OpenSimMirror/OpenSim/Framework/LandData.cs

814 lines
21 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
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
using OpenMetaverse;
namespace OpenSim.Framework
{
public class LandAccessEntry
{
public UUID AgentID;
public int Expires;
public AccessList Flags;
}
/// <summary>
/// Details of a Parcel of land
/// </summary>
public class LandData
{
// use only one serializer to give the runtime a chance to
// optimize it (it won't do that if you use a new instance
// every time)
private static XmlSerializer serializer = new XmlSerializer(typeof(LandData));
private Vector3 _AABBMax = new Vector3();
private Vector3 _AABBMin = new Vector3();
private int _area = 0;
private uint _auctionID = 0; //Unemplemented. If set to 0, not being auctioned
private UUID _authBuyerID = UUID.Zero; //Unemplemented. Authorized Buyer's UUID
private ParcelCategory _category = ParcelCategory.None; //Unemplemented. Parcel's chosen category
private int _claimDate = 0;
private int _claimPrice = 0; //Unemplemented
private UUID _globalID = UUID.Zero;
private UUID _groupID = UUID.Zero;
private bool _isGroupOwned = false;
private byte[] _bitmap = new byte[512];
private string _description = String.Empty;
private uint _flags = (uint)ParcelFlags.AllowFly | (uint)ParcelFlags.AllowLandmark |
(uint)ParcelFlags.AllowAPrimitiveEntry |
(uint)ParcelFlags.AllowDeedToGroup | (uint)ParcelFlags.AllowTerraform |
(uint)ParcelFlags.CreateObjects | (uint)ParcelFlags.AllowOtherScripts |
(uint)ParcelFlags.SoundLocal | (uint)ParcelFlags.AllowVoiceChat;
private byte _landingType = 0;
private string _name = "Your Parcel";
private ParcelStatus _status = ParcelStatus.Leased;
private int _localID = 0;
private byte _mediaAutoScale = 0;
private UUID _mediaID = UUID.Zero;
private string _mediaURL = String.Empty;
private string _musicURL = String.Empty;
private UUID _ownerID = UUID.Zero;
private List<LandAccessEntry> _parcelAccessList = new List<LandAccessEntry>();
private float _passHours = 0;
private int _passPrice = 0;
private int _salePrice = 0; //Unemeplemented. Parcels price.
private int _simwideArea = 0;
private int _simwidePrims = 0;
private UUID _snapshotID = UUID.Zero;
private Vector3 _userLocation = new Vector3();
private Vector3 _userLookAt = new Vector3();
private int _otherCleanTime = 0;
private string _mediaType = "none/none";
private string _mediaDescription = "";
private int _mediaHeight = 0;
private int _mediaWidth = 0;
private bool _mediaLoop = false;
private bool _obscureMusic = false;
private bool _obscureMedia = false;
private float _dwell = 0;
/// <summary>
/// Traffic count of parcel
/// </summary>
[XmlIgnore]
public float Dwell
{
get
{
return _dwell;
}
set
{
_dwell = value;
}
}
/// <summary>
/// Whether to obscure parcel media URL
/// </summary>
[XmlIgnore]
public bool ObscureMedia
{
get
{
return _obscureMedia;
}
set
{
_obscureMedia = value;
}
}
/// <summary>
/// Whether to obscure parcel music URL
/// </summary>
[XmlIgnore]
public bool ObscureMusic
{
get
{
return _obscureMusic;
}
set
{
_obscureMusic = value;
}
}
/// <summary>
/// Whether to loop parcel media
/// </summary>
[XmlIgnore]
public bool MediaLoop
{
get
{
return _mediaLoop;
}
set
{
_mediaLoop = value;
}
}
/// <summary>
/// Height of parcel media render
/// </summary>
[XmlIgnore]
public int MediaHeight
{
get
{
return _mediaHeight;
}
set
{
_mediaHeight = value;
}
}
/// <summary>
/// Width of parcel media render
/// </summary>
[XmlIgnore]
public int MediaWidth
{
get
{
return _mediaWidth;
}
set
{
_mediaWidth = value;
}
}
/// <summary>
/// Upper corner of the AABB for the parcel
/// </summary>
[XmlIgnore]
public Vector3 AABBMax
{
get
{
return _AABBMax;
}
set
{
_AABBMax = value;
}
}
/// <summary>
/// Lower corner of the AABB for the parcel
/// </summary>
[XmlIgnore]
public Vector3 AABBMin
{
get
{
return _AABBMin;
}
set
{
_AABBMin = value;
}
}
/// <summary>
/// Area in meters^2 the parcel contains
/// </summary>
public int Area
{
get
{
return _area;
}
set
{
_area = value;
}
}
/// <summary>
/// ID of auction (3rd Party Integration) when parcel is being auctioned
/// </summary>
public uint AuctionID
{
get
{
return _auctionID;
}
set
{
_auctionID = value;
}
}
/// <summary>
/// UUID of authorized buyer of parcel. This is UUID.Zero if anyone can buy it.
/// </summary>
public UUID AuthBuyerID
{
get
{
return _authBuyerID;
}
set
{
_authBuyerID = value;
}
}
/// <summary>
/// Category of parcel. Used for classifying the parcel in classified listings
/// </summary>
public ParcelCategory Category
{
get
{
return _category;
}
set
{
_category = value;
}
}
/// <summary>
/// Date that the current owner purchased or claimed the parcel
/// </summary>
public int ClaimDate
{
get
{
return _claimDate;
}
set
{
_claimDate = value;
}
}
/// <summary>
/// The last price that the parcel was sold at
/// </summary>
public int ClaimPrice
{
get
{
return _claimPrice;
}
set
{
_claimPrice = value;
}
}
/// <summary>
/// Global ID for the parcel. (3rd Party Integration)
/// </summary>
public UUID GlobalID
{
get
{
return _globalID;
}
set
{
_globalID = value;
}
}
/// <summary>
/// Unique ID of the Group that owns
/// </summary>
public UUID GroupID
{
get
{
return _groupID;
}
set
{
_groupID = value;
}
}
/// <summary>
/// Returns true if the Land Parcel is owned by a group
/// </summary>
public bool IsGroupOwned
{
get
{
return _isGroupOwned;
}
set
{
_isGroupOwned = value;
}
}
/// <summary>
/// jp2 data for the image representative of the parcel in the parcel dialog
/// </summary>
public byte[] Bitmap
{
get
{
return _bitmap;
}
set
{
_bitmap = value;
}
}
/// <summary>
/// Parcel Description
/// </summary>
public string Description
{
get
{
return _description;
}
set
{
_description = value;
}
}
/// <summary>
/// Parcel settings. Access flags, Fly, NoPush, Voice, Scripts allowed, etc. ParcelFlags
/// </summary>
public uint Flags
{
get
{
return _flags;
}
set
{
_flags = value;
}
}
/// <summary>
/// Determines if people are able to teleport where they please on the parcel or if they
/// get constrainted to a specific point on teleport within the parcel
/// </summary>
public byte LandingType
{
get
{
return _landingType;
}
set
{
_landingType = value;
}
}
/// <summary>
/// Parcel Name
/// </summary>
public string Name
{
get
{
return _name;
}
set
{
_name = value;
}
}
/// <summary>
/// Status of Parcel, Leased, Abandoned, For Sale
/// </summary>
public ParcelStatus Status
{
get
{
return _status;
}
set
{
_status = value;
}
}
/// <summary>
/// Internal ID of the parcel. Sometimes the client will try to use this value
/// </summary>
public int LocalID
{
get
{
return _localID;
}
set
{
_localID = value;
}
}
/// <summary>
/// Determines if we scale the media based on the surface it's on
/// </summary>
public byte MediaAutoScale
{
get
{
return _mediaAutoScale;
}
set
{
_mediaAutoScale = value;
}
}
/// <summary>
/// Texture Guid to replace with the output of the media stream
/// </summary>
public UUID MediaID
{
get
{
return _mediaID;
}
set
{
_mediaID = value;
}
}
/// <summary>
/// URL to the media file to display
/// </summary>
public string MediaURL
{
get
{
return _mediaURL;
}
set
{
_mediaURL = value;
}
}
public string MediaType
{
get
{
return _mediaType;
}
set
{
_mediaType = value;
}
}
/// <summary>
/// URL to the shoutcast music stream to play on the parcel
/// </summary>
public string MusicURL
{
get
{
return _musicURL;
}
set
{
_musicURL = value;
}
}
/// <summary>
/// Owner Avatar or Group of the parcel. Naturally, all land masses must be
/// owned by someone
/// </summary>
public UUID OwnerID
{
get
{
return _ownerID;
}
set
{
_ownerID = value;
}
}
/// <summary>
/// List of access data for the parcel. User data, some bitflags, and a time
/// </summary>
public List<LandAccessEntry> ParcelAccessList
{
get
{
return _parcelAccessList;
}
set
{
_parcelAccessList = value;
}
}
/// <summary>
/// How long in hours a Pass to the parcel is given
/// </summary>
public float PassHours
{
get
{
return _passHours;
}
set
{
_passHours = value;
}
}
/// <summary>
/// Price to purchase a Pass to a restricted parcel
/// </summary>
public int PassPrice
{
get
{
return _passPrice;
}
set
{
_passPrice = value;
}
}
/// <summary>
/// When the parcel is being sold, this is the price to purchase the parcel
/// </summary>
public int SalePrice
{
get
{
return _salePrice;
}
set
{
_salePrice = value;
}
}
/// <summary>
/// Number of meters^2 in the Simulator
/// </summary>
[XmlIgnore]
public int SimwideArea
{
get
{
return _simwideArea;
}
set
{
_simwideArea = value;
}
}
/// <summary>
/// Number of SceneObjectPart in the Simulator
/// </summary>
[XmlIgnore]
public int SimwidePrims
{
get
{
return _simwidePrims;
}
set
{
_simwidePrims = value;
}
}
/// <summary>
/// ID of the snapshot used in the client parcel dialog of the parcel
/// </summary>
public UUID SnapshotID
{
get
{
return _snapshotID;
}
set
{
_snapshotID = value;
}
}
/// <summary>
/// When teleporting is restricted to a certain point, this is the location
/// that the user will be redirected to
/// </summary>
public Vector3 UserLocation
{
get
{
return _userLocation;
}
set
{
_userLocation = value;
}
}
/// <summary>
/// When teleporting is restricted to a certain point, this is the rotation
/// that the user will be positioned
/// </summary>
public Vector3 UserLookAt
{
get
{
return _userLookAt;
}
set
{
_userLookAt = value;
}
}
/// <summary>
/// Autoreturn number of minutes to return SceneObjectGroup that are owned by someone who doesn't own
/// the parcel and isn't set to the same 'group' as the parcel.
/// </summary>
public int OtherCleanTime
{
get
{
return _otherCleanTime;
}
set
{
_otherCleanTime = value;
}
}
/// <summary>
/// parcel media description
/// </summary>
public string MediaDescription
{
get
{
return _mediaDescription;
}
set
{
_mediaDescription = value;
}
}
public LandData()
{
_globalID = UUID.Random();
}
/// <summary>
/// Make a new copy of the land data
/// </summary>
/// <returns></returns>
public LandData Copy()
{
LandData landData = new LandData();
landData._AABBMax = _AABBMax;
landData._AABBMin = _AABBMin;
landData._area = _area;
landData._auctionID = _auctionID;
landData._authBuyerID = _authBuyerID;
landData._category = _category;
landData._claimDate = _claimDate;
landData._claimPrice = _claimPrice;
landData._globalID = _globalID;
landData._groupID = _groupID;
landData._isGroupOwned = _isGroupOwned;
landData._localID = _localID;
landData._landingType = _landingType;
landData._mediaAutoScale = _mediaAutoScale;
landData._mediaID = _mediaID;
landData._mediaURL = _mediaURL;
landData._musicURL = _musicURL;
landData._ownerID = _ownerID;
landData._bitmap = (byte[])_bitmap.Clone();
landData._description = _description;
landData._flags = _flags;
landData._name = _name;
landData._status = _status;
landData._passHours = _passHours;
landData._passPrice = _passPrice;
landData._salePrice = _salePrice;
landData._snapshotID = _snapshotID;
landData._userLocation = _userLocation;
landData._userLookAt = _userLookAt;
landData._otherCleanTime = _otherCleanTime;
landData._mediaType = _mediaType;
landData._mediaDescription = _mediaDescription;
landData._mediaWidth = _mediaWidth;
landData._mediaHeight = _mediaHeight;
landData._mediaLoop = _mediaLoop;
landData._obscureMusic = _obscureMusic;
landData._obscureMedia = _obscureMedia;
landData._simwideArea = _simwideArea;
landData._simwidePrims = _simwidePrims;
landData._dwell = _dwell;
landData._parcelAccessList.Clear();
foreach (LandAccessEntry entry in _parcelAccessList)
{
LandAccessEntry newEntry = new LandAccessEntry();
newEntry.AgentID = entry.AgentID;
newEntry.Flags = entry.Flags;
newEntry.Expires = entry.Expires;
landData._parcelAccessList.Add(newEntry);
}
return landData;
}
public void ToXml(XmlWriter xmlWriter)
{
serializer.Serialize(xmlWriter, this);
}
/// <summary>
/// Restore a LandData object from the serialized xml representation.
/// </summary>
/// <param name="xmlReader"></param>
/// <returns></returns>
public static LandData FromXml(XmlReader xmlReader)
{
LandData land = (LandData)serializer.Deserialize(xmlReader);
return land;
}
}
}