177 lines
6.5 KiB
C#
177 lines
6.5 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 System.Linq;
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using System.Text;
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using OpenSim.Region.Framework.Scenes;
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using OpenMetaverse;
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using System.Drawing;
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namespace OpenSim.Region.CoreModules.World.Archiver
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{
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/// <summary>
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/// A group of regions arranged in a rectangle, possibly with holes.
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/// </summary>
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/// <remarks>
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/// The regions usually (but not necessarily) belong to an archive file, in which case we
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/// store additional information used to create the archive (e.g., each region's
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/// directory within the archive).
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/// </remarks>
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public class ArchiveScenesGroup
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{
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/// <summary>
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/// All the regions. The outer dictionary contains rows (key: Y coordinate).
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/// The inner dictionaries contain each row's regions (key: X coordinate).
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/// </summary>
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public SortedDictionary<uint, SortedDictionary<uint, Scene>> Regions { get; set; }
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/// <summary>
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/// The subdirectory where each region is stored in the archive.
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/// </summary>
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protected Dictionary<UUID, string> m_regionDirs;
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/// <summary>
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/// The grid coordinates of the regions' bounding box.
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/// </summary>
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public Rectangle Rect { get; set; }
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public ArchiveScenesGroup()
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{
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Regions = new SortedDictionary<uint, SortedDictionary<uint, Scene>>();
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m_regionDirs = new Dictionary<UUID, string>();
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Rect = new Rectangle(0, 0, 0, 0);
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}
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public void AddScene(Scene scene)
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{
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uint x = scene.RegionInfo.RegionLocX;
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uint y = scene.RegionInfo.RegionLocY;
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SortedDictionary<uint, Scene> row;
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if (!Regions.TryGetValue(y, out row))
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{
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row = new SortedDictionary<uint, Scene>();
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Regions[y] = row;
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}
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row[x] = scene;
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}
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/// <summary>
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/// Called after all the scenes have been added. Performs calculations that require
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/// knowledge of all the scenes.
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/// </summary>
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public void CalcSceneLocations()
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{
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if (Regions.Count == 0)
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return;
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// Find the bounding rectangle
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uint firstY = Regions.First().Key;
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uint lastY = Regions.Last().Key;
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uint? firstX = null;
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uint? lastX = null;
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foreach (SortedDictionary<uint, Scene> row in Regions.Values)
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{
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uint curFirstX = row.First().Key;
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uint curLastX = row.Last().Key;
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firstX = (firstX == null) ? curFirstX : (firstX < curFirstX) ? firstX : curFirstX;
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lastX = (lastX == null) ? curLastX : (lastX > curLastX) ? lastX : curLastX;
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}
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Rect = new Rectangle((int)firstX, (int)firstY, (int)(lastX - firstX + 1), (int)(lastY - firstY + 1));
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// Calculate the subdirectory in which each region will be stored in the archive
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m_regionDirs.Clear();
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ForEachScene(delegate(Scene scene)
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{
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// We add the region's coordinates to ensure uniqueness even if multiple regions have the same name
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string path = string.Format("{0}_{1}_{2}",
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scene.RegionInfo.RegionLocX - Rect.X + 1,
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scene.RegionInfo.RegionLocY - Rect.Y + 1,
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scene.RegionInfo.RegionName.Replace(' ', '_'));
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m_regionDirs[scene.RegionInfo.RegionID] = path;
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});
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}
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/// <summary>
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/// Returns the subdirectory where the region is stored.
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/// </summary>
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/// <param name="regionID"></param>
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/// <returns></returns>
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public string GetRegionDir(UUID regionID)
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{
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return m_regionDirs[regionID];
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}
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/// <summary>
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/// Performs an action on all the scenes in this order: rows from South to North,
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/// and within each row West to East.
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/// </summary>
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/// <param name="action"></param>
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public void ForEachScene(Action<Scene> action)
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{
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foreach (SortedDictionary<uint, Scene> row in Regions.Values)
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{
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foreach (Scene scene in row.Values)
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{
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action(scene);
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}
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}
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}
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/// <summary>
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/// Returns the scene at position 'location'.
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/// </summary>
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/// <param name="location">A location in the grid</param>
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/// <param name="scene">The scene at this location</param>
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/// <returns>Whether the scene was found</returns>
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public bool TryGetScene(Point location, out Scene scene)
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{
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SortedDictionary<uint, Scene> row;
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if (Regions.TryGetValue((uint)location.Y, out row))
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{
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if (row.TryGetValue((uint)location.X, out scene))
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return true;
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}
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scene = null;
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return false;
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}
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}
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}
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