125 lines
4.6 KiB
C#
125 lines
4.6 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;
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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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namespace OpenSim.Data
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{
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public class RegionData
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{
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public UUID RegionID;
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public UUID ScopeID;
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public string RegionName;
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/// <summary>
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/// The position in meters of this region.
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/// </summary>
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public int posX;
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/// <summary>
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/// The position in meters of this region.
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/// </summary>
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public int posY;
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public int sizeX;
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public int sizeY;
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/// <summary>
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/// Return the x-coordinate of this region.
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/// </summary>
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public int coordX { get { return posX / (int)Constants.RegionSize; } }
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/// <summary>
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/// Return the y-coordinate of this region.
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/// </summary>
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public int coordY { get { return posY / (int)Constants.RegionSize; } }
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public Dictionary<string, object> Data;
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}
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/// <summary>
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/// An interface for connecting to the authentication datastore
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/// </summary>
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public interface IRegionData
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{
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RegionData Get(UUID regionID, UUID ScopeID);
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List<RegionData> Get(string regionName, UUID ScopeID);
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RegionData Get(int x, int y, UUID ScopeID);
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List<RegionData> Get(int xStart, int yStart, int xEnd, int yEnd, UUID ScopeID);
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bool Store(RegionData data);
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bool SetDataItem(UUID principalID, string item, string value);
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bool Delete(UUID regionID);
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List<RegionData> GetDefaultRegions(UUID scopeID);
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List<RegionData> GetFallbackRegions(UUID scopeID, int x, int y);
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List<RegionData> GetHyperlinks(UUID scopeID);
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}
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[Flags]
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public enum RegionFlags : int
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{
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DefaultRegion = 1, // Used for new Rez. Random if multiple defined
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FallbackRegion = 2, // Regions we redirect to when the destination is down
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RegionOnline = 4, // Set when a region comes online, unset when it unregisters and DeleteOnUnregister is false
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NoDirectLogin = 8, // Region unavailable for direct logins (by name)
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Persistent = 16, // Don't remove on unregister
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LockedOut = 32, // Don't allow registration
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NoMove = 64, // Don't allow moving this region
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Reservation = 128, // This is an inactive reservation
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Authenticate = 256, // Require authentication
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Hyperlink = 512 // Record represents a HG link
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}
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public class RegionDataDistanceCompare : IComparer<RegionData>
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{
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private Vector2 m_origin;
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public RegionDataDistanceCompare(int x, int y)
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{
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m_origin = new Vector2(x, y);
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}
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public int Compare(RegionData regionA, RegionData regionB)
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{
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Vector2 vectorA = new Vector2(regionA.posX, regionA.posY);
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Vector2 vectorB = new Vector2(regionB.posX, regionB.posY);
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return Math.Sign(VectorDistance(m_origin, vectorA) - VectorDistance(m_origin, vectorB));
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}
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private float VectorDistance(Vector2 x, Vector2 y)
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{
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return (x - y).Length();
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}
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}
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}
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