110 lines
4.2 KiB
C#
110 lines
4.2 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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using OpenSim.Region.CoreModules.World.Land;
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namespace OpenSim.Tests.Common.Mock
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{
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/// <summary>
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/// Land channel for test purposes
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/// </summary>
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public class TestLandChannel : ILandChannel
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{
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private Scene m_scene;
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private List<ILandObject> m_parcels;
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public TestLandChannel(Scene scene)
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{
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m_scene = scene;
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m_parcels = new List<ILandObject>();
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SetupDefaultParcel();
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}
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private void SetupDefaultParcel()
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{
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ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
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obj.LandData.Name = "Your Parcel";
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m_parcels.Add(obj);
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}
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public List<ILandObject> ParcelsNearPoint(Vector3 position)
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{
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return new List<ILandObject>();
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}
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public List<ILandObject> AllParcels()
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{
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return m_parcels;
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}
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public void Clear(bool setupDefaultParcel)
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{
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m_parcels.Clear();
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if (setupDefaultParcel)
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SetupDefaultParcel();
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}
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protected ILandObject GetNoLand()
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{
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ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
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obj.LandData.Name = "NO LAND";
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return obj;
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}
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public ILandObject GetLandObject(int x, int y)
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{
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return GetNoLand();
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}
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public ILandObject GetLandObject(int localID)
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{
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return GetNoLand();
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}
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public ILandObject GetLandObject(float x, float y)
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{
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return GetNoLand();
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}
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public bool IsLandPrimCountTainted() { return false; }
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public bool IsForcefulBansAllowed() { return false; }
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public void UpdateLandObject(int localID, LandData data) {}
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public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) {}
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public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel) {}
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public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel) {}
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public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime) {}
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public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id) {}
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public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id) {}
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}
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} |