OpenSimMirror/OpenSim/Data/IRegionData.cs

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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 OpenMetaverse;
using OpenSim.Framework;
namespace OpenSim.Data
{
public class RegionData
{
public UUID RegionID;
public UUID ScopeID;
public string RegionName;
/// <summary>
/// The position in meters of this region.
/// </summary>
public int posX;
/// <summary>
/// The position in meters of this region.
/// </summary>
public int posY;
public int sizeX;
public int sizeY;
/// <summary>
/// Return the x-coordinate of this region.
/// </summary>
public int coordX { get { return posX / (int)Constants.RegionSize; } }
/// <summary>
/// Return the y-coordinate of this region.
/// </summary>
public int coordY { get { return posY / (int)Constants.RegionSize; } }
public Dictionary<string, object> Data;
}
/// <summary>
/// An interface for connecting to the authentication datastore
/// </summary>
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public interface IRegionData
{
RegionData Get(UUID regionID, UUID ScopeID);
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List<RegionData> Get(string regionName, UUID ScopeID);
RegionData Get(int x, int y, UUID ScopeID);
List<RegionData> Get(int xStart, int yStart, int xEnd, int yEnd, UUID ScopeID);
bool Store(RegionData data);
bool SetDataItem(UUID principalID, string item, string value);
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bool Delete(UUID regionID);
List<RegionData> GetDefaultRegions(UUID scopeID);
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List<RegionData> GetFallbackRegions(UUID scopeID, int x, int y);
List<RegionData> GetHyperlinks(UUID scopeID);
}
[Flags]
public enum RegionFlags : int
{
DefaultRegion = 1, // Used for new Rez. Random if multiple defined
FallbackRegion = 2, // Regions we redirect to when the destination is down
RegionOnline = 4, // Set when a region comes online, unset when it unregisters and DeleteOnUnregister is false
NoDirectLogin = 8, // Region unavailable for direct logins (by name)
Persistent = 16, // Don't remove on unregister
LockedOut = 32, // Don't allow registration
NoMove = 64, // Don't allow moving this region
Reservation = 128, // This is an inactive reservation
Authenticate = 256, // Require authentication
Hyperlink = 512 // Record represents a HG link
}
public class RegionDataDistanceCompare : IComparer<RegionData>
{
private Vector2 m_origin;
public RegionDataDistanceCompare(int x, int y)
{
m_origin = new Vector2(x, y);
}
public int Compare(RegionData regionA, RegionData regionB)
{
Vector2 vectorA = new Vector2(regionA.posX, regionA.posY);
Vector2 vectorB = new Vector2(regionB.posX, regionB.posY);
return Math.Sign(VectorDistance(m_origin, vectorA) - VectorDistance(m_origin, vectorB));
}
private float VectorDistance(Vector2 x, Vector2 y)
{
return (x - y).Length();
}
}
}