290 lines
10 KiB
C#
290 lines
10 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.Reflection;
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using System.Collections.Generic;
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using log4net;
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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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public class NullDataService : ISimulationDataService
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{
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private NullDataStore m_store;
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public NullDataService()
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{
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m_store = new NullDataStore();
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}
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public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
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{
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m_store.StoreObject(obj, regionUUID);
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}
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public void RemoveObject(UUID uuid, UUID regionUUID)
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{
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m_store.RemoveObject(uuid, regionUUID);
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}
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public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
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{
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m_store.StorePrimInventory(primID, items);
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}
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public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
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{
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return m_store.LoadObjects(regionUUID);
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}
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public void StoreTerrain(double[,] terrain, UUID regionID)
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{
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m_store.StoreTerrain(terrain, regionID);
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}
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public double[,] LoadTerrain(UUID regionID)
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{
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return m_store.LoadTerrain(regionID);
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}
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public void StoreLandObject(ILandObject Parcel)
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{
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m_store.StoreLandObject(Parcel);
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}
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public void RemoveLandObject(UUID globalID)
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{
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m_store.RemoveLandObject(globalID);
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}
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public List<LandData> LoadLandObjects(UUID regionUUID)
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{
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return m_store.LoadLandObjects(regionUUID);
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}
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public void StoreRegionSettings(RegionSettings rs)
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{
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m_store.StoreRegionSettings(rs);
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}
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public RegionSettings LoadRegionSettings(UUID regionUUID)
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{
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return m_store.LoadRegionSettings(regionUUID);
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}
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public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
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{
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return m_store.LoadRegionWindlightSettings(regionUUID);
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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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m_store.StoreRegionWindlightSettings(wl);
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}
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}
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/// <summary>
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/// Mock region data plugin. This obeys the api contract for persistence but stores everything in memory, so that
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/// tests can check correct persistence.
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/// </summary>
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public class NullDataStore : ISimulationDataStore
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{
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected Dictionary<UUID, RegionSettings> m_regionSettings = new Dictionary<UUID, RegionSettings>();
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protected Dictionary<UUID, SceneObjectPart> m_sceneObjectParts = new Dictionary<UUID, SceneObjectPart>();
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protected Dictionary<UUID, ICollection<TaskInventoryItem>> m_primItems
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= new Dictionary<UUID, ICollection<TaskInventoryItem>>();
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protected Dictionary<UUID, double[,]> m_terrains = new Dictionary<UUID, double[,]>();
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protected Dictionary<UUID, LandData> m_landData = new Dictionary<UUID, LandData>();
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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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m_regionSettings[rs.RegionUUID] = rs;
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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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public RegionSettings LoadRegionSettings(UUID regionUUID)
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{
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RegionSettings rs = null;
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m_regionSettings.TryGetValue(regionUUID, out rs);
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if (rs == null)
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rs = new RegionSettings();
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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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// We can't simply store groups here because on delinking, OpenSim will not update the original group
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// directly. Rather, the newly delinked parts will be updated to be in their own scene object group
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// Therefore, we need to store parts rather than groups.
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foreach (SceneObjectPart prim in obj.Parts)
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{
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// m_log.DebugFormat(
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// "[MOCK REGION DATA PLUGIN]: Storing part {0} {1} in object {2} {3} in region {4}",
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// prim.Name, prim.UUID, obj.Name, obj.UUID, regionUUID);
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m_sceneObjectParts[prim.UUID] = prim;
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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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// All parts belonging to the object with the uuid are removed.
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List<SceneObjectPart> parts = new List<SceneObjectPart>(m_sceneObjectParts.Values);
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foreach (SceneObjectPart part in parts)
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{
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if (part.ParentGroup.UUID == obj)
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{
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// m_log.DebugFormat(
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// "[MOCK REGION DATA PLUGIN]: Removing part {0} {1} as part of object {2} from {3}",
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// part.Name, part.UUID, obj, regionUUID);
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m_sceneObjectParts.Remove(part.UUID);
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}
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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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m_primItems[primID] = items;
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}
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public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
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{
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Dictionary<UUID, SceneObjectGroup> objects = new Dictionary<UUID, SceneObjectGroup>();
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// Create all of the SOGs from the root prims first
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foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
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{
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if (prim.IsRoot)
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{
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// m_log.DebugFormat(
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// "[MOCK REGION DATA PLUGIN]: Loading root part {0} {1} in {2}", prim.Name, prim.UUID, regionUUID);
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objects[prim.UUID] = new SceneObjectGroup(prim);
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}
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}
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// Add all of the children objects to the SOGs
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foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
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{
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SceneObjectGroup sog;
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if (prim.UUID != prim.ParentUUID)
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{
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if (objects.TryGetValue(prim.ParentUUID, out sog))
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{
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int originalLinkNum = prim.LinkNum;
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sog.AddPart(prim);
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// SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum.
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// We override that here
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if (originalLinkNum != 0)
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prim.LinkNum = originalLinkNum;
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}
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else
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{
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// m_log.WarnFormat(
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// "[MOCK REGION DATA PLUGIN]: Database contains an orphan child prim {0} {1} in region {2} pointing to missing parent {3}. This prim will not be loaded.",
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// prim.Name, prim.UUID, regionUUID, prim.ParentUUID);
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}
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}
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}
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// TODO: Load items. This is assymetric - we store items as a separate method but don't retrieve them that
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// way!
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return new List<SceneObjectGroup>(objects.Values);
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}
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public void StoreTerrain(double[,] ter, UUID regionID)
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{
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m_terrains[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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return m_terrains[regionID];
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else
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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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if (m_landData.ContainsKey(globalID))
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m_landData.Remove(globalID);
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}
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public void StoreLandObject(ILandObject land)
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{
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m_landData[land.LandData.GlobalID] = land.LandData;
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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>(m_landData.Values);
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}
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public void Shutdown()
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{
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}
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}
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}
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