Files
opensim/OpenSim/Data/MySQL/MySQLRegionData.cs
Melanie Thielker efe3f3eb2a Megapatch. :) Fix skull attachment editing. Streamline Object terse updates.
Add rezzing time to objects. Add Object return and traffic fields to land
database. Add plumbing for auto return. Implement auto return.
Contains a migration. May contain nuts.
2008-10-18 05:51:36 +00:00

2114 lines
88 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.IO;
using System.Reflection;
using System.Threading;
using System.Drawing;
using OpenMetaverse;
using log4net;
using MySql.Data.MySqlClient;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Data.MySQL
{
/// <summary>
/// A MySQL Interface for the Region Server
/// </summary>
public class MySQLDataStore : IRegionDataStore
{
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 * from terrain limit 1";
private const string m_landSelect = "select * from land";
private const string m_landAccessListSelect = "select * from landaccesslist";
private const string m_regionSettingsSelect = "select * from regionsettings";
private const string m_waitTimeoutSelect = "select @@wait_timeout";
private MySqlConnection m_connection;
private string m_connectionString;
/// <summary>
/// Wait timeout for our connection in ticks.
/// </summary>
private long m_waitTimeout;
/// <summary>
/// Make our storage of the timeout this amount smaller than it actually is, to give us a margin on long
/// running database operations.
/// </summary>
private long m_waitTimeoutLeeway = 60 * TimeSpan.TicksPerSecond;
/// <summary>
/// Holds the last tick time that the connection was used.
/// </summary>
private long m_lastConnectionUse;
private DataSet m_dataSet;
private MySqlDataAdapter m_primDataAdapter;
private MySqlDataAdapter m_shapeDataAdapter;
private MySqlDataAdapter m_itemsDataAdapter;
private MySqlDataAdapter m_terrainDataAdapter;
private MySqlDataAdapter m_landDataAdapter;
private MySqlDataAdapter m_landAccessListDataAdapter;
private MySqlDataAdapter m_regionSettingsDataAdapter;
private DataTable m_primTable;
private DataTable m_shapeTable;
private DataTable m_itemsTable;
private DataTable m_terrainTable;
private DataTable m_landTable;
private DataTable m_landAccessListTable;
private DataTable m_regionSettingsTable;
/***********************************************************************
*
* Public Interface Functions
*
**********************************************************************/
/// <summary>
/// see IRegionDataStore
/// </summary>
/// <param name="connectionstring"></param>
public void Initialise(string connectionString)
{
m_connectionString = connectionString;
m_dataSet = new DataSet();
int passPosition = 0;
int passEndPosition = 0;
string displayConnectionString = null;
try
{ // hide the password in the connection string
passPosition = m_connectionString.IndexOf("password", StringComparison.OrdinalIgnoreCase);
passPosition = m_connectionString.IndexOf("=", passPosition);
if (passPosition < m_connectionString.Length)
passPosition += 1;
passEndPosition = m_connectionString.IndexOf(";", passPosition);
displayConnectionString = m_connectionString.Substring(0, passPosition);
displayConnectionString += "***";
displayConnectionString += m_connectionString.Substring(passEndPosition, m_connectionString.Length - passEndPosition);
}
catch (Exception e )
{
m_log.Debug("Exception: password not found in connection string\n" + e.ToString());
}
m_log.Info("[REGION DB]: MySql - connecting: " + displayConnectionString);
m_connection = new MySqlConnection(m_connectionString);
m_connection.Open();
GetWaitTimeout();
// This actually does the roll forward assembly stuff
Assembly assem = GetType().Assembly;
Migration m = new Migration(m_connection, assem, "RegionStore");
m.Update();
MySqlCommand primSelectCmd = new MySqlCommand(m_primSelect, m_connection);
m_primDataAdapter = new MySqlDataAdapter(primSelectCmd);
MySqlCommand shapeSelectCmd = new MySqlCommand(m_shapeSelect, m_connection);
m_shapeDataAdapter = new MySqlDataAdapter(shapeSelectCmd);
MySqlCommand itemsSelectCmd = new MySqlCommand(m_itemsSelect, m_connection);
m_itemsDataAdapter = new MySqlDataAdapter(itemsSelectCmd);
MySqlCommand terrainSelectCmd = new MySqlCommand(m_terrainSelect, m_connection);
m_terrainDataAdapter = new MySqlDataAdapter(terrainSelectCmd);
MySqlCommand landSelectCmd = new MySqlCommand(m_landSelect, m_connection);
m_landDataAdapter = new MySqlDataAdapter(landSelectCmd);
MySqlCommand landAccessListSelectCmd = new MySqlCommand(m_landAccessListSelect, m_connection);
m_landAccessListDataAdapter = new MySqlDataAdapter(landAccessListSelectCmd);
MySqlCommand regionSettingsSelectCmd = new MySqlCommand(m_regionSettingsSelect, m_connection);
m_regionSettingsDataAdapter = new MySqlDataAdapter(regionSettingsSelectCmd);
// TODO: move out the ADO.NET pieces here and just go to the db directly
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);
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);
m_regionSettingsTable = createRegionSettingsTable();
m_dataSet.Tables.Add(m_regionSettingsTable);
SetupRegionSettingsCommands(m_regionSettingsDataAdapter, m_connection);
m_regionSettingsDataAdapter.Fill(m_regionSettingsTable);
}
}
public void Dispose() {}
/// <summary>
/// Get the wait_timeout value for our connection
/// </summary>
protected void GetWaitTimeout()
{
MySqlCommand cmd = new MySqlCommand(m_waitTimeoutSelect, m_connection);
using (MySqlDataReader dbReader = cmd.ExecuteReader(CommandBehavior.SingleRow))
{
if (dbReader.Read())
{
m_waitTimeout
= Convert.ToInt32(dbReader["@@wait_timeout"]) * TimeSpan.TicksPerSecond + m_waitTimeoutLeeway;
}
dbReader.Close();
cmd.Dispose();
}
m_lastConnectionUse = System.DateTime.Now.Ticks;
m_log.DebugFormat(
"[REGION DB]: Connection wait timeout {0} seconds", m_waitTimeout / TimeSpan.TicksPerSecond);
}
/// <summary>
/// Should be called before any db operation. This checks to see if the connection has not timed out
/// </summary>
protected void CheckConnection()
{
//m_log.Debug("[REGION DB]: Checking connection");
long timeNow = System.DateTime.Now.Ticks;
if (timeNow - m_lastConnectionUse > m_waitTimeout || m_connection.State != ConnectionState.Open)
{
m_log.DebugFormat("[REGION DB]: Database connection has gone away - reconnecting");
lock (m_connection)
{
m_connection.Close();
m_connection = new MySqlConnection(m_connectionString);
m_connection.Open();
}
}
// Strictly, we should set this after the actual db operation. But it's more convenient to set here rather
// than require the code to call another method - the timeout leeway should be large enough to cover the
// inaccuracy.
m_lastConnectionUse = timeNow;
}
/// <summary>
/// Execute a SQL statement stored in a resource, as a string
/// </summary>
/// <param name="name">the ressource name</param>
/// <param name="dbcon">The database connection handler</param>
public void ExecuteResourceSql(string name, MySqlConnection dbcon)
{
MySqlCommand cmd = new MySqlCommand(getResourceString(name), dbcon);
cmd.ExecuteNonQuery();
}
/// <summary>
/// Extract a named string resource from the embedded resources
/// </summary>
/// <param name="name">name of embedded resource</param>
/// <returns>string contained within the embedded resource</returns>
private string getResourceString(string name)
{
Assembly assem = GetType().Assembly;
string[] names = assem.GetManifestResourceNames();
foreach (string s in names)
{
if (s.EndsWith(name))
{
using (Stream resource = assem.GetManifestResourceStream(s))
{
using (StreamReader resourceReader = new StreamReader(resource))
{
string resourceString = resourceReader.ReadToEnd();
return resourceString;
}
}
}
}
throw new Exception(string.Format("Resource '{0}' was not found", name));
}
/// <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)
{
lock (m_dataSet)
{
foreach (SceneObjectPart prim in obj.Children.Values)
{
if ((prim.GetEffectiveObjectFlags() & (uint)PrimFlags.Physics) == 0
&& (prim.GetEffectiveObjectFlags() & (uint)PrimFlags.Temporary) == 0
&& (prim.GetEffectiveObjectFlags() & (uint)PrimFlags.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>
/// 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, regionUUID);
DataTable prims = m_primTable;
DataTable shapes = m_shapeTable;
string selectExp = "SceneGroupID = '" + Util.ToRawUuidString(obj) + "' and RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'";
lock (m_dataSet)
{
DataRow[] primRows = prims.Select(selectExp);
foreach (DataRow row in primRows)
{
// Remove shapes row
UUID uuid = new UUID((string) row["UUID"]);
DataRow shapeRow = shapes.Rows.Find(Util.ToRawUuidString(uuid));
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)
{
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>
/// <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 = m_primTable;
DataTable shapes = m_shapeTable;
string byRegion = "RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'";
string orderByParent = "ParentID ASC";
lock (m_dataSet)
{
CheckConnection();
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(Util.ToRawUuidString(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(Util.ToRawUuidString(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 UUID(objID)].AddPart(prim);
}
LoadItems(prim);
}
catch (Exception e)
{
m_log.Error("[REGION DB]: Failed create prim object, exception and data follows");
m_log.Info("[REGION DB]: " + e.ToString());
foreach (DataColumn col in prims.Columns)
{
m_log.Info("[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)
{
lock (m_dataSet)
{
CheckConnection();
//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, UUID regionID)
{
int revision = 1;
m_log.Info("[REGION DB]: Storing terrain revision r" + revision.ToString());
lock (m_dataSet)
{
MySqlCommand delete = new MySqlCommand("delete from terrain where RegionUUID=?RegionUUID", m_connection);
MySqlCommand cmd = new MySqlCommand("insert into terrain(RegionUUID, Revision, Heightfield)" +
" values(?RegionUUID, ?Revision, ?Heightfield)", m_connection);
using (cmd)
{
delete.Parameters.Add(new MySqlParameter("?RegionUUID", Util.ToRawUuidString(regionID)));
CheckConnection();
delete.ExecuteNonQuery();
cmd.Parameters.Add(new MySqlParameter("?RegionUUID", Util.ToRawUuidString(regionID)));
cmd.Parameters.Add(new MySqlParameter("?Revision", revision));
cmd.Parameters.Add(new MySqlParameter("?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)
{
double[,] terret = new double[256,256];
terret.Initialize();
MySqlCommand cmd = new MySqlCommand(
@"select RegionUUID, Revision, Heightfield from terrain
where RegionUUID=?RegionUUID order by Revision desc limit 1"
, m_connection);
// MySqlParameter param = new MySqlParameter();
cmd.Parameters.Add(new MySqlParameter("?RegionUUID", Util.ToRawUuidString(regionID)));
if (m_connection.State != ConnectionState.Open)
{
m_connection.Open();
}
lock (m_dataSet)
{
CheckConnection();
using (MySqlDataReader 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>
/// <list type="bullet">
/// <item>delete from land where UUID=globalID</item>
/// <item>delete from landaccesslist where LandUUID=globalID</item>
/// </list>
/// </summary>
/// <param name="globalID"></param>
public void RemoveLandObject(UUID globalID)
{
lock (m_dataSet)
{
CheckConnection();
using (MySqlCommand cmd = new MySqlCommand("delete from land where UUID=?UUID", m_connection))
{
cmd.Parameters.Add(new MySqlParameter("?UUID", Util.ToRawUuidString(globalID)));
cmd.ExecuteNonQuery();
}
using (
MySqlCommand cmd = new MySqlCommand("delete from landaccesslist where LandUUID=?UUID", m_connection)
)
{
cmd.Parameters.Add(new MySqlParameter("?UUID", Util.ToRawUuidString(globalID)));
cmd.ExecuteNonQuery();
}
}
}
/// <summary>
/// </summary>
/// <param name="parcel"></param>
public void StoreLandObject(ILandObject parcel)
{
lock (m_dataSet)
{
CheckConnection();
DataTable land = m_landTable;
DataTable landaccesslist = m_landAccessListTable;
DataRow landRow = land.Rows.Find(Util.ToRawUuidString(parcel.landData.GlobalID));
if (landRow == null)
{
landRow = land.NewRow();
fillLandRow(landRow, parcel.landData, parcel.regionUUID);
land.Rows.Add(landRow);
}
else
{
fillLandRow(landRow, parcel.landData, parcel.regionUUID);
}
using (
MySqlCommand cmd =
new MySqlCommand("delete from landaccesslist where LandUUID=?LandUUID", m_connection))
{
cmd.Parameters.Add(new MySqlParameter("?LandUUID", Util.ToRawUuidString(parcel.landData.GlobalID)));
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();
}
}
public RegionSettings LoadRegionSettings(UUID regionUUID)
{
lock (m_dataSet)
{
CheckConnection();
DataTable regionsettings = m_regionSettingsTable;
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;
}
}
public void StoreRegionSettings(RegionSettings rs)
{
lock (m_dataSet)
{
CheckConnection();
DataTable regionsettings = m_dataSet.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();
}
}
/// <summary>
///
/// </summary>
/// <param name="regionUUID"></param>
/// <returns></returns>
public List<LandData> LoadLandObjects(UUID regionUUID)
{
List<LandData> landDataForRegion = new List<LandData>();
lock (m_dataSet)
{
CheckConnection();
DataTable land = m_landTable;
DataTable landaccesslist = m_landAccessListTable;
string searchExp = "RegionUUID = '" + Util.ToRawUuidString(regionUUID) + "'";
DataRow[] rawDataForRegion = land.Select(searchExp);
foreach (DataRow rawDataLand in rawDataForRegion)
{
LandData newLand = buildLandData(rawDataLand);
string accessListSearchExp = "LandUUID = '" + Util.ToRawUuidString(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()
{
lock (m_dataSet)
{
CheckConnection();
// DisplayDataSet(m_dataSet, "Region DataSet");
m_primDataAdapter.Update(m_primTable);
m_shapeDataAdapter.Update(m_shapeTable);
m_itemsDataAdapter.Update(m_itemsTable);
m_terrainDataAdapter.Update(m_terrainTable);
m_landDataAdapter.Update(m_landTable);
m_landAccessListDataAdapter.Update(m_landAccessListTable);
m_regionSettingsDataAdapter.Update(m_regionSettingsTable);
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></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 "regionsettings" table
/// </summary>
/// <returns></returns>
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, "fixed_sun", typeof (Int32));
createCol(regionsettings, "sun_position", typeof (Double));
createCol(regionsettings, "covenant", typeof(String));
regionsettings.PrimaryKey = new DataColumn[] {regionsettings.Columns["RegionUUID"]};
return regionsettings;
}
/// <summary>
/// Create the "prims" table
/// </summary>
/// <returns></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, "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(Byte[]));
createCol(prims, "ParticleSystem", typeof(Byte[]));
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));
createCol(prims, "ClickAction", typeof (Byte));
createCol(prims, "Material", typeof (Byte));
// Add in contraints
prims.PrimaryKey = new DataColumn[] {prims.Columns["UUID"]};
return prims;
}
/// <summary>
/// Create the "land" table
/// </summary>
/// <returns></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));
createCol(land, "AuthBuyerID", typeof (String));
createCol(land, "OtherCleanTime", typeof(Int32));
createCol(land, "Dwell", typeof(Int32));
land.PrimaryKey = new DataColumn[] {land.Columns["UUID"]};
return land;
}
/// <summary>
/// Create the "landaccesslist" table
/// </summary>
/// <returns></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 the "primshapes" table
/// </summary>
/// <returns></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));
createCol(shapes, "Texture", typeof (Byte[]));
createCol(shapes, "ExtraParams", typeof (Byte[]));
shapes.PrimaryKey = new DataColumn[] {shapes.Columns["UUID"]};
return shapes;
}
/// <summary>
/// Create the "primitems" table
/// </summary>
/// <returns></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 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.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.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.CreatorID = new UUID((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.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 = (Byte[])row["TextureAnimation"];
if (!row.IsNull("ParticleSystem"))
prim.ParticleSystem = (Byte[])row["ParticleSystem"];
prim.RotationalVelocity = 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"]);
if (!row.IsNull("ClickAction"))
prim.ClickAction = Convert.ToByte(row["ClickAction"]);
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.CreatorID = new UUID((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;
}
private static 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.FixedSun = Convert.ToBoolean(row["fixed_sun"]);
newSettings.SunPosition = Convert.ToDouble(row["sun_position"]);
newSettings.Covenant = new UUID((String) row["covenant"]);
return newSettings;
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <returns></returns>
private static 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["Description"];
newData.OwnerID = (UUID)(String)row["OwnerUUID"];
newData.IsGroupOwned = Convert.ToBoolean(row["IsGroupOwned"]);
newData.Area = Convert.ToInt32(row["Area"]);
newData.AuctionID = Convert.ToUInt32(row["AuctionID"]); //Unimplemented
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 UUID((String) row["GroupUUID"]);
newData.SalePrice = Convert.ToInt32(row["SalePrice"]);
newData.Status = (Parcel.ParcelStatus) Convert.ToInt32(row["LandStatus"]);
//Enum. libsecondlife.Parcel.ParcelStatus
newData.Flags = Convert.ToUInt32(row["LandFlags"]);
newData.LandingType = Convert.ToByte(row["LandingType"]);
newData.MediaAutoScale = Convert.ToByte(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"]);
UUID authedbuyer = UUID.Zero;
UUID snapshotID = UUID.Zero;
UUID.TryParse((string)row["AuthBuyerID"], out authedbuyer);
UUID.TryParse((string)row["SnapshotUUID"], out snapshotID);
newData.OtherCleanTime = Convert.ToInt32(row["OtherCleanTime"]);
newData.Dwell = Convert.ToInt32(row["Dwell"]);
newData.AuthBuyerID = authedbuyer;
newData.SnapshotID = snapshotID;
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)
{
newData.UserLocation = Vector3.Zero;
newData.UserLookAt = Vector3.Zero;
m_log.ErrorFormat("[PARCEL]: unable to get parcel telehub settings for {1}", newData.Name);
}
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 UUID((string) row["AccessUUID"]);
entry.Flags = (AccessList) Convert.ToInt32(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(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++)
{
double height = val[x, y];
if (height == 0.0)
height = double.Epsilon;
bw.Write(height);
}
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, UUID sceneGroupID, UUID regionUUID)
{
row["UUID"] = Util.ToRawUuidString(prim.UUID);
row["RegionUUID"] = Util.ToRawUuidString(regionUUID);
row["ParentID"] = prim.ParentID;
row["CreationDate"] = prim.CreationDate;
row["Name"] = prim.Name;
row["SceneGroupID"] = Util.ToRawUuidString(sceneGroupID);
// the UUID of the root part for this SceneObjectGroup
// various text fields
row["Text"] = prim.Text;
row["ColorR"] = prim.Color.R;
row["ColorG"] = prim.Color.G;
row["ColorB"] = prim.Color.B;
row["ColorA"] = prim.Color.A;
row["Description"] = prim.Description;
row["SitName"] = prim.SitName;
row["TouchName"] = prim.TouchName;
// permissions
row["ObjectFlags"] = prim.ObjectFlags;
row["CreatorID"] = Util.ToRawUuidString(prim.CreatorID);
row["OwnerID"] = Util.ToRawUuidString(prim.OwnerID);
row["GroupID"] = Util.ToRawUuidString(prim.GroupID);
row["LastOwnerID"] = Util.ToRawUuidString(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;
// 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["PayPrice"] = prim.PayPrice[0];
row["PayButton1"] = prim.PayPrice[1];
row["PayButton2"] = prim.PayPrice[2];
row["PayButton3"] = prim.PayPrice[3];
row["PayButton4"] = prim.PayPrice[4];
if ((prim.SoundFlags & 1) != 0) // Looped
{
row["LoopedSound"] = prim.Sound.ToString();
row["LoopedSoundGain"] = prim.SoundGain;
}
else
{
row["LoopedSound"] = UUID.Zero;
row["LoopedSoundGain"] = 0.0f;
}
row["TextureAnimation"] = prim.TextureAnimation;
row["ParticleSystem"] = prim.ParticleSystem;
row["OmegaX"] = prim.RotationalVelocity.X;
row["OmegaY"] = prim.RotationalVelocity.Y;
row["OmegaZ"] = prim.RotationalVelocity.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.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);
byte clickAction = prim.ClickAction;
row["ClickAction"] = clickAction;
row["Material"] = prim.Material;
}
/// <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.NextPermissions;
row["currentPermissions"] = taskItem.CurrentPermissions;
row["basePermissions"] = taskItem.BasePermissions;
row["everyonePermissions"] = taskItem.EveryonePermissions;
row["groupPermissions"] = taskItem.GroupPermissions;
row["flags"] = taskItem.Flags;
}
/// <summary>
///
/// </summary>
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;
row["fixed_sun"] = settings.FixedSun;
row["sun_position"] = settings.SunPosition;
row["covenant"] = settings.Covenant.ToString();
}
/// <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"] = Util.ToRawUuidString(land.GlobalID);
row["RegionUUID"] = Util.ToRawUuidString(regionUUID);
row["LocalLandID"] = land.LocalID;
// Bitmap is a byte[512]
row["Bitmap"] = land.Bitmap;
row["Name"] = land.Name;
row["Description"] = land.Description;
row["OwnerUUID"] = Util.ToRawUuidString(land.OwnerID);
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"] = Util.ToRawUuidString(land.GroupID);
row["SalePrice"] = land.SalePrice;
row["LandStatus"] = land.Status; //Enum. libsecondlife.Parcel.ParcelStatus
row["LandFlags"] = land.Flags;
row["LandingType"] = land.LandingType;
row["MediaAutoScale"] = land.MediaAutoScale;
row["MediaTextureUUID"] = Util.ToRawUuidString(land.MediaID);
row["MediaURL"] = land.MediaURL;
row["MusicURL"] = land.MusicURL;
row["PassHours"] = land.PassHours;
row["PassPrice"] = land.PassPrice;
row["SnapshotUUID"] = Util.ToRawUuidString(land.SnapshotID);
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;
row["OtherCleanTime"] = land.OtherCleanTime;
row["Dwell"] = land.Dwell;
}
/// <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"] = Util.ToRawUuidString(parcelID);
row["AccessUUID"] = Util.ToRawUuidString(entry.AgentID);
row["Flags"] = entry.Flags;
}
/// <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"]);
byte[] textureEntry = (byte[]) row["Texture"];
s.TextureEntry = textureEntry;
s.ExtraParams = (byte[]) row["ExtraParams"];
s.State = Convert.ToByte(row["State"]);
return s;
}
/// <summary>
///
/// </summary>
/// <param name="row"></param>
/// <param name="prim"></param>
private void fillShapeRow(DataRow row, SceneObjectPart prim)
{
PrimitiveBaseShape s = prim.Shape;
row["UUID"] = Util.ToRawUuidString(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["Texture"] = s.TextureEntry;
row["ExtraParams"] = s.ExtraParams;
row["State"] = s.State;
}
/// <summary>
///
/// </summary>
/// <param name="prim"></param>
/// <param name="sceneGroupID"></param>
/// <param name="regionUUID"></param>
private void addPrim(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID)
{
lock (m_dataSet)
{
DataTable prims = m_dataSet.Tables["prims"];
DataTable shapes = m_dataSet.Tables["primshapes"];
DataRow primRow = prims.Rows.Find(Util.ToRawUuidString(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(Util.ToRawUuidString(prim.UUID));
if (shapeRow == null)
{
shapeRow = shapes.NewRow();
fillShapeRow(shapeRow, prim);
shapes.Rows.Add(shapeRow);
}
else
{
fillShapeRow(shapeRow, prim);
}
}
}
/// <summary>
/// see IRegionDatastore
/// </summary>
/// <param name="primID"></param>
/// <param name="items"></param>
public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
{
//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 a MySQL insert command
/// </summary>
/// <param name="table"></param>
/// <param name="dt"></param>
/// <returns></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 MySqlCommand 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 += ")";
MySqlCommand cmd = new MySqlCommand(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(createMySqlParameter(col.ColumnName, col.DataType));
}
return cmd;
}
/// <summary>
/// Create a MySQL update command
/// </summary>
/// <param name="table"></param>
/// <param name="pk"></param>
/// <param name="dt"></param>
/// <returns></returns>
private static MySqlCommand 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;
MySqlCommand cmd = new MySqlCommand(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(createMySqlParameter(col.ColumnName, col.DataType));
}
return cmd;
}
/***********************************************************************
*
* 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 MySqlParameters 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 MySql parameter</returns>
private static MySqlParameter createMySqlParameter(string name, Type type)
{
MySqlParameter param = new MySqlParameter();
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(MySqlDataAdapter da, MySqlConnection conn)
{
MySqlCommand insertCommand = createInsertCommand("prims", m_primTable);
insertCommand.Connection = conn;
da.InsertCommand = insertCommand;
MySqlCommand updateCommand = createUpdateCommand("prims", "UUID=?UUID", m_primTable);
updateCommand.Connection = conn;
da.UpdateCommand = updateCommand;
MySqlCommand delete = new MySqlCommand("delete from prims where UUID=?UUID");
delete.Parameters.Add(createMySqlParameter("UUID", typeof (String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void SetupItemsCommands(MySqlDataAdapter da, MySqlConnection conn)
{
da.InsertCommand = createInsertCommand("primitems", m_itemsTable);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("primitems", "itemID = ?itemID", m_itemsTable);
da.UpdateCommand.Connection = conn;
MySqlCommand delete = new MySqlCommand("delete from primitems where itemID = ?itemID");
delete.Parameters.Add(createMySqlParameter("itemID", typeof (String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
private void SetupRegionSettingsCommands(MySqlDataAdapter da, MySqlConnection conn)
{
da.InsertCommand = createInsertCommand("regionsettings", m_regionSettingsTable);
da.InsertCommand.Connection = conn;
da.UpdateCommand = createUpdateCommand("regionsettings", "regionUUID = ?regionUUID", m_regionSettingsTable);
da.UpdateCommand.Connection = conn;
MySqlCommand delete = new MySqlCommand("delete from regionsettings where regionUUID = ?regionUUID");
delete.Parameters.Add(createMySqlParameter("regionUUID", typeof(String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
/// <summary>
///
/// </summary>
/// <param name="da"></param>
/// <param name="conn"></param>
private void SetupTerrainCommands(MySqlDataAdapter da, MySqlConnection 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(MySqlDataAdapter da, MySqlConnection 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(MySqlDataAdapter da, MySqlConnection 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(MySqlDataAdapter da, MySqlConnection 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;
MySqlCommand delete = new MySqlCommand("delete from primshapes where UUID = ?UUID");
delete.Parameters.Add(createMySqlParameter("UUID", typeof (String)));
delete.Connection = conn;
da.DeleteCommand = delete;
}
/***********************************************************************
*
* Type conversion functions
*
**********************************************************************/
/// <summary>
/// Type conversion functions
/// </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;
}
}
}
}