Parcel.ParcelStatus
row["LandFlags"] = land.landFlags;
row["LandingType"] = land.landingType;
row["MediaAutoScale"] = land.mediaAutoScale;
row["MediaTextureUUID"] = land.mediaID.UUID;
row["MediaURL"] = land.mediaURL;
row["MusicURL"] = land.musicURL;
row["PassHours"] = land.passHours;
row["PassPrice"] = land.passPrice;
row["SnapshotUUID"] = land.snapshotID.UUID;
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;
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <param name="entry"></param>
/// <param name="parcelID"></param>
private static void fillLandAccessRow(DataRow row, ParcelManager.ParcelAccessEntry entry, LLUUID parcelID)
{
row["LandUUID"] = parcelID.UUID;
row["AccessUUID"] = entry.AgentID.UUID;
row["Flags"] = entry.Flags;
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <returns></returns>
private static 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.ToUInt16(row["ProfileHollow"]);
s.State = Convert.ToByte(row["State"]);
byte[] textureEntry = (byte[])row["Texture"];
s.TextureEntry = textureEntry;
s.ExtraParams = (byte[])row["ExtraParams"];
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;
// 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;
}
/// <summary>
///
/// </summary>
/// <param name="prim"></param>
/// <param name="sceneGroupID"></param>
/// <param name="regionUUID"></param>
private void addPrim(SceneObjectPart prim, LLUUID sceneGroupID, LLUUID regionUUID)
{
DataTable prims = m_dataSet.Tables["prims"];
DataTable shapes = m_dataSet.Tables["primshapes"];
DataRow primRow = prims.Rows.Find(prim.UUID);
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);
if (shapeRow == null)
{
shapeRow = shapes.NewRow();
fillShapeRow(shapeRow, prim);
shapes.Rows.Add(shapeRow);
}
else
{
fillShapeRow(shapeRow, prim);
}
}
/// <summary>
/// See <see cref="IRegionDatastore"/>
/// </summary>
/// <param name="primID"></param>
/// <param name="items"></param>
public void StorePrimInventory(LLUUID primID, ICollection<TaskInventoryItem> items)
{
if (!persistPrimInventories)
return;
m_log.InfoFormat("[REGION DB]: Persisting Prim Inventory with prim ID {0}", primID);
// 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 (m_dataSet)
{
RemoveItems(primID);
// repalce with current inventory details
foreach (TaskInventoryItem newItem in items)
{
// m_log.InfoFormat(
// "[REGION DB]: " +
// "Adding item {0}, {1} to prim ID {2}",
// newItem.Name, newItem.ItemID, newItem.ParentPartID);
DataRow newItemRow = m_itemsTable.NewRow();
fillItemRow(newItemRow, newItem);
m_itemsTable.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"></param>
/// <param name="dt"></param>
/// <returns>the sql command</returns>
private static SqlCommand createInsertCommand(string table, DataTable dt)
{
/**
* 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[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 += ")";
SqlCommand cmd = new SqlCommand(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(createSqlParameter(col.ColumnName, col.DataType));
}
return cmd;
}
/// <summary>
/// Create an update command
/// </summary>
/// <param name="table"></param>
/// <param name="pk"></param>
/// <param name="dt"></param>
/// <returns>the sql command</returns>
private static SqlCommand 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;
SqlCommand cmd = new SqlCommand(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(createSqlParameter(col.ColumnName, col.DataType));
}
return cmd;
}
/// <summary>
///
/// </summary>
/// <param name="dt"></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 + " " + MSSQLManager.SqlType(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>
/// <para>
/// This is a convenience function that collapses 5 repetitive
/// lines for defining SqlParameters to 2 parameters:
/// column name and database type.
/// </para>
///
/// <para>
/// 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.
/// </para>
///</summary>
///<returns>a built Sql parameter</returns>
private static SqlParameter createSqlParameter(string name, Type type)
{
SqlParameter param = new SqlParameter();
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(SqlDataAdapter da, SqlConnection conn)
{
da.InsertCommand = createInsertCommand("prims", m_dataSet.Tables["prims"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("prims", "UUID=@UUID", m_dataSet.Tables["prims"]);
da.UpdateCommand.Connection = conn;
SqlCommand delete = new SqlCommand("delete from prims where UUID = @UUID");
delete.Parameters.Add(createSqlParameter("UUID", typeof(String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void SetupItemsCommands(SqlDataAdapter da, SqlConnection conn)
{
da.InsertCommand = createInsertCommand("primitems", m_itemsTable);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("primitems", "itemID = @itemID", m_itemsTable);
da.UpdateCommand.Connection = conn;
SqlCommand delete = new SqlCommand("delete from primitems where itemID = @itemID");
delete.Parameters.Add(createSqlParameter("itemID", typeof(String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void setupTerrainCommands(SqlDataAdapter da, SqlConnection conn)
{
da.InsertCommand = createInsertCommand("terrain", m_dataSet.Tables["terrain"]);
da.InsertCommand.Connection = conn;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void setupLandCommands(SqlDataAdapter da, SqlConnection conn)
{
da.InsertCommand = createInsertCommand("land", m_dataSet.Tables["land"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("land", "UUID=@UUID", m_dataSet.Tables["land"]);
da.UpdateCommand.Connection = conn;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void setupLandAccessCommands(SqlDataAdapter da, SqlConnection conn)
{
da.InsertCommand = createInsertCommand("landaccesslist", m_dataSet.Tables["landaccesslist"]);
da.InsertCommand.Connection = conn;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void setupShapeCommands(SqlDataAdapter da, SqlConnection conn)
{
da.InsertCommand = createInsertCommand("primshapes", m_dataSet.Tables["primshapes"]);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("primshapes", "UUID=@UUID", m_dataSet.Tables["primshapes"]);
da.UpdateCommand.Connection = conn;
SqlCommand delete = new SqlCommand("delete from primshapes where UUID = @UUID");
delete.Parameters.Add(createSqlParameter("UUID", typeof(String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
/// <summary>
///
/// </summary>
/// <param name="conn"></param>
private static void InitDB(SqlConnection conn)
{
string createPrims = defineTable(createPrimTable());
string createShapes = defineTable(createShapeTable());
string createItems = defineTable(createItemsTable());
string createTerrain = defineTable(createTerrainTable());
string createLand = defineTable(createLandTable());
string createLandAccessList = defineTable(createLandAccessListTable());
SqlCommand pcmd = new SqlCommand(createPrims, conn);
SqlCommand scmd = new SqlCommand(createShapes, conn);
SqlCommand icmd = new SqlCommand(createItems, conn);
SqlCommand tcmd = new SqlCommand(createTerrain, conn);
SqlCommand lcmd = new SqlCommand(createLand, conn);
SqlCommand lalcmd = new SqlCommand(createLandAccessList, conn);
conn.Open();
try
{
pcmd.ExecuteNonQuery();
}
catch (SqlException e)
{
m_log.WarnFormat("[MSSql]: Primitives Table Already Exists: {0}", e);
}
try
{
scmd.ExecuteNonQuery();
}
catch (SqlException e)
{
m_log.WarnFormat("[MSSql]: Shapes Table Already Exists: {0}", e);
}
try
{
icmd.ExecuteNonQuery();
}
catch (SqlException e)
{
m_log.WarnFormat("[MSSql]: Items Table Already Exists: {0}", e);
}
try
{
tcmd.ExecuteNonQuery();
}
catch (SqlException e)
{
m_log.WarnFormat("[MSSql]: Terrain Table Already Exists: {0}", e);
}
try
{
lcmd.ExecuteNonQuery();
}
catch (SqlException e)
{
m_log.WarnFormat("[MSSql]: Land Table Already Exists: {0}", e);
}
try
{
lalcmd.ExecuteNonQuery();
}
catch (SqlException e)
{
m_log.WarnFormat("[MSSql]: LandAccessList Table Already Exists: {0}", e);
}
conn.Close();
}
/// <summary>
///
/// </summary>
/// <param name="conn"></param>
/// <returns></returns>
private bool TestTables(SqlConnection conn)
{
SqlCommand primSelectCmd = new SqlCommand(m_primSelect, conn);
SqlDataAdapter pDa = new SqlDataAdapter(primSelectCmd);
SqlCommand shapeSelectCmd = new SqlCommand(m_shapeSelect, conn);
SqlDataAdapter sDa = new SqlDataAdapter(shapeSelectCmd);
SqlCommand itemsSelectCmd = new SqlCommand(m_itemsSelect, conn);
SqlDataAdapter iDa = new SqlDataAdapter(itemsSelectCmd);
SqlCommand terrainSelectCmd = new SqlCommand(m_terrainSelect, conn);
SqlDataAdapter tDa = new SqlDataAdapter(terrainSelectCmd);
SqlCommand landSelectCmd = new SqlCommand(m_landSelect, conn);
SqlDataAdapter lDa = new SqlDataAdapter(landSelectCmd);
SqlCommand landAccessListSelectCmd = new SqlCommand(m_landAccessListSelect, conn);
SqlDataAdapter lalDa = new SqlDataAdapter(landAccessListSelectCmd);
DataSet tmpDS = new DataSet();
try
{
pDa.Fill(tmpDS, "prims");
sDa.Fill(tmpDS, "primshapes");
if (persistPrimInventories)
iDa.Fill(tmpDS, "primitems");
tDa.Fill(tmpDS, "terrain");
lDa.Fill(tmpDS, "land");
lalDa.Fill(tmpDS, "landaccesslist");
}
catch (SqlException)
{
m_log.Info("[REGION DB]: MS Sql Database doesn't exist... creating");
InitDB(conn);
}
pDa.Fill(tmpDS, "prims");
sDa.Fill(tmpDS, "primshapes");
if (persistPrimInventories)
iDa.Fill(tmpDS, "primitems");
tDa.Fill(tmpDS, "terrain");
lDa.Fill(tmpDS, "land");
lalDa.Fill(tmpDS, "landaccesslist");
foreach (DataColumn col in createPrimTable().Columns)
{
if (!tmpDS.Tables["prims"].Columns.Contains(col.ColumnName))
{
m_log.Info("[REGION DB]: Missing required column:" + col.ColumnName);
return false;
}
}
foreach (DataColumn col in createShapeTable().Columns)
{
if (!tmpDS.Tables["primshapes"].Columns.Contains(col.ColumnName))
{
m_log.Info("[REGION DB]: Missing required column:" + col.ColumnName);
return false;
}
}
// XXX primitems should probably go here eventually
foreach (DataColumn col in createTerrainTable().Columns)
{
if (!tmpDS.Tables["terrain"].Columns.Contains(col.ColumnName))
{
m_log.Info("[REGION DB]: Missing require column:" + col.ColumnName);
return false;
}
}
foreach (DataColumn col in createLandTable().Columns)
{
if (!tmpDS.Tables["land"].Columns.Contains(col.ColumnName))
{
m_log.Info("[REGION DB]: Missing require column:" + col.ColumnName);
return false;
}
}
foreach (DataColumn col in createLandAccessListTable().Columns)
{
if (!tmpDS.Tables["landaccesslist"].Columns.Contains(col.ColumnName))
{
m_log.Info("[REGION DB]: Missing require column:" + col.ColumnName);
return false;
}
}
return true;
}
/***********************************************************************
*
* Type conversion functions
*
**********************************************************************/
/// <summary>
/// Type conversion function
/// </summary>
/// <param name="type">a Type</param>
/// <returns>a DbType</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.Binary;
}
else
{
return DbType.String;
}
}
}
}