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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSimulator Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using System.Data;
- using System.Data.SqlClient;
- using System.Drawing;
- using System.IO;
- using System.Reflection;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Data.MSSQL
- {
- /// <summary>
- /// A MSSQL Interface for the Region Server.
- /// </summary>
- public class MSSQLRegionDataStore : IRegionDataStore
- {
- private const string _migrationStore = "RegionStore";
- // private static FileSystemDataStore Instance = new FileSystemDataStore();
- private static readonly ILog _Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- /// <summary>
- /// The database manager
- /// </summary>
- private MSSQLManager _Database;
-
- /// <summary>
- /// Initialises the region datastore
- /// </summary>
- /// <param name="connectionString">The connection string.</param>
- public void Initialise(string connectionString)
- {
- if (!string.IsNullOrEmpty(connectionString))
- {
- _Database = new MSSQLManager(connectionString);
- }
- else
- {
- IniFile iniFile = new IniFile("mssql_connection.ini");
- string settingDataSource = iniFile.ParseFileReadValue("data_source");
- string settingInitialCatalog = iniFile.ParseFileReadValue("initial_catalog");
- string settingPersistSecurityInfo = iniFile.ParseFileReadValue("persist_security_info");
- string settingUserId = iniFile.ParseFileReadValue("user_id");
- string settingPassword = iniFile.ParseFileReadValue("password");
- _Database = new MSSQLManager(settingDataSource, settingInitialCatalog, settingPersistSecurityInfo, settingUserId, settingPassword);
- }
- //Migration settings
- _Database.CheckMigration(_migrationStore);
- }
- /// <summary>
- /// Dispose the database
- /// </summary>
- public void Dispose() { }
- #region SceneObjectGroup region for loading and Store of the scene.
- /// <summary>
- /// Loads the objects present in the region.
- /// </summary>
- /// <param name="regionUUID">The region UUID.</param>
- /// <returns></returns>
- public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
- {
- UUID lastGroupID = UUID.Zero;
- List<SceneObjectPart> sceneObjectParts = new List<SceneObjectPart>();
- List<SceneObjectGroup> sceneObjectGroups = new List<SceneObjectGroup>();
- SceneObjectGroup grp = null;
- string query = "SELECT *, " +
- "sort = CASE WHEN prims.UUID = prims.SceneGroupID THEN 0 ELSE 1 END " +
- "FROM prims " +
- "LEFT JOIN primshapes ON prims.UUID = primshapes.UUID " +
- "WHERE RegionUUID = @RegionUUID " +
- "ORDER BY SceneGroupID asc, sort asc, LinkNumber asc";
- using (AutoClosingSqlCommand command = _Database.Query(query))
- {
- command.Parameters.Add(_Database.CreateParameter("@regionUUID", regionUUID));
- using (SqlDataReader reader = command.ExecuteReader())
- {
- while (reader.Read())
- {
- SceneObjectPart sceneObjectPart = BuildPrim(reader);
- if (reader["Shape"] is DBNull)
- sceneObjectPart.Shape = PrimitiveBaseShape.Default;
- else
- sceneObjectPart.Shape = BuildShape(reader);
-
- sceneObjectParts.Add(sceneObjectPart);
- UUID groupID = new UUID((Guid)reader["SceneGroupID"]);
- if (groupID != lastGroupID) // New SOG
- {
- if (grp != null)
- sceneObjectGroups.Add(grp);
- lastGroupID = groupID;
-
- // There sometimes exist OpenSim bugs that 'orphan groups' so that none of the prims are
- // recorded as the root prim (for which the UUID must equal the persisted group UUID). In
- // this case, force the UUID to be the same as the group UUID so that at least these can be
- // deleted (we need to change the UUID so that any other prims in the linkset can also be
- // deleted).
- if (sceneObjectPart.UUID != groupID && groupID != UUID.Zero)
- {
- _Log.WarnFormat(
- "[REGION DB]: Found root prim {0} {1} at {2} where group was actually {3}. Forcing UUID to group UUID",
- sceneObjectPart.Name, sceneObjectPart.UUID, sceneObjectPart.GroupPosition, groupID);
- sceneObjectPart.UUID = groupID;
- }
- grp = new SceneObjectGroup(sceneObjectPart);
- }
- else
- {
- // Black magic to preserve link numbers
- // Why is this needed, fix this in AddPart method.
- int link = sceneObjectPart.LinkNum;
- grp.AddPart(sceneObjectPart);
- if (link != 0)
- sceneObjectPart.LinkNum = link;
- }
- }
- }
- }
- if (grp != null)
- sceneObjectGroups.Add(grp);
- //Load the inventory off all sceneobjects within the region
- LoadItems(sceneObjectParts);
- _Log.DebugFormat("[REGION DB]: Loaded {0} objects using {1} prims", sceneObjectGroups.Count, sceneObjectParts.Count);
- return sceneObjectGroups;
- }
- /// <summary>
- /// Load in the prim's persisted inventory.
- /// </summary>
- /// <param name="allPrims">all prims on a region</param>
- private void LoadItems(List<SceneObjectPart> allPrims)
- {
- using (AutoClosingSqlCommand command = _Database.Query("SELECT * FROM primitems WHERE PrimID = @PrimID"))
- {
- bool createParamOnce = true;
- foreach (SceneObjectPart objectPart in allPrims)
- {
- if (createParamOnce)
- {
- command.Parameters.Add(_Database.CreateParameter("@PrimID", objectPart.UUID));
- createParamOnce = false;
- }
- else
- {
- command.Parameters["@PrimID"].Value = objectPart.UUID.Guid; //.ToString(); //TODO check if this works
- }
- List<TaskInventoryItem> inventory = new List<TaskInventoryItem>();
- using (SqlDataReader reader = command.ExecuteReader())
- {
- while (reader.Read())
- {
- TaskInventoryItem item = BuildItem(reader);
- item.ParentID = objectPart.UUID; // Values in database are
- // often wrong
- inventory.Add(item);
- }
- }
- objectPart.Inventory.RestoreInventoryItems(inventory);
- }
- }
- }
- /// <summary>
- /// Stores all object's details apart from inventory
- /// </summary>
- /// <param name="obj"></param>
- /// <param name="regionUUID"></param>
- public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
- {
- _Log.InfoFormat("[MSSQL]: Adding/Changing SceneObjectGroup: {0} to region: {1}, object has {2} prims.", obj.UUID, regionUUID, obj.Children.Count);
- using (SqlConnection conn = _Database.DatabaseConnection())
- {
- SqlTransaction transaction = conn.BeginTransaction();
- try
- {
- foreach (SceneObjectPart sceneObjectPart in obj.Children.Values)
- {
- //Update prim
- using (SqlCommand sqlCommand = conn.CreateCommand())
- {
- sqlCommand.Transaction = transaction;
- try
- {
- StoreSceneObjectPrim(sceneObjectPart, sqlCommand, obj.UUID, regionUUID);
- }
- catch (SqlException sqlEx)
- {
- _Log.ErrorFormat("[REGION DB]: Store SceneObjectPrim SQL error: {0} at line {1}", sqlEx.Message, sqlEx.LineNumber);
- throw;
- }
- }
- //Update primshapes
- using (SqlCommand sqlCommand = conn.CreateCommand())
- {
- sqlCommand.Transaction = transaction;
- try
- {
- StoreSceneObjectPrimShapes(sceneObjectPart, sqlCommand, obj.UUID, regionUUID);
- }
- catch (SqlException sqlEx)
- {
- _Log.ErrorFormat("[REGION DB]: Store SceneObjectPrimShapes SQL error: {0} at line {1}", sqlEx.Message, sqlEx.LineNumber);
- throw;
- }
- }
- }
- transaction.Commit();
- }
- catch (Exception ex)
- {
- _Log.ErrorFormat("[REGION DB]: Store SceneObjectGroup error: {0}, Rolling back...", ex.Message);
- try
- {
- transaction.Rollback();
- }
- catch (Exception ex2)
- {
- //Show error
- _Log.InfoFormat("[REGION DB]: Rollback of SceneObjectGroup store transaction failed with error: {0}", ex2.Message);
- }
- }
- }
- }
- /// <summary>
- /// Stores the prim of the sceneobjectpart.
- /// </summary>
- /// <param name="sceneObjectPart">The sceneobjectpart or prim.</param>
- /// <param name="sqlCommand">The SQL command with the transaction.</param>
- /// <param name="sceneGroupID">The scenegroup UUID.</param>
- /// <param name="regionUUID">The region UUID.</param>
- private void StoreSceneObjectPrim(SceneObjectPart sceneObjectPart, SqlCommand sqlCommand, UUID sceneGroupID, UUID regionUUID)
- {
- //Big query to update or insert a new prim.
- //Note for SQL Server 2008 this could be simplified
- string queryPrims = @"
- IF EXISTS (SELECT UUID FROM prims WHERE UUID = @UUID)
- BEGIN
- UPDATE prims SET
- CreationDate = @CreationDate, Name = @Name, Text = @Text, Description = @Description, SitName = @SitName,
- TouchName = @TouchName, ObjectFlags = @ObjectFlags, OwnerMask = @OwnerMask, NextOwnerMask = @NextOwnerMask, GroupMask = @GroupMask,
- EveryoneMask = @EveryoneMask, BaseMask = @BaseMask, PositionX = @PositionX, PositionY = @PositionY, PositionZ = @PositionZ,
- GroupPositionX = @GroupPositionX, GroupPositionY = @GroupPositionY, GroupPositionZ = @GroupPositionZ, VelocityX = @VelocityX,
- VelocityY = @VelocityY, VelocityZ = @VelocityZ, AngularVelocityX = @AngularVelocityX, AngularVelocityY = @AngularVelocityY,
- AngularVelocityZ = @AngularVelocityZ, AccelerationX = @AccelerationX, AccelerationY = @AccelerationY,
- AccelerationZ = @AccelerationZ, RotationX = @RotationX, RotationY = @RotationY, RotationZ = @RotationZ, RotationW = @RotationW,
- SitTargetOffsetX = @SitTargetOffsetX, SitTargetOffsetY = @SitTargetOffsetY, SitTargetOffsetZ = @SitTargetOffsetZ,
- SitTargetOrientW = @SitTargetOrientW, SitTargetOrientX = @SitTargetOrientX, SitTargetOrientY = @SitTargetOrientY,
- SitTargetOrientZ = @SitTargetOrientZ, RegionUUID = @RegionUUID, CreatorID = @CreatorID, OwnerID = @OwnerID, GroupID = @GroupID,
- LastOwnerID = @LastOwnerID, SceneGroupID = @SceneGroupID, PayPrice = @PayPrice, PayButton1 = @PayButton1, PayButton2 = @PayButton2,
- PayButton3 = @PayButton3, PayButton4 = @PayButton4, LoopedSound = @LoopedSound, LoopedSoundGain = @LoopedSoundGain,
- TextureAnimation = @TextureAnimation, OmegaX = @OmegaX, OmegaY = @OmegaY, OmegaZ = @OmegaZ, CameraEyeOffsetX = @CameraEyeOffsetX,
- CameraEyeOffsetY = @CameraEyeOffsetY, CameraEyeOffsetZ = @CameraEyeOffsetZ, CameraAtOffsetX = @CameraAtOffsetX,
- CameraAtOffsetY = @CameraAtOffsetY, CameraAtOffsetZ = @CameraAtOffsetZ, ForceMouselook = @ForceMouselook,
- ScriptAccessPin = @ScriptAccessPin, AllowedDrop = @AllowedDrop, DieAtEdge = @DieAtEdge, SalePrice = @SalePrice,
- SaleType = @SaleType, ColorR = @ColorR, ColorG = @ColorG, ColorB = @ColorB, ColorA = @ColorA, ParticleSystem = @ParticleSystem,
- ClickAction = @ClickAction, Material = @Material, CollisionSound = @CollisionSound, CollisionSoundVolume = @CollisionSoundVolume, PassTouches = @PassTouches,
- LinkNumber = @LinkNumber
- WHERE UUID = @UUID
- END
- ELSE
- BEGIN
- INSERT INTO
- prims (
- UUID, CreationDate, Name, Text, Description, SitName, TouchName, ObjectFlags, OwnerMask, NextOwnerMask, GroupMask,
- EveryoneMask, BaseMask, PositionX, PositionY, PositionZ, GroupPositionX, GroupPositionY, GroupPositionZ, VelocityX,
- VelocityY, VelocityZ, AngularVelocityX, AngularVelocityY, AngularVelocityZ, AccelerationX, AccelerationY, AccelerationZ,
- RotationX, RotationY, RotationZ, RotationW, SitTargetOffsetX, SitTargetOffsetY, SitTargetOffsetZ, SitTargetOrientW,
- SitTargetOrientX, SitTargetOrientY, SitTargetOrientZ, RegionUUID, CreatorID, OwnerID, GroupID, LastOwnerID, SceneGroupID,
- PayPrice, PayButton1, PayButton2, PayButton3, PayButton4, LoopedSound, LoopedSoundGain, TextureAnimation, OmegaX,
- OmegaY, OmegaZ, CameraEyeOffsetX, CameraEyeOffsetY, CameraEyeOffsetZ, CameraAtOffsetX, CameraAtOffsetY, CameraAtOffsetZ,
- ForceMouselook, ScriptAccessPin, AllowedDrop, DieAtEdge, SalePrice, SaleType, ColorR, ColorG, ColorB, ColorA,
- ParticleSystem, ClickAction, Material, CollisionSound, CollisionSoundVolume, PassTouches, LinkNumber
- ) VALUES (
- @UUID, @CreationDate, @Name, @Text, @Description, @SitName, @TouchName, @ObjectFlags, @OwnerMask, @NextOwnerMask, @GroupMask,
- @EveryoneMask, @BaseMask, @PositionX, @PositionY, @PositionZ, @GroupPositionX, @GroupPositionY, @GroupPositionZ, @VelocityX,
- @VelocityY, @VelocityZ, @AngularVelocityX, @AngularVelocityY, @AngularVelocityZ, @AccelerationX, @AccelerationY, @AccelerationZ,
- @RotationX, @RotationY, @RotationZ, @RotationW, @SitTargetOffsetX, @SitTargetOffsetY, @SitTargetOffsetZ, @SitTargetOrientW,
- @SitTargetOrientX, @SitTargetOrientY, @SitTargetOrientZ, @RegionUUID, @CreatorID, @OwnerID, @GroupID, @LastOwnerID, @SceneGroupID,
- @PayPrice, @PayButton1, @PayButton2, @PayButton3, @PayButton4, @LoopedSound, @LoopedSoundGain, @TextureAnimation, @OmegaX,
- @OmegaY, @OmegaZ, @CameraEyeOffsetX, @CameraEyeOffsetY, @CameraEyeOffsetZ, @CameraAtOffsetX, @CameraAtOffsetY, @CameraAtOffsetZ,
- @ForceMouselook, @ScriptAccessPin, @AllowedDrop, @DieAtEdge, @SalePrice, @SaleType, @ColorR, @ColorG, @ColorB, @ColorA,
- @ParticleSystem, @ClickAction, @Material, @CollisionSound, @CollisionSoundVolume, @PassTouches, @LinkNumber
- )
- END";
- //Set commandtext.
- sqlCommand.CommandText = queryPrims;
- //Add parameters
- sqlCommand.Parameters.AddRange(CreatePrimParameters(sceneObjectPart, sceneGroupID, regionUUID));
- //Execute the query. If it fails then error is trapped in calling function
- sqlCommand.ExecuteNonQuery();
- }
- /// <summary>
- /// Stores the scene object prim shapes.
- /// </summary>
- /// <param name="sceneObjectPart">The sceneobjectpart containing prim shape.</param>
- /// <param name="sqlCommand">The SQL command with the transaction.</param>
- /// <param name="sceneGroupID">The scenegroup UUID.</param>
- /// <param name="regionUUID">The region UUID.</param>
- private void StoreSceneObjectPrimShapes(SceneObjectPart sceneObjectPart, SqlCommand sqlCommand, UUID sceneGroupID, UUID regionUUID)
- {
- //Big query to or insert or update primshapes
- //Note for SQL Server 2008 this can be simplified
- string queryPrimShapes = @"
- IF EXISTS (SELECT UUID FROM primshapes WHERE UUID = @UUID)
- BEGIN
- UPDATE primshapes SET
- Shape = @Shape, ScaleX = @ScaleX, ScaleY = @ScaleY, ScaleZ = @ScaleZ, PCode = @PCode, PathBegin = @PathBegin,
- PathEnd = @PathEnd, PathScaleX = @PathScaleX, PathScaleY = @PathScaleY, PathShearX = @PathShearX, PathShearY = @PathShearY,
- PathSkew = @PathSkew, PathCurve = @PathCurve, PathRadiusOffset = @PathRadiusOffset, PathRevolutions = @PathRevolutions,
- PathTaperX = @PathTaperX, PathTaperY = @PathTaperY, PathTwist = @PathTwist, PathTwistBegin = @PathTwistBegin,
- ProfileBegin = @ProfileBegin, ProfileEnd = @ProfileEnd, ProfileCurve = @ProfileCurve, ProfileHollow = @ProfileHollow,
- Texture = @Texture, ExtraParams = @ExtraParams, State = @State
- WHERE UUID = @UUID
- END
- ELSE
- BEGIN
- INSERT INTO
- primshapes (
- UUID, Shape, ScaleX, ScaleY, ScaleZ, PCode, PathBegin, PathEnd, PathScaleX, PathScaleY, PathShearX, PathShearY,
- PathSkew, PathCurve, PathRadiusOffset, PathRevolutions, PathTaperX, PathTaperY, PathTwist, PathTwistBegin, ProfileBegin,
- ProfileEnd, ProfileCurve, ProfileHollow, Texture, ExtraParams, State
- ) VALUES (
- @UUID, @Shape, @ScaleX, @ScaleY, @ScaleZ, @PCode, @PathBegin, @PathEnd, @PathScaleX, @PathScaleY, @PathShearX, @PathShearY,
- @PathSkew, @PathCurve, @PathRadiusOffset, @PathRevolutions, @PathTaperX, @PathTaperY, @PathTwist, @PathTwistBegin, @ProfileBegin,
- @ProfileEnd, @ProfileCurve, @ProfileHollow, @Texture, @ExtraParams, @State
- )
- END";
- //Set commandtext.
- sqlCommand.CommandText = queryPrimShapes;
- //Add parameters
- sqlCommand.Parameters.AddRange(CreatePrimShapeParameters(sceneObjectPart, sceneGroupID, regionUUID));
- //Execute the query. If it fails then error is trapped in calling function
- sqlCommand.ExecuteNonQuery();
- }
- /// <summary>
- /// Removes a object from the database.
- /// Meaning removing it from tables Prims, PrimShapes and PrimItems
- /// </summary>
- /// <param name="objectID">id of scenegroup</param>
- /// <param name="regionUUID">regionUUID (is this used anyway</param>
- public void RemoveObject(UUID objectID, UUID regionUUID)
- {
- _Log.InfoFormat("[MSSQL]: Removing obj: {0} from region: {1}", objectID, regionUUID);
- //Remove from prims and primsitem table
- string sqlPrims = "DELETE FROM PRIMS WHERE SceneGroupID = @objectID";
- string sqlPrimItems = "DELETE FROM PRIMITEMS WHERE primID in (SELECT UUID FROM PRIMS WHERE SceneGroupID = @objectID)";
- string sqlPrimShapes = "DELETE FROM PRIMSHAPES WHERE uuid in (SELECT UUID FROM PRIMS WHERE SceneGroupID = @objectID)";
- lock (_Database)
- {
- //Using the non transaction mode.
- using (AutoClosingSqlCommand cmd = _Database.Query(sqlPrimShapes))
- {
- cmd.Parameters.Add(_Database.CreateParameter("objectID", objectID));
- cmd.ExecuteNonQuery();
- cmd.CommandText = sqlPrimItems;
- cmd.ExecuteNonQuery();
- cmd.CommandText = sqlPrims;
- cmd.ExecuteNonQuery();
- }
- }
- }
- /// <summary>
- /// Store the inventory of a prim. Warning deletes everything first and then adds all again.
- /// </summary>
- /// <param name="primID"></param>
- /// <param name="items"></param>
- public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
- {
- //_Log.InfoFormat("[REGION DB: Persisting Prim Inventory with prim ID {0}", primID);
- //Statement from MySQL section!
- // 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.
- //Delete everything from PrimID
- //TODO add index on PrimID in DB, if not already exist
- using (AutoClosingSqlCommand cmd = _Database.Query("DELETE PRIMITEMS WHERE primID = @primID"))
- {
- cmd.Parameters.Add(_Database.CreateParameter("@primID", primID));
- cmd.ExecuteNonQuery();
- }
- string sql =
- @"INSERT INTO primitems (
- itemID,primID,assetID,parentFolderID,invType,assetType,name,description,creationDate,creatorID,ownerID,lastOwnerID,groupID,
- nextPermissions,currentPermissions,basePermissions,everyonePermissions,groupPermissions,flags)
- VALUES (@itemID,@primID,@assetID,@parentFolderID,@invType,@assetType,@name,@description,@creationDate,@creatorID,@ownerID,
- @lastOwnerID,@groupID,@nextPermissions,@currentPermissions,@basePermissions,@everyonePermissions,@groupPermissions,@flags)";
- using (AutoClosingSqlCommand cmd = _Database.Query(sql))
- {
- foreach (TaskInventoryItem taskItem in items)
- {
- cmd.Parameters.AddRange(CreatePrimInventoryParameters(taskItem));
- cmd.ExecuteNonQuery();
- cmd.Parameters.Clear();
- }
- }
- }
- #endregion
- /// <summary>
- /// Loads the terrain map.
- /// </summary>
- /// <param name="regionID">regionID.</param>
- /// <returns></returns>
- public double[,] LoadTerrain(UUID regionID)
- {
- double[,] terrain = new double[(int)Constants.RegionSize, (int)Constants.RegionSize];
- terrain.Initialize();
- string sql = "select top 1 RegionUUID, Revision, Heightfield from terrain where RegionUUID = @RegionUUID order by Revision desc";
- using (AutoClosingSqlCommand cmd = _Database.Query(sql))
- {
- // MySqlParameter param = new MySqlParameter();
- cmd.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionID));
- using (SqlDataReader reader = cmd.ExecuteReader())
- {
- int rev;
- if (reader.Read())
- {
- MemoryStream str = new MemoryStream((byte[])reader["Heightfield"]);
- BinaryReader br = new BinaryReader(str);
- for (int x = 0; x < (int)Constants.RegionSize; x++)
- {
- for (int y = 0; y < (int)Constants.RegionSize; y++)
- {
- terrain[x, y] = br.ReadDouble();
- }
- }
- rev = (int)reader["Revision"];
- }
- else
- {
- _Log.Info("[REGION DB]: No terrain found for region");
- return null;
- }
- _Log.Info("[REGION DB]: Loaded terrain revision r" + rev);
- }
- }
- return terrain;
- }
- /// <summary>
- /// Stores the terrain map to DB.
- /// </summary>
- /// <param name="terrain">terrain map data.</param>
- /// <param name="regionID">regionID.</param>
- public void StoreTerrain(double[,] terrain, UUID regionID)
- {
- int revision = Util.UnixTimeSinceEpoch();
- //Delete old terrain map
- string sql = "delete from terrain where RegionUUID=@RegionUUID";
- using (AutoClosingSqlCommand cmd = _Database.Query(sql))
- {
- cmd.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionID));
- cmd.ExecuteNonQuery();
- }
- sql = "insert into terrain(RegionUUID, Revision, Heightfield) values(@RegionUUID, @Revision, @Heightfield)";
- using (AutoClosingSqlCommand cmd = _Database.Query(sql))
- {
- cmd.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionID));
- cmd.Parameters.Add(_Database.CreateParameter("@Revision", revision));
- cmd.Parameters.Add(_Database.CreateParameter("@Heightfield", serializeTerrain(terrain)));
- cmd.ExecuteNonQuery();
- }
- _Log.Info("[REGION DB]: Stored terrain revision r " + revision);
- }
- /// <summary>
- /// Loads all the land objects of a region.
- /// </summary>
- /// <param name="regionUUID">The region UUID.</param>
- /// <returns></returns>
- public List<LandData> LoadLandObjects(UUID regionUUID)
- {
- List<LandData> landDataForRegion = new List<LandData>();
- string sql = "select * from land where RegionUUID = @RegionUUID";
- //Retrieve all land data from region
- using (AutoClosingSqlCommand cmdLandData = _Database.Query(sql))
- {
- cmdLandData.Parameters.Add(_Database.CreateParameter("@RegionUUID", regionUUID));
- using (SqlDataReader readerLandData = cmdLandData.ExecuteReader())
- {
- while (readerLandData.Read())
- {
- landDataForRegion.Add(BuildLandData(readerLandData));
- }
- }
- }
- //Retrieve all accesslist data for all landdata
- foreach (LandData landData in landDataForRegion)
- {
- sql = "select * from landaccesslist where LandUUID = @LandUUID";
- using (AutoClosingSqlCommand cmdAccessList = _Database.Query(sql))
- {
- cmdAccessList.Parameters.Add(_Database.CreateParameter("@LandUUID", landData.GlobalID));
- using (SqlDataReader readerAccessList = cmdAccessList.ExecuteReader())
- {
- while (readerAccessList.Read())
- {
- landData.ParcelAccessList.Add(BuildLandAccessData(readerAccessList));
- }
- }
- }
- }
- //Return data
- return landDataForRegion;
- }
- /// <summary>
- /// Stores land object with landaccess list.
- /// </summary>
- /// <param name="parcel">parcel data.</param>
- public void StoreLandObject(ILandObject parcel)
- {
- //As this is only one record in land table I just delete all and then add a new record.
- //As the delete landaccess is already in the mysql code
- //Delete old values
- RemoveLandObject(parcel.landData.GlobalID);
- //Insert new values
- string sql = @"INSERT INTO [land]
- ([UUID],[RegionUUID],[LocalLandID],[Bitmap],[Name],[Description],[OwnerUUID],[IsGroupOwned],[Area],[AuctionID],[Category],[ClaimDate],[ClaimPrice],[GroupUUID],[SalePrice],[LandStatus],[LandFlags],[LandingType],[MediaAutoScale],[MediaTextureUUID],[MediaURL],[MusicURL],[PassHours],[PassPrice],[SnapshotUUID],[UserLocationX],[UserLocationY],[UserLocationZ],[UserLookAtX],[UserLookAtY],[UserLookAtZ],[AuthbuyerID],[OtherCleanTime],[Dwell])
- VALUES
- (@UUID,@RegionUUID,@LocalLandID,@Bitmap,@Name,@Description,@OwnerUUID,@IsGroupOwned,@Area,@AuctionID,@Category,@ClaimDate,@ClaimPrice,@GroupUUID,@SalePrice,@LandStatus,@LandFlags,@LandingType,@MediaAutoScale,@MediaTextureUUID,@MediaURL,@MusicURL,@PassHours,@PassPrice,@SnapshotUUID,@UserLocationX,@UserLocationY,@UserLocationZ,@UserLookAtX,@UserLookAtY,@UserLookAtZ,@AuthbuyerID,@OtherCleanTime,@Dwell)";
- using (AutoClosingSqlCommand cmd = _Database.Query(sql))
- {
- cmd.Parameters.AddRange(CreateLandParameters(parcel.landData, parcel.regionUUID));
- cmd.ExecuteNonQuery();
- }
- sql = "INSERT INTO [landaccesslist] ([LandUUID],[AccessUUID],[Flags]) VALUES (@LandUUID,@AccessUUID,@Flags)";
- using (AutoClosingSqlCommand cmd = _Database.Query(sql))
- {
- foreach (ParcelManager.ParcelAccessEntry parcelAccessEntry in parcel.landData.ParcelAccessList)
- {
- cmd.Parameters.AddRange(CreateLandAccessParameters(parcelAccessEntry, parcel.regionUUID));
- cmd.ExecuteNonQuery();
- cmd.Parameters.Clear();
- }
- }
- }
- /// <summary>
- /// Removes a land object from DB.
- /// </summary>
- /// <param name="globalID">UUID of landobject</param>
- public void RemoveLandObject(UUID globalID)
- {
- using (AutoClosingSqlCommand cmd = _Database.Query("delete from land where UUID=@UUID"))
- {
- cmd.Parameters.Add(_Database.CreateParameter("@UUID", globalID));
- cmd.ExecuteNonQuery();
- }
- using (AutoClosingSqlCommand cmd = _Database.Query("delete from landaccesslist where LandUUID=@UUID"))
- {
- cmd.Parameters.Add(_Database.CreateParameter("@UUID", globalID));
- cmd.ExecuteNonQuery();
- }
- }
- /// <summary>
- /// Loads the settings of a region.
- /// </summary>
- /// <param name="regionUUID">The region UUID.</param>
- /// <returns></returns>
- public RegionSettings LoadRegionSettings(UUID regionUUID)
- {
- string sql = "select * from regionsettings where regionUUID = @regionUUID";
- RegionSettings regionSettings;
- using (AutoClosingSqlCommand cmd = _Database.Query(sql))
- {
- cmd.Parameters.Add(_Database.CreateParameter("@regionUUID", regionUUID));
- using (SqlDataReader reader = cmd.ExecuteReader())
- {
- if (reader.Read())
- {
- regionSettings = BuildRegionSettings(reader);
- regionSettings.OnSave += StoreRegionSettings;
- return regionSettings;
- }
- }
- }
- //If comes here then there is now region setting for that region
- regionSettings = new RegionSettings();
- regionSettings.RegionUUID = regionUUID;
- regionSettings.OnSave += StoreRegionSettings;
- //Store new values
- StoreNewRegionSettings(regionSettings);
- return regionSettings;
- }
- /// <summary>
- /// Store region settings, need to check if the check is really necesary. If we can make something for creating new region.
- /// </summary>
- /// <param name="regionSettings">region settings.</param>
- public void StoreRegionSettings(RegionSettings regionSettings)
- {
- //Little check if regionUUID already exist in DB
- string regionUUID;
- using (AutoClosingSqlCommand cmd = _Database.Query("SELECT regionUUID FROM regionsettings WHERE regionUUID = @regionUUID"))
- {
- cmd.Parameters.Add(_Database.CreateParameter("@regionUUID", regionSettings.RegionUUID));
- regionUUID = cmd.ExecuteScalar().ToString();
- }
- if (string.IsNullOrEmpty(regionUUID))
- {
- StoreNewRegionSettings(regionSettings);
- }
- else
- {
- //This method only updates region settings!!! First call LoadRegionSettings to create new region settings in DB
- string sql =
- @"UPDATE [regionsettings] SET [block_terraform] = @block_terraform ,[block_fly] = @block_fly ,[allow_damage] = @allow_damage
- ,[restrict_pushing] = @restrict_pushing ,[allow_land_resell] = @allow_land_resell ,[allow_land_join_divide] = @allow_land_join_divide
- ,[block_show_in_search] = @block_show_in_search ,[agent_limit] = @agent_limit ,[object_bonus] = @object_bonus ,[maturity] = @maturity
- ,[disable_scripts] = @disable_scripts ,[disable_collisions] = @disable_collisions ,[disable_physics] = @disable_physics
- ,[terrain_texture_1] = @terrain_texture_1 ,[terrain_texture_2] = @terrain_texture_2 ,[terrain_texture_3] = @terrain_texture_3
- ,[terrain_texture_4] = @terrain_texture_4 ,[elevation_1_nw] = @elevation_1_nw ,[elevation_2_nw] = @elevation_2_nw
- ,[elevation_1_ne] = @elevation_1_ne ,[elevation_2_ne] = @elevation_2_ne ,[elevation_1_se] = @elevation_1_se ,[elevation_2_se] = @elevation_2_se
- ,[elevation_1_sw] = @elevation_1_sw ,[elevation_2_sw] = @elevation_2_sw ,[water_height] = @water_height ,[terrain_raise_limit] = @terrain_raise_limit
- ,[terrain_lower_limit] = @terrain_lower_limit ,[use_estate_sun] = @use_estate_sun ,[fixed_sun] = @fixed_sun ,[sun_position] = @sun_position
- ,[covenant] = @covenant , [sunvectorx] = @sunvectorx, [sunvectory] = @sunvectory, [sunvectorz] = @sunvectorz, [Sandbox] = @Sandbox, [loaded_creation_datetime] = @loaded_creation_datetime, [loaded_creation_id] = @loaded_creation_id
- WHERE [regionUUID] = @regionUUID";
- using (AutoClosingSqlCommand cmd = _Database.Query(sql))
- {
- cmd.Parameters.AddRange(CreateRegionSettingParameters(regionSettings));
- cmd.ExecuteNonQuery();
- }
- }
- }
- public void Shutdown()
- {
- //Not used??
- }
- #region Private Methods
- /// <summary>
- /// Serializes the terrain data for storage in DB.
- /// </summary>
- /// <param name="val">terrain data</param>
- /// <returns></returns>
- private static Array serializeTerrain(double[,] val)
- {
- MemoryStream str = new MemoryStream(((int)Constants.RegionSize * (int)Constants.RegionSize) * sizeof(double));
- BinaryWriter bw = new BinaryWriter(str);
- // TODO: COMPATIBILITY - Add byte-order conversions
- for (int x = 0; x < (int)Constants.RegionSize; x++)
- for (int y = 0; y < (int)Constants.RegionSize; y++)
- {
- double height = val[x, y];
- if (height == 0.0)
- height = double.Epsilon;
- bw.Write(height);
- }
- return str.ToArray();
- }
- /// <summary>
- /// Stores new regionsettings.
- /// </summary>
- /// <param name="regionSettings">The region settings.</param>
- private void StoreNewRegionSettings(RegionSettings regionSettings)
- {
- string sql = @"INSERT INTO [regionsettings]
- ([regionUUID],[block_terraform],[block_fly],[allow_damage],[restrict_pushing],[allow_land_resell],[allow_land_join_divide],
- [block_show_in_search],[agent_limit],[object_bonus],[maturity],[disable_scripts],[disable_collisions],[disable_physics],
- [terrain_texture_1],[terrain_texture_2],[terrain_texture_3],[terrain_texture_4],[elevation_1_nw],[elevation_2_nw],[elevation_1_ne],
- [elevation_2_ne],[elevation_1_se],[elevation_2_se],[elevation_1_sw],[elevation_2_sw],[water_height],[terrain_raise_limit],
- [terrain_lower_limit],[use_estate_sun],[fixed_sun],[sun_position],[covenant],[sunvectorx], [sunvectory], [sunvectorz],[Sandbox], [loaded_creation_datetime], [loaded_creation_id]
- )
- VALUES
- (@regionUUID,@block_terraform,@block_fly,@allow_damage,@restrict_pushing,@allow_land_resell,@allow_land_join_divide,
- @block_show_in_search,@agent_limit,@object_bonus,@maturity,@disable_scripts,@disable_collisions,@disable_physics,
- @terrain_texture_1,@terrain_texture_2,@terrain_texture_3,@terrain_texture_4,@elevation_1_nw,@elevation_2_nw,@elevation_1_ne,
- @elevation_2_ne,@elevation_1_se,@elevation_2_se,@elevation_1_sw,@elevation_2_sw,@water_height,@terrain_raise_limit,
- @terrain_lower_limit,@use_estate_sun,@fixed_sun,@sun_position,@covenant,@sunvectorx,@sunvectory, @sunvectorz, @Sandbox, @loaded_creation_datetime, @loaded_creation_id)";
- using (AutoClosingSqlCommand cmd = _Database.Query(sql))
- {
- cmd.Parameters.AddRange(CreateRegionSettingParameters(regionSettings));
- cmd.ExecuteNonQuery();
- }
- }
- #region Private DataRecord conversion methods
- /// <summary>
- /// Builds the region settings from a datarecod.
- /// </summary>
- /// <param name="row">datarecord with regionsettings.</param>
- /// <returns></returns>
- private static RegionSettings BuildRegionSettings(IDataRecord row)
- {
- //TODO change this is some more generic code so we doesnt have to change it every time a new field is added?
- RegionSettings newSettings = new RegionSettings();
- newSettings.RegionUUID = new UUID((Guid)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((Guid)row["terrain_texture_1"]);
- newSettings.TerrainTexture2 = new UUID((Guid)row["terrain_texture_2"]);
- newSettings.TerrainTexture3 = new UUID((Guid)row["terrain_texture_3"]);
- newSettings.TerrainTexture4 = new UUID((Guid)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.SunVector = new Vector3(
- Convert.ToSingle(row["sunvectorx"]),
- Convert.ToSingle(row["sunvectory"]),
- Convert.ToSingle(row["sunvectorz"])
- );
- newSettings.Covenant = new UUID((Guid)row["covenant"]);
- newSettings.LoadedCreationDateTime = Convert.ToInt32(row["loaded_creation_datetime"]);
- if (row["loaded_creation_id"] is DBNull)
- newSettings.LoadedCreationID = "";
- else
- newSettings.LoadedCreationID = (String)row["loaded_creation_id"];
- return newSettings;
- }
- /// <summary>
- /// Builds the land data from a datarecord.
- /// </summary>
- /// <param name="row">datarecord with land data</param>
- /// <returns></returns>
- private static LandData BuildLandData(IDataRecord row)
- {
- LandData newData = new LandData();
- newData.GlobalID = new UUID((Guid)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 = new UUID((Guid)row["OwnerUUID"]);
- newData.IsGroupOwned = Convert.ToBoolean(row["IsGroupOwned"]);
- newData.Area = Convert.ToInt32(row["Area"]);
- newData.AuctionID = Convert.ToUInt32(row["AuctionID"]); //Unemplemented
- newData.Category = (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((Guid)row["GroupUUID"]);
- newData.SalePrice = Convert.ToInt32(row["SalePrice"]);
- newData.Status = (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((Guid)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 snapshotID;
- //
- // if (UUID.TryParse((string)row["AuthBuyerID"], out authedbuyer))
- // newData.AuthBuyerID = authedbuyer;
- //
- // if (UUID.TryParse((string)row["SnapshotUUID"], out snapshotID))
- // newData.SnapshotID = snapshotID;
- newData.AuthBuyerID = new UUID((Guid) row["AuthBuyerID"]);
- newData.SnapshotID = new UUID((Guid)row["SnapshotUUID"]);
- newData.OtherCleanTime = Convert.ToInt32(row["OtherCleanTime"]);
- newData.Dwell = Convert.ToInt32(row["Dwell"]);
- 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;
- _Log.ErrorFormat("[PARCEL]: unable to get parcel telehub settings for {1}", newData.Name);
- }
- newData.ParcelAccessList = new List<ParcelManager.ParcelAccessEntry>();
- return newData;
- }
- /// <summary>
- /// Builds the landaccess data from a data record.
- /// </summary>
- /// <param name="row">datarecord with landaccess data</param>
- /// <returns></returns>
- private static ParcelManager.ParcelAccessEntry BuildLandAccessData(IDataRecord row)
- {
- ParcelManager.ParcelAccessEntry entry = new ParcelManager.ParcelAccessEntry();
- entry.AgentID = new UUID((Guid)row["AccessUUID"]);
- entry.Flags = (AccessList)Convert.ToInt32(row["Flags"]);
- entry.Time = new DateTime();
- return entry;
- }
- /// <summary>
- /// Builds the prim from a datarecord.
- /// </summary>
- /// <param name="primRow">datarecord</param>
- /// <returns></returns>
- private static SceneObjectPart BuildPrim(IDataRecord primRow)
- {
- SceneObjectPart prim = new SceneObjectPart();
- prim.UUID = new UUID((Guid)primRow["UUID"]);
- // explicit conversion of integers is required, which sort
- // of sucks. No idea if there is a shortcut here or not.
- prim.CreationDate = Convert.ToInt32(primRow["CreationDate"]);
- prim.Name = (string)primRow["Name"];
- // various text fields
- prim.Text = (string)primRow["Text"];
- prim.Color = Color.FromArgb(Convert.ToInt32(primRow["ColorA"]),
- Convert.ToInt32(primRow["ColorR"]),
- Convert.ToInt32(primRow["ColorG"]),
- Convert.ToInt32(primRow["ColorB"]));
- prim.Description = (string)primRow["Description"];
- prim.SitName = (string)primRow["SitName"];
- prim.TouchName = (string)primRow["TouchName"];
- // permissions
- prim.ObjectFlags = Convert.ToUInt32(primRow["ObjectFlags"]);
- prim.CreatorID = new UUID((Guid)primRow["CreatorID"]);
- prim.OwnerID = new UUID((Guid)primRow["OwnerID"]);
- prim.GroupID = new UUID((Guid)primRow["GroupID"]);
- prim.LastOwnerID = new UUID((Guid)primRow["LastOwnerID"]);
- prim.OwnerMask = Convert.ToUInt32(primRow["OwnerMask"]);
- prim.NextOwnerMask = Convert.ToUInt32(primRow["NextOwnerMask"]);
- prim.GroupMask = Convert.ToUInt32(primRow["GroupMask"]);
- prim.EveryoneMask = Convert.ToUInt32(primRow["EveryoneMask"]);
- prim.BaseMask = Convert.ToUInt32(primRow["BaseMask"]);
- // vectors
- prim.OffsetPosition = new Vector3(
- Convert.ToSingle(primRow["PositionX"]),
- Convert.ToSingle(primRow["PositionY"]),
- Convert.ToSingle(primRow["PositionZ"]));
- prim.GroupPosition = new Vector3(
- Convert.ToSingle(primRow["GroupPositionX"]),
- Convert.ToSingle(primRow["GroupPositionY"]),
- Convert.ToSingle(primRow["GroupPositionZ"]));
- prim.Velocity = new Vector3(
- Convert.ToSingle(primRow["VelocityX"]),
- Convert.ToSingle(primRow["VelocityY"]),
- Convert.ToSingle(primRow["VelocityZ"]));
- prim.AngularVelocity = new Vector3(
- Convert.ToSingle(primRow["AngularVelocityX"]),
- Convert.ToSingle(primRow["AngularVelocityY"]),
- Convert.ToSingle(primRow["AngularVelocityZ"]));
- prim.Acceleration = new Vector3(
- Convert.ToSingle(primRow["AccelerationX"]),
- Convert.ToSingle(primRow["AccelerationY"]),
- Convert.ToSingle(primRow["AccelerationZ"]));
- // quaternions
- prim.RotationOffset = new Quaternion(
- Convert.ToSingle(primRow["RotationX"]),
- Convert.ToSingle(primRow["RotationY"]),
- Convert.ToSingle(primRow["RotationZ"]),
- Convert.ToSingle(primRow["RotationW"]));
- prim.SitTargetPositionLL = new Vector3(
- Convert.ToSingle(primRow["SitTargetOffsetX"]),
- Convert.ToSingle(primRow["SitTargetOffsetY"]),
- Convert.ToSingle(primRow["SitTargetOffsetZ"]));
- prim.SitTargetOrientationLL = new Quaternion(
- Convert.ToSingle(primRow["SitTargetOrientX"]),
- Convert.ToSingle(primRow["SitTargetOrientY"]),
- Convert.ToSingle(primRow["SitTargetOrientZ"]),
- Convert.ToSingle(primRow["SitTargetOrientW"]));
- prim.PayPrice[0] = Convert.ToInt32(primRow["PayPrice"]);
- prim.PayPrice[1] = Convert.ToInt32(primRow["PayButton1"]);
- prim.PayPrice[2] = Convert.ToInt32(primRow["PayButton2"]);
- prim.PayPrice[3] = Convert.ToInt32(primRow["PayButton3"]);
- prim.PayPrice[4] = Convert.ToInt32(primRow["PayButton4"]);
- prim.Sound = new UUID((Guid)primRow["LoopedSound"]);
- prim.SoundGain = Convert.ToSingle(primRow["LoopedSoundGain"]);
- prim.SoundFlags = 1; // If it's persisted at all, it's looped
- if (!(primRow["TextureAnimation"] is DBNull))
- prim.TextureAnimation = (Byte[])primRow["TextureAnimation"];
- if (!(primRow["ParticleSystem"] is DBNull))
- prim.ParticleSystem = (Byte[])primRow["ParticleSystem"];
- prim.RotationalVelocity = new Vector3(
- Convert.ToSingle(primRow["OmegaX"]),
- Convert.ToSingle(primRow["OmegaY"]),
- Convert.ToSingle(primRow["OmegaZ"]));
- prim.SetCameraEyeOffset(new Vector3(
- Convert.ToSingle(primRow["CameraEyeOffsetX"]),
- Convert.ToSingle(primRow["CameraEyeOffsetY"]),
- Convert.ToSingle(primRow["CameraEyeOffsetZ"])
- ));
- prim.SetCameraAtOffset(new Vector3(
- Convert.ToSingle(primRow["CameraAtOffsetX"]),
- Convert.ToSingle(primRow["CameraAtOffsetY"]),
- Convert.ToSingle(primRow["CameraAtOffsetZ"])
- ));
- if (Convert.ToInt16(primRow["ForceMouselook"]) != 0)
- prim.SetForceMouselook(true);
- prim.ScriptAccessPin = Convert.ToInt32(primRow["ScriptAccessPin"]);
- if (Convert.ToInt16(primRow["AllowedDrop"]) != 0)
- prim.AllowedDrop = true;
- if (Convert.ToInt16(primRow["DieAtEdge"]) != 0)
- prim.DIE_AT_EDGE = true;
- prim.SalePrice = Convert.ToInt32(primRow["SalePrice"]);
- prim.ObjectSaleType = Convert.ToByte(primRow["SaleType"]);
- prim.Material = Convert.ToByte(primRow["Material"]);
- if (!(primRow["ClickAction"] is DBNull))
- prim.ClickAction = Convert.ToByte(primRow["ClickAction"]);
- prim.CollisionSound = new UUID((Guid)primRow["CollisionSound"]);
- prim.CollisionSoundVolume = Convert.ToSingle(primRow["CollisionSoundVolume"]);
- if (Convert.ToInt16(primRow["PassTouches"]) != 0)
- prim.PassTouches = true;
- prim.LinkNum = Convert.ToInt32(primRow["LinkNumber"]);
- return prim;
- }
- /// <summary>
- /// Builds the prim shape from a datarecord.
- /// </summary>
- /// <param name="shapeRow">The row.</param>
- /// <returns></returns>
- private static PrimitiveBaseShape BuildShape(IDataRecord shapeRow)
- {
- PrimitiveBaseShape baseShape = new PrimitiveBaseShape();
- baseShape.Scale = new Vector3(
- Convert.ToSingle(shapeRow["ScaleX"]),
- Convert.ToSingle(shapeRow["ScaleY"]),
- Convert.ToSingle(shapeRow["ScaleZ"]));
- // paths
- baseShape.PCode = Convert.ToByte(shapeRow["PCode"]);
- baseShape.PathBegin = Convert.ToUInt16(shapeRow["PathBegin"]);
- baseShape.PathEnd = Convert.ToUInt16(shapeRow["PathEnd"]);
- baseShape.PathScaleX = Convert.ToByte(shapeRow["PathScaleX"]);
- baseShape.PathScaleY = Convert.ToByte(shapeRow["PathScaleY"]);
- baseShape.PathShearX = Convert.ToByte(shapeRow["PathShearX"]);
- baseShape.PathShearY = Convert.ToByte(shapeRow["PathShearY"]);
- baseShape.PathSkew = Convert.ToSByte(shapeRow["PathSkew"]);
- baseShape.PathCurve = Convert.ToByte(shapeRow["PathCurve"]);
- baseShape.PathRadiusOffset = Convert.ToSByte(shapeRow["PathRadiusOffset"]);
- baseShape.PathRevolutions = Convert.ToByte(shapeRow["PathRevolutions"]);
- baseShape.PathTaperX = Convert.ToSByte(shapeRow["PathTaperX"]);
- baseShape.PathTaperY = Convert.ToSByte(shapeRow["PathTaperY"]);
- baseShape.PathTwist = Convert.ToSByte(shapeRow["PathTwist"]);
- baseShape.PathTwistBegin = Convert.ToSByte(shapeRow["PathTwistBegin"]);
- // profile
- baseShape.ProfileBegin = Convert.ToUInt16(shapeRow["ProfileBegin"]);
- baseShape.ProfileEnd = Convert.ToUInt16(shapeRow["ProfileEnd"]);
- baseShape.ProfileCurve = Convert.ToByte(shapeRow["ProfileCurve"]);
- baseShape.ProfileHollow = Convert.ToUInt16(shapeRow["ProfileHollow"]);
- byte[] textureEntry = (byte[])shapeRow["Texture"];
- baseShape.TextureEntry = textureEntry;
- baseShape.ExtraParams = (byte[])shapeRow["ExtraParams"];
- try
- {
- baseShape.State = Convert.ToByte(shapeRow["State"]);
- }
- catch (InvalidCastException)
- {
- }
- return baseShape;
- }
- /// <summary>
- /// Build a prim inventory item from the persisted data.
- /// </summary>
- /// <param name="inventoryRow"></param>
- /// <returns></returns>
- private static TaskInventoryItem BuildItem(IDataRecord inventoryRow)
- {
- TaskInventoryItem taskItem = new TaskInventoryItem();
- taskItem.ItemID = new UUID((Guid)inventoryRow["itemID"]);
- taskItem.ParentPartID = new UUID((Guid)inventoryRow["primID"]);
- taskItem.AssetID = new UUID((Guid)inventoryRow["assetID"]);
- taskItem.ParentID = new UUID((Guid)inventoryRow["parentFolderID"]);
- taskItem.InvType = Convert.ToInt32(inventoryRow["invType"]);
- taskItem.Type = Convert.ToInt32(inventoryRow["assetType"]);
- taskItem.Name = (string)inventoryRow["name"];
- taskItem.Description = (string)inventoryRow["description"];
- taskItem.CreationDate = Convert.ToUInt32(inventoryRow["creationDate"]);
- taskItem.CreatorID = new UUID((Guid)inventoryRow["creatorID"]);
- taskItem.OwnerID = new UUID((Guid)inventoryRow["ownerID"]);
- taskItem.LastOwnerID = new UUID((Guid)inventoryRow["lastOwnerID"]);
- taskItem.GroupID = new UUID((Guid)inventoryRow["groupID"]);
- taskItem.NextPermissions = Convert.ToUInt32(inventoryRow["nextPermissions"]);
- taskItem.CurrentPermissions = Convert.ToUInt32(inventoryRow["currentPermissions"]);
- taskItem.BasePermissions = Convert.ToUInt32(inventoryRow["basePermissions"]);
- taskItem.EveryonePermissions = Convert.ToUInt32(inventoryRow["everyonePermissions"]);
- taskItem.GroupPermissions = Convert.ToUInt32(inventoryRow["groupPermissions"]);
- taskItem.Flags = Convert.ToUInt32(inventoryRow["flags"]);
- return taskItem;
- }
- #endregion
- #region Create parameters methods
-
- /// <summary>
- /// Creates the prim inventory parameters.
- /// </summary>
- /// <param name="taskItem">item in inventory.</param>
- /// <returns></returns>
- private SqlParameter[] CreatePrimInventoryParameters(TaskInventoryItem taskItem)
- {
- List<SqlParameter> parameters = new List<SqlParameter>();
- parameters.Add(_Database.CreateParameter("itemID", taskItem.ItemID));
- parameters.Add(_Database.CreateParameter("primID", taskItem.ParentPartID));
- parameters.Add(_Database.CreateParameter("assetID", taskItem.AssetID));
- parameters.Add(_Database.CreateParameter("parentFolderID", taskItem.ParentID));
- parameters.Add(_Database.CreateParameter("invType", taskItem.InvType));
- parameters.Add(_Database.CreateParameter("assetType", taskItem.Type));
- parameters.Add(_Database.CreateParameter("name", taskItem.Name));
- parameters.Add(_Database.CreateParameter("description", taskItem.Description));
- parameters.Add(_Database.CreateParameter("creationDate", taskItem.CreationDate));
- parameters.Add(_Database.CreateParameter("creatorID", taskItem.CreatorID));
- parameters.Add(_Database.CreateParameter("ownerID", taskItem.OwnerID));
- parameters.Add(_Database.CreateParameter("lastOwnerID", taskItem.LastOwnerID));
- parameters.Add(_Database.CreateParameter("groupID", taskItem.GroupID));
- parameters.Add(_Database.CreateParameter("nextPermissions", taskItem.NextPermissions));
- parameters.Add(_Database.CreateParameter("currentPermissions", taskItem.CurrentPermissions));
- parameters.Add(_Database.CreateParameter("basePermissions", taskItem.BasePermissions));
- parameters.Add(_Database.CreateParameter("everyonePermissions", taskItem.EveryonePermissions));
- parameters.Add(_Database.CreateParameter("groupPermissions", taskItem.GroupPermissions));
- parameters.Add(_Database.CreateParameter("flags", taskItem.Flags));
- return parameters.ToArray();
- }
- /// <summary>
- /// Creates the region setting parameters.
- /// </summary>
- /// <param name="settings">regionsettings.</param>
- /// <returns></returns>
- private SqlParameter[] CreateRegionSettingParameters(RegionSettings settings)
- {
- List<SqlParameter> parameters = new List<SqlParameter>();
- parameters.Add(_Database.CreateParameter("regionUUID", settings.RegionUUID));
- parameters.Add(_Database.CreateParameter("block_terraform", settings.BlockTerraform));
- parameters.Add(_Database.CreateParameter("block_fly", settings.BlockFly));
- parameters.Add(_Database.CreateParameter("allow_damage", settings.AllowDamage));
- parameters.Add(_Database.CreateParameter("restrict_pushing", settings.RestrictPushing));
- parameters.Add(_Database.CreateParameter("allow_land_resell", settings.AllowLandResell));
- parameters.Add(_Database.CreateParameter("allow_land_join_divide", settings.AllowLandJoinDivide));
- parameters.Add(_Database.CreateParameter("block_show_in_search", settings.BlockShowInSearch));
- parameters.Add(_Database.CreateParameter("agent_limit", settings.AgentLimit));
- parameters.Add(_Database.CreateParameter("object_bonus", settings.ObjectBonus));
- parameters.Add(_Database.CreateParameter("maturity", settings.Maturity));
- parameters.Add(_Database.CreateParameter("disable_scripts", settings.DisableScripts));
- parameters.Add(_Database.CreateParameter("disable_collisions", settings.DisableCollisions));
- parameters.Add(_Database.CreateParameter("disable_physics", settings.DisablePhysics));
- parameters.Add(_Database.CreateParameter("terrain_texture_1", settings.TerrainTexture1));
- parameters.Add(_Database.CreateParameter("terrain_texture_2", settings.TerrainTexture2));
- parameters.Add(_Database.CreateParameter("terrain_texture_3", settings.TerrainTexture3));
- parameters.Add(_Database.CreateParameter("terrain_texture_4", settings.TerrainTexture4));
- parameters.Add(_Database.CreateParameter("elevation_1_nw", settings.Elevation1NW));
- parameters.Add(_Database.CreateParameter("elevation_2_nw", settings.Elevation2NW));
- parameters.Add(_Database.CreateParameter("elevation_1_ne", settings.Elevation1NE));
- parameters.Add(_Database.CreateParameter("elevation_2_ne", settings.Elevation2NE));
- parameters.Add(_Database.CreateParameter("elevation_1_se", settings.Elevation1SE));
- parameters.Add(_Database.CreateParameter("elevation_2_se", settings.Elevation2SE));
- parameters.Add(_Database.CreateParameter("elevation_1_sw", settings.Elevation1SW));
- parameters.Add(_Database.CreateParameter("elevation_2_sw", settings.Elevation2SW));
- parameters.Add(_Database.CreateParameter("water_height", settings.WaterHeight));
- parameters.Add(_Database.CreateParameter("terrain_raise_limit", settings.TerrainRaiseLimit));
- parameters.Add(_Database.CreateParameter("terrain_lower_limit", settings.TerrainLowerLimit));
- parameters.Add(_Database.CreateParameter("use_estate_sun", settings.UseEstateSun));
- parameters.Add(_Database.CreateParameter("sandbox", settings.Sandbox));
- parameters.Add(_Database.CreateParameter("fixed_sun", settings.FixedSun));
- parameters.Add(_Database.CreateParameter("sun_position", settings.SunPosition));
- parameters.Add(_Database.CreateParameter("sunvectorx", settings.SunVector.X));
- parameters.Add(_Database.CreateParameter("sunvectory", settings.SunVector.Y));
- parameters.Add(_Database.CreateParameter("sunvectorz", settings.SunVector.Z));
- parameters.Add(_Database.CreateParameter("covenant", settings.Covenant));
- parameters.Add(_Database.CreateParameter("Loaded_Creation_DateTime", settings.LoadedCreationDateTime));
- parameters.Add(_Database.CreateParameter("Loaded_Creation_ID", settings.LoadedCreationID));
- return parameters.ToArray();
- }
- /// <summary>
- /// Creates the land parameters.
- /// </summary>
- /// <param name="land">land parameters.</param>
- /// <param name="regionUUID">region UUID.</param>
- /// <returns></returns>
- private SqlParameter[] CreateLandParameters(LandData land, UUID regionUUID)
- {
- List<SqlParameter> parameters = new List<SqlParameter>();
- parameters.Add(_Database.CreateParameter("UUID", land.GlobalID));
- parameters.Add(_Database.CreateParameter("RegionUUID", regionUUID));
- parameters.Add(_Database.CreateParameter("LocalLandID", land.LocalID));
- // Bitmap is a byte[512]
- parameters.Add(_Database.CreateParameter("Bitmap", land.Bitmap));
- parameters.Add(_Database.CreateParameter("Name", land.Name));
- parameters.Add(_Database.CreateParameter("Description", land.Description));
- parameters.Add(_Database.CreateParameter("OwnerUUID", land.OwnerID));
- parameters.Add(_Database.CreateParameter("IsGroupOwned", land.IsGroupOwned));
- parameters.Add(_Database.CreateParameter("Area", land.Area));
- parameters.Add(_Database.CreateParameter("AuctionID", land.AuctionID)); //Unemplemented
- parameters.Add(_Database.CreateParameter("Category", (int)land.Category)); //Enum libsecondlife.Parcel.ParcelCategory
- parameters.Add(_Database.CreateParameter("ClaimDate", land.ClaimDate));
- parameters.Add(_Database.CreateParameter("ClaimPrice", land.ClaimPrice));
- parameters.Add(_Database.CreateParameter("GroupUUID", land.GroupID));
- parameters.Add(_Database.CreateParameter("SalePrice", land.SalePrice));
- parameters.Add(_Database.CreateParameter("LandStatus", (int)land.Status)); //Enum. libsecondlife.Parcel.ParcelStatus
- parameters.Add(_Database.CreateParameter("LandFlags", land.Flags));
- parameters.Add(_Database.CreateParameter("LandingType", land.LandingType));
- parameters.Add(_Database.CreateParameter("MediaAutoScale", land.MediaAutoScale));
- parameters.Add(_Database.CreateParameter("MediaTextureUUID", land.MediaID));
- parameters.Add(_Database.CreateParameter("MediaURL", land.MediaURL));
- parameters.Add(_Database.CreateParameter("MusicURL", land.MusicURL));
- parameters.Add(_Database.CreateParameter("PassHours", land.PassHours));
- parameters.Add(_Database.CreateParameter("PassPrice", land.PassPrice));
- parameters.Add(_Database.CreateParameter("SnapshotUUID", land.SnapshotID));
- parameters.Add(_Database.CreateParameter("UserLocationX", land.UserLocation.X));
- parameters.Add(_Database.CreateParameter("UserLocationY", land.UserLocation.Y));
- parameters.Add(_Database.CreateParameter("UserLocationZ", land.UserLocation.Z));
- parameters.Add(_Database.CreateParameter("UserLookAtX", land.UserLookAt.X));
- parameters.Add(_Database.CreateParameter("UserLookAtY", land.UserLookAt.Y));
- parameters.Add(_Database.CreateParameter("UserLookAtZ", land.UserLookAt.Z));
- parameters.Add(_Database.CreateParameter("AuthBuyerID", land.AuthBuyerID));
- parameters.Add(_Database.CreateParameter("OtherCleanTime", land.OtherCleanTime));
- parameters.Add(_Database.CreateParameter("Dwell", land.Dwell));
- return parameters.ToArray();
- }
- /// <summary>
- /// Creates the land access parameters.
- /// </summary>
- /// <param name="parcelAccessEntry">parcel access entry.</param>
- /// <param name="parcelID">parcel ID.</param>
- /// <returns></returns>
- private SqlParameter[] CreateLandAccessParameters(ParcelManager.ParcelAccessEntry parcelAccessEntry, UUID parcelID)
- {
- List<SqlParameter> parameters = new List<SqlParameter>();
- parameters.Add(_Database.CreateParameter("LandUUID", parcelID));
- parameters.Add(_Database.CreateParameter("AccessUUID", parcelAccessEntry.AgentID));
- parameters.Add(_Database.CreateParameter("Flags", parcelAccessEntry.Flags));
- return parameters.ToArray();
- }
- /// <summary>
- /// Creates the prim parameters for storing in DB.
- /// </summary>
- /// <param name="prim">Basic data of SceneObjectpart prim.</param>
- /// <param name="sceneGroupID">The scenegroup ID.</param>
- /// <param name="regionUUID">The region ID.</param>
- /// <returns></returns>
- private SqlParameter[] CreatePrimParameters(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID)
- {
- List<SqlParameter> parameters = new List<SqlParameter>();
- parameters.Add(_Database.CreateParameter("UUID", prim.UUID));
- parameters.Add(_Database.CreateParameter("RegionUUID", regionUUID));
- parameters.Add(_Database.CreateParameter("CreationDate", prim.CreationDate));
- parameters.Add(_Database.CreateParameter("Name", prim.Name));
- parameters.Add(_Database.CreateParameter("SceneGroupID", sceneGroupID));
- // the UUID of the root part for this SceneObjectGroup
- // various text fields
- parameters.Add(_Database.CreateParameter("Text", prim.Text));
- parameters.Add(_Database.CreateParameter("ColorR", prim.Color.R));
- parameters.Add(_Database.CreateParameter("ColorG", prim.Color.G));
- parameters.Add(_Database.CreateParameter("ColorB", prim.Color.B));
- parameters.Add(_Database.CreateParameter("ColorA", prim.Color.A));
- parameters.Add(_Database.CreateParameter("Description", prim.Description));
- parameters.Add(_Database.CreateParameter("SitName", prim.SitName));
- parameters.Add(_Database.CreateParameter("TouchName", prim.TouchName));
- // permissions
- parameters.Add(_Database.CreateParameter("ObjectFlags", prim.ObjectFlags));
- parameters.Add(_Database.CreateParameter("CreatorID", prim.CreatorID));
- parameters.Add(_Database.CreateParameter("OwnerID", prim.OwnerID));
- parameters.Add(_Database.CreateParameter("GroupID", prim.GroupID));
- parameters.Add(_Database.CreateParameter("LastOwnerID", prim.LastOwnerID));
- parameters.Add(_Database.CreateParameter("OwnerMask", prim.OwnerMask));
- parameters.Add(_Database.CreateParameter("NextOwnerMask", prim.NextOwnerMask));
- parameters.Add(_Database.CreateParameter("GroupMask", prim.GroupMask));
- parameters.Add(_Database.CreateParameter("EveryoneMask", prim.EveryoneMask));
- parameters.Add(_Database.CreateParameter("BaseMask", prim.BaseMask));
- // vectors
- parameters.Add(_Database.CreateParameter("PositionX", prim.OffsetPosition.X));
- parameters.Add(_Database.CreateParameter("PositionY", prim.OffsetPosition.Y));
- parameters.Add(_Database.CreateParameter("PositionZ", prim.OffsetPosition.Z));
- parameters.Add(_Database.CreateParameter("GroupPositionX", prim.GroupPosition.X));
- parameters.Add(_Database.CreateParameter("GroupPositionY", prim.GroupPosition.Y));
- parameters.Add(_Database.CreateParameter("GroupPositionZ", prim.GroupPosition.Z));
- parameters.Add(_Database.CreateParameter("VelocityX", prim.Velocity.X));
- parameters.Add(_Database.CreateParameter("VelocityY", prim.Velocity.Y));
- parameters.Add(_Database.CreateParameter("VelocityZ", prim.Velocity.Z));
- parameters.Add(_Database.CreateParameter("AngularVelocityX", prim.AngularVelocity.X));
- parameters.Add(_Database.CreateParameter("AngularVelocityY", prim.AngularVelocity.Y));
- parameters.Add(_Database.CreateParameter("AngularVelocityZ", prim.AngularVelocity.Z));
- parameters.Add(_Database.CreateParameter("AccelerationX", prim.Acceleration.X));
- parameters.Add(_Database.CreateParameter("AccelerationY", prim.Acceleration.Y));
- parameters.Add(_Database.CreateParameter("AccelerationZ", prim.Acceleration.Z));
- // quaternions
- parameters.Add(_Database.CreateParameter("RotationX", prim.RotationOffset.X));
- parameters.Add(_Database.CreateParameter("RotationY", prim.RotationOffset.Y));
- parameters.Add(_Database.CreateParameter("RotationZ", prim.RotationOffset.Z));
- parameters.Add(_Database.CreateParameter("RotationW", prim.RotationOffset.W));
- // Sit target
- Vector3 sitTargetPos = prim.SitTargetPositionLL;
- parameters.Add(_Database.CreateParameter("SitTargetOffsetX", sitTargetPos.X));
- parameters.Add(_Database.CreateParameter("SitTargetOffsetY", sitTargetPos.Y));
- parameters.Add(_Database.CreateParameter("SitTargetOffsetZ", sitTargetPos.Z));
- Quaternion sitTargetOrient = prim.SitTargetOrientationLL;
- parameters.Add(_Database.CreateParameter("SitTargetOrientW", sitTargetOrient.W));
- parameters.Add(_Database.CreateParameter("SitTargetOrientX", sitTargetOrient.X));
- parameters.Add(_Database.CreateParameter("SitTargetOrientY", sitTargetOrient.Y));
- parameters.Add(_Database.CreateParameter("SitTargetOrientZ", sitTargetOrient.Z));
- parameters.Add(_Database.CreateParameter("PayPrice", prim.PayPrice[0]));
- parameters.Add(_Database.CreateParameter("PayButton1", prim.PayPrice[1]));
- parameters.Add(_Database.CreateParameter("PayButton2", prim.PayPrice[2]));
- parameters.Add(_Database.CreateParameter("PayButton3", prim.PayPrice[3]));
- parameters.Add(_Database.CreateParameter("PayButton4", prim.PayPrice[4]));
- if ((prim.SoundFlags & 1) != 0) // Looped
- {
- parameters.Add(_Database.CreateParameter("LoopedSound", prim.Sound));
- parameters.Add(_Database.CreateParameter("LoopedSoundGain", prim.SoundGain));
- }
- else
- {
- parameters.Add(_Database.CreateParameter("LoopedSound", UUID.Zero));
- parameters.Add(_Database.CreateParameter("LoopedSoundGain", 0.0f));
- }
- parameters.Add(_Database.CreateParameter("TextureAnimation", prim.TextureAnimation));
- parameters.Add(_Database.CreateParameter("ParticleSystem", prim.ParticleSystem));
- parameters.Add(_Database.CreateParameter("OmegaX", prim.RotationalVelocity.X));
- parameters.Add(_Database.CreateParameter("OmegaY", prim.RotationalVelocity.Y));
- parameters.Add(_Database.CreateParameter("OmegaZ", prim.RotationalVelocity.Z));
- parameters.Add(_Database.CreateParameter("CameraEyeOffsetX", prim.GetCameraEyeOffset().X));
- parameters.Add(_Database.CreateParameter("CameraEyeOffsetY", prim.GetCameraEyeOffset().Y));
- parameters.Add(_Database.CreateParameter("CameraEyeOffsetZ", prim.GetCameraEyeOffset().Z));
- parameters.Add(_Database.CreateParameter("CameraAtOffsetX", prim.GetCameraAtOffset().X));
- parameters.Add(_Database.CreateParameter("CameraAtOffsetY", prim.GetCameraAtOffset().Y));
- parameters.Add(_Database.CreateParameter("CameraAtOffsetZ", prim.GetCameraAtOffset().Z));
- if (prim.GetForceMouselook())
- parameters.Add(_Database.CreateParameter("ForceMouselook", 1));
- else
- parameters.Add(_Database.CreateParameter("ForceMouselook", 0));
- parameters.Add(_Database.CreateParameter("ScriptAccessPin", prim.ScriptAccessPin));
- if (prim.AllowedDrop)
- parameters.Add(_Database.CreateParameter("AllowedDrop", 1));
- else
- parameters.Add(_Database.CreateParameter("AllowedDrop", 0));
- if (prim.DIE_AT_EDGE)
- parameters.Add(_Database.CreateParameter("DieAtEdge", 1));
- else
- parameters.Add(_Database.CreateParameter("DieAtEdge", 0));
- parameters.Add(_Database.CreateParameter("SalePrice", prim.SalePrice));
- parameters.Add(_Database.CreateParameter("SaleType", prim.ObjectSaleType));
- byte clickAction = prim.ClickAction;
- parameters.Add(_Database.CreateParameter("ClickAction", clickAction));
- parameters.Add(_Database.CreateParameter("Material", prim.Material));
- parameters.Add(_Database.CreateParameter("CollisionSound", prim.CollisionSound));
- parameters.Add(_Database.CreateParameter("CollisionSoundVolume", prim.CollisionSoundVolume));
- if (prim.PassTouches)
- parameters.Add(_Database.CreateParameter("PassTouches", 1));
- else
- parameters.Add(_Database.CreateParameter("PassTouches", 0));
- parameters.Add(_Database.CreateParameter("LinkNumber", prim.LinkNum));
- return parameters.ToArray();
- }
- /// <summary>
- /// Creates the primshape parameters for stroing in DB.
- /// </summary>
- /// <param name="prim">Basic data of SceneObjectpart prim.</param>
- /// <param name="sceneGroupID">The scene group ID.</param>
- /// <param name="regionUUID">The region UUID.</param>
- /// <returns></returns>
- private SqlParameter[] CreatePrimShapeParameters(SceneObjectPart prim, UUID sceneGroupID, UUID regionUUID)
- {
- List<SqlParameter> parameters = new List<SqlParameter>();
- PrimitiveBaseShape s = prim.Shape;
- parameters.Add(_Database.CreateParameter("UUID", prim.UUID));
- // shape is an enum
- parameters.Add(_Database.CreateParameter("Shape", 0));
- // vectors
- parameters.Add(_Database.CreateParameter("ScaleX", s.Scale.X));
- parameters.Add(_Database.CreateParameter("ScaleY", s.Scale.Y));
- parameters.Add(_Database.CreateParameter("ScaleZ", s.Scale.Z));
- // paths
- parameters.Add(_Database.CreateParameter("PCode", s.PCode));
- parameters.Add(_Database.CreateParameter("PathBegin", s.PathBegin));
- parameters.Add(_Database.CreateParameter("PathEnd", s.PathEnd));
- parameters.Add(_Database.CreateParameter("PathScaleX", s.PathScaleX));
- parameters.Add(_Database.CreateParameter("PathScaleY", s.PathScaleY));
- parameters.Add(_Database.CreateParameter("PathShearX", s.PathShearX));
- parameters.Add(_Database.CreateParameter("PathShearY", s.PathShearY));
- parameters.Add(_Database.CreateParameter("PathSkew", s.PathSkew));
- parameters.Add(_Database.CreateParameter("PathCurve", s.PathCurve));
- parameters.Add(_Database.CreateParameter("PathRadiusOffset", s.PathRadiusOffset));
- parameters.Add(_Database.CreateParameter("PathRevolutions", s.PathRevolutions));
- parameters.Add(_Database.CreateParameter("PathTaperX", s.PathTaperX));
- parameters.Add(_Database.CreateParameter("PathTaperY", s.PathTaperY));
- parameters.Add(_Database.CreateParameter("PathTwist", s.PathTwist));
- parameters.Add(_Database.CreateParameter("PathTwistBegin", s.PathTwistBegin));
- // profile
- parameters.Add(_Database.CreateParameter("ProfileBegin", s.ProfileBegin));
- parameters.Add(_Database.CreateParameter("ProfileEnd", s.ProfileEnd));
- parameters.Add(_Database.CreateParameter("ProfileCurve", s.ProfileCurve));
- parameters.Add(_Database.CreateParameter("ProfileHollow", s.ProfileHollow));
- parameters.Add(_Database.CreateParameter("Texture", s.TextureEntry));
- parameters.Add(_Database.CreateParameter("ExtraParams", s.ExtraParams));
- parameters.Add(_Database.CreateParameter("State", s.State));
- return parameters.ToArray();
- }
-
- #endregion
- #endregion
- }
- }
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