Method | Description | |
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Commit ( ) : void |
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Dispose ( ) : void | ||
Initialise ( string connectionString ) : void |
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LoadLandObjects ( UUID regionUUID ) : List |
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LoadObjects ( UUID regionUUID ) : List |
Load persisted objects from region storage.
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LoadRegionSettings ( UUID regionUUID ) : OpenSim.Framework.RegionSettings | ||
LoadRegionWindlightSettings ( UUID regionUUID ) : |
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LoadTerrain ( UUID regionID ) : ].double[ |
Load the latest terrain revision from region storage
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RemoveLandObject ( UUID globalID ) : void |
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RemoveObject ( UUID obj, UUID regionUUID ) : void |
Removes an object from region storage
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RemoveRegionWindlightSettings ( UUID regionID ) : void | ||
SQLiteSimulationData ( ) : System | ||
SQLiteSimulationData ( string connectionString ) : System | ||
Shutdown ( ) : void |
See Commit
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StoreLandObject ( ILandObject parcel ) : void |
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StoreObject ( |
Adds an object into region storage
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StorePrimInventory ( UUID primID, ICollection |
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StoreRegionSettings ( OpenSim.Framework.RegionSettings rs ) : void | ||
StoreRegionWindlightSettings ( |
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StoreTerrain ( double ter, UUID regionID ) : void |
Store a terrain revision in region storage
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Method | Description | |
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CreateDataSetMapping ( IDataAdapter da, string tableName ) : void |
Method | Description | |
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LoadItems ( |
Load in a prim's persisted inventory.
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PrintDataSet ( |
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RemoveItems ( UUID uuid ) : void |
Remove all persisted items of the given prim. The caller must acquire the necessrary synchronization locks and commit or rollback changes.
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addPrim ( |
Persistently store a prim.
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buildItem ( |
Build a prim inventory item from the persisted data.
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buildLandAccessData ( |
Build a land access entry from the persisted data.
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buildLandData ( |
Build a Land Data from the persisted data.
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buildPrim ( |
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buildRegionSettings ( |
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buildShape ( |
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createCol ( |
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createInsertCommand ( string table, |
Create an insert command 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. |
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createItemsTable ( ) : |
creates "primitems" table
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createLandAccessListTable ( ) : |
create "landaccesslist" table
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createLandTable ( ) : |
Creates "land" table
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createPrimTable ( ) : |
Creates the "prims" table
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createRegionSettingsTable ( ) : |
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createShapeTable ( ) : |
Creates "primshapes" table
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createSqliteParameter ( string name, |
This is a convenience function that collapses 5 repetitive lines for defining SqliteParameters to 2 parameters: column name and database type. It assumes certain conventions like :param as the param name to replace in parametrized queries, and that source version is always current version, both of which are fine for us.
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createTerrainTable ( ) : |
Creates the "terrain" table
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createUpdateCommand ( string table, string pk, |
create an update command
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createUpdateCommand ( string table, string pk1, string pk2, |
create an update command
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dbtypeFromType ( |
Type conversion function
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fillItemRow ( |
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fillLandAccessRow ( |
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fillLandRow ( |
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fillPrimRow ( |
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fillRegionSettingsRow ( |
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fillShapeRow ( |
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serializeTerrain ( double val ) : |
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setupItemsCommands ( SqliteDataAdapter da, SqliteConnection conn ) : void |
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setupLandAccessCommands ( SqliteDataAdapter da, SqliteConnection conn ) : void |
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setupLandCommands ( SqliteDataAdapter da, SqliteConnection conn ) : void |
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setupPrimCommands ( SqliteDataAdapter da, SqliteConnection conn ) : void |
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setupRegionSettingsCommands ( SqliteDataAdapter da, SqliteConnection conn ) : void | ||
setupShapeCommands ( SqliteDataAdapter da, SqliteConnection conn ) : void |
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setupTerrainCommands ( SqliteDataAdapter da, SqliteConnection conn ) : void |
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protected CreateDataSetMapping ( IDataAdapter da, string tableName ) : void | ||
da | IDataAdapter | |
tableName | string | |
return | void |
public Initialise ( string connectionString ) : void | ||
connectionString | string | the connection string |
return | void |
public LoadLandObjects ( UUID regionUUID ) : List |
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regionUUID | UUID | |
return | List |
public LoadObjects ( UUID regionUUID ) : List |
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regionUUID | UUID | The region UUID |
return | List |
public LoadRegionSettings ( UUID regionUUID ) : OpenSim.Framework.RegionSettings | ||
regionUUID | UUID | |
return | OpenSim.Framework.RegionSettings |
public LoadRegionWindlightSettings ( UUID regionUUID ) : |
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regionUUID | UUID | |
return |
public LoadTerrain ( UUID regionID ) : ].double[ | ||
regionID | UUID | the region UUID |
return | ].double[ |
public RemoveLandObject ( UUID globalID ) : void | ||
globalID | UUID | |
return | void |
public RemoveObject ( UUID obj, UUID regionUUID ) : void | ||
obj | UUID | the object |
regionUUID | UUID | the region UUID |
return | void |
public RemoveRegionWindlightSettings ( UUID regionID ) : void | ||
regionID | UUID | |
return | void |
public SQLiteSimulationData ( string connectionString ) : System | ||
connectionString | string | |
return | System |
public StoreLandObject ( ILandObject parcel ) : void | ||
parcel | ILandObject | |
return | void |
public StoreObject ( |
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obj | the object | |
regionUUID | UUID | the region UUID |
return | void |
public StorePrimInventory ( UUID primID, ICollection |
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primID | UUID | |
items | ICollection |
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return | void |
public StoreRegionSettings ( OpenSim.Framework.RegionSettings rs ) : void | ||
rs | OpenSim.Framework.RegionSettings | |
return | void |
public StoreRegionWindlightSettings ( |
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wl | ||
return | void |
public StoreTerrain ( double ter, UUID regionID ) : void | ||
ter | double | terrain heightfield |
regionID | UUID | region UUID |
return | void |