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* notice, this list of conditions and the following disclaimer in the
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* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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*/
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using OpenSim.Region.Framework.Scenes;
using OpenMetaverse;
using System.Drawing;
namespace OpenSim.Region.CoreModules.World.Archiver
{
///
/// A group of regions arranged in a rectangle, possibly with holes.
///
///
/// The regions usually (but not necessarily) belong to an archive file, in which case we
/// store additional information used to create the archive (e.g., each region's
/// directory within the archive).
///
public class ArchiveScenesGroup
{
///
/// All the regions. The outer dictionary contains rows (key: Y coordinate).
/// The inner dictionaries contain each row's regions (key: X coordinate).
///
public SortedDictionary> Regions { get; set; }
///
/// The subdirectory where each region is stored in the archive.
///
protected Dictionary m_regionDirs;
///
/// The grid coordinates of the regions' bounding box.
///
public Rectangle Rect { get; set; }
public ArchiveScenesGroup()
{
Regions = new SortedDictionary>();
m_regionDirs = new Dictionary();
Rect = new Rectangle(0, 0, 0, 0);
}
public void AddScene(Scene scene)
{
uint x = scene.RegionInfo.RegionLocX;
uint y = scene.RegionInfo.RegionLocY;
SortedDictionary row;
if (!Regions.TryGetValue(y, out row))
{
row = new SortedDictionary();
Regions[y] = row;
}
row[x] = scene;
}
///
/// Called after all the scenes have been added. Performs calculations that require
/// knowledge of all the scenes.
///
public void CalcSceneLocations()
{
if (Regions.Count == 0)
return;
// Find the bounding rectangle
uint firstY = Regions.First().Key;
uint lastY = Regions.Last().Key;
uint? firstX = null;
uint? lastX = null;
foreach (SortedDictionary row in Regions.Values)
{
uint curFirstX = row.First().Key;
uint curLastX = row.Last().Key;
firstX = (firstX == null) ? curFirstX : (firstX < curFirstX) ? firstX : curFirstX;
lastX = (lastX == null) ? curLastX : (lastX > curLastX) ? lastX : curLastX;
}
Rect = new Rectangle((int)firstX, (int)firstY, (int)(lastX - firstX + 1), (int)(lastY - firstY + 1));
// Calculate the subdirectory in which each region will be stored in the archive
m_regionDirs.Clear();
ForEachScene(delegate(Scene scene)
{
// We add the region's coordinates to ensure uniqueness even if multiple regions have the same name
string path = string.Format("{0}_{1}_{2}",
scene.RegionInfo.RegionLocX - Rect.X + 1,
scene.RegionInfo.RegionLocY - Rect.Y + 1,
scene.RegionInfo.RegionName.Replace(' ', '_'));
m_regionDirs[scene.RegionInfo.RegionID] = path;
});
}
///
/// Returns the subdirectory where the region is stored.
///
///
///
public string GetRegionDir(UUID regionID)
{
return m_regionDirs[regionID];
}
///
/// Performs an action on all the scenes in this order: rows from South to North,
/// and within each row West to East.
///
///
public void ForEachScene(Action action)
{
foreach (SortedDictionary row in Regions.Values)
{
foreach (Scene scene in row.Values)
{
action(scene);
}
}
}
///
/// Returns the scene at position 'location'.
///
/// A location in the grid
/// The scene at this location
/// Whether the scene was found
public bool TryGetScene(Point location, out Scene scene)
{
SortedDictionary row;
if (Regions.TryGetValue((uint)location.Y, out row))
{
if (row.TryGetValue((uint)location.X, out scene))
return true;
}
scene = null;
return false;
}
}
}