OpenSimMirror/OpenSim/Region/DataSnapshot/EstateSnapshot.cs

150 lines
6.0 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 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
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Xml;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.DataSnapshot.Interfaces;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
namespace OpenSim.Region.DataSnapshot.Providers
{
public class EstateSnapshot : IDataSnapshotProvider
{
/* This module doesn't check for changes, since it's *assumed* there are none.
* Nevertheless, it's possible to have changes, since all the fields are public.
* There's no event to subscribe to. :/
*
* I don't think anything changes the fields beyond RegionModule PostInit, however.
*/
private Scene m_scene = null;
// private DataSnapshotManager m_parent = null;
private bool m_stale = true;
#region IDataSnapshotProvider Members
public XmlNode RequestSnapshotData(XmlDocument factory)
{
//Estate data section - contains who owns a set of sims and the name of the set.
//Now in DataSnapshotProvider module form!
XmlNode estatedata = factory.CreateNode(XmlNodeType.Element, "estate", "");
UUID ownerid = m_scene.RegionInfo.EstateSettings.EstateOwner;
UserAccount userInfo = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, ownerid);
//TODO: Change to query userserver about the master avatar UUID ?
String firstname;
String lastname;
if (userInfo != null)
{
firstname = userInfo.FirstName;
lastname = userInfo.LastName;
//TODO: Fix the marshalling system to have less copypasta gruntwork
XmlNode user = factory.CreateNode(XmlNodeType.Element, "user", "");
// XmlAttribute type = (XmlAttribute)factory.CreateNode(XmlNodeType.Attribute, "type", "");
// type.Value = "owner";
// user.Attributes.Append(type);
//TODO: Create more TODOs
XmlNode username = factory.CreateNode(XmlNodeType.Element, "name", "");
username.InnerText = firstname + " " + lastname;
user.AppendChild(username);
XmlNode useruuid = factory.CreateNode(XmlNodeType.Element, "uuid", "");
useruuid.InnerText = ownerid.ToString();
user.AppendChild(useruuid);
estatedata.AppendChild(user);
}
XmlNode estatename = factory.CreateNode(XmlNodeType.Element, "name", "");
estatename.InnerText = m_scene.RegionInfo.EstateSettings.EstateName.ToString();
estatedata.AppendChild(estatename);
XmlNode estateid = factory.CreateNode(XmlNodeType.Element, "id", "");
estateid.InnerText = m_scene.RegionInfo.EstateSettings.EstateID.ToString();
estatedata.AppendChild(estateid);
XmlNode parentid = factory.CreateNode(XmlNodeType.Element, "parentid", "");
parentid.InnerText = m_scene.RegionInfo.EstateSettings.ParentEstateID.ToString();
estatedata.AppendChild(parentid);
XmlNode flags = factory.CreateNode(XmlNodeType.Element, "flags", "");
XmlAttribute teleport = (XmlAttribute)factory.CreateNode(XmlNodeType.Attribute, "teleport", "");
teleport.Value = m_scene.RegionInfo.EstateSettings.AllowDirectTeleport.ToString();
flags.Attributes.Append(teleport);
XmlAttribute publicaccess = (XmlAttribute)factory.CreateNode(XmlNodeType.Attribute, "public", "");
publicaccess.Value = m_scene.RegionInfo.EstateSettings.PublicAccess.ToString();
flags.Attributes.Append(publicaccess);
estatedata.AppendChild(flags);
this.Stale = false;
return estatedata;
}
public void Initialize(Scene scene, DataSnapshotManager parent)
{
m_scene = scene;
// m_parent = parent;
}
public Scene GetParentScene
{
get { return m_scene; }
}
public String Name {
get { return "EstateSnapshot"; }
}
public bool Stale
{
get {
return m_stale;
}
set {
m_stale = value;
if (m_stale)
OnStale(this);
}
}
public event ProviderStale OnStale;
#endregion
}
}