188 lines
5.6 KiB
C#
188 lines
5.6 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.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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namespace OpenSim.Data.Null
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{
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/// <summary>
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/// NULL DataStore, do not store anything
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/// </summary>
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public class NullSimulationData : ISimulationDataStore
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{
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public NullSimulationData()
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{
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}
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public NullSimulationData(string connectionString)
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{
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Initialise(connectionString);
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}
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public void Initialise(string dbfile)
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{
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return;
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}
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public void Dispose()
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{
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}
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public void StoreRegionSettings(RegionSettings rs)
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{
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}
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public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
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{
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//This connector doesn't support the windlight module yet
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//Return default LL windlight settings
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return new RegionLightShareData();
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}
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public void RemoveRegionWindlightSettings(UUID regionID)
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{
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}
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public void StoreRegionWindlightSettings(RegionLightShareData wl)
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{
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//This connector doesn't support the windlight module yet
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}
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#region Environment Settings
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private Dictionary<UUID, string> EnvironmentSettings = new Dictionary<UUID, string>();
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public string LoadRegionEnvironmentSettings(UUID regionUUID)
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{
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lock (EnvironmentSettings)
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{
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if (EnvironmentSettings.ContainsKey(regionUUID))
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return EnvironmentSettings[regionUUID];
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}
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return string.Empty;
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}
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public void StoreRegionEnvironmentSettings(UUID regionUUID, string settings)
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{
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lock (EnvironmentSettings)
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{
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EnvironmentSettings[regionUUID] = settings;
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}
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}
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public void RemoveRegionEnvironmentSettings(UUID regionUUID)
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{
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lock (EnvironmentSettings)
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{
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if (EnvironmentSettings.ContainsKey(regionUUID))
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EnvironmentSettings.Remove(regionUUID);
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}
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}
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#endregion
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public RegionSettings LoadRegionSettings(UUID regionUUID)
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{
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RegionSettings rs = new RegionSettings();
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rs.RegionUUID = regionUUID;
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return rs;
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}
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public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
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{
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}
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public void RemoveObject(UUID obj, UUID regionUUID)
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{
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}
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public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
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{
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}
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public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
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{
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return new List<SceneObjectGroup>();
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}
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Dictionary<UUID, double[,]> m_terrains = new Dictionary<UUID, double[,]>();
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public void StoreTerrain(double[,] ter, UUID regionID)
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{
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if (m_terrains.ContainsKey(regionID))
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m_terrains.Remove(regionID);
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m_terrains.Add(regionID, ter);
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}
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public double[,] LoadTerrain(UUID regionID)
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{
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if (m_terrains.ContainsKey(regionID))
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{
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return m_terrains[regionID];
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}
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return null;
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}
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public void RemoveLandObject(UUID globalID)
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{
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}
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public void StoreLandObject(ILandObject land)
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{
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}
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public List<LandData> LoadLandObjects(UUID regionUUID)
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{
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return new List<LandData>();
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}
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public void Shutdown()
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{
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}
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public UUID[] GetObjectIDs(UUID regionID)
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{
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return new UUID[0];
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}
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public void SaveExtra(UUID regionID, string name, string value)
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{
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}
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public void RemoveExtra(UUID regionID, string name)
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{
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}
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public Dictionary<string, string> GetExtra(UUID regionID)
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{
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return null;
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}
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}
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}
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