/* * 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.Collections.Generic; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.CoreModules.World.Land { public class LandChannel : ILandChannel { #region Constants //Land types set with flags in ParcelOverlay. //Only one of these can be used. //RequestResults (I think these are right, they seem to work): public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land //ParcelSelectObjects public const int LAND_SELECT_OBJECTS_OWNER = 2; public const int LAND_SELECT_OBJECTS_GROUP = 4; public const int LAND_SELECT_OBJECTS_OTHER = 8; public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000 // types 1 to 7 are exclusive public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001 public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010 public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011 public const byte LAND_TYPE_IS_FOR_SALE = 4; //Equals 00000100 public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101 public const byte LAND_TYPE_unused6 = 6; public const byte LAND_TYPE_unused7 = 7; // next are flags public const byte LAND_FLAG_unused8 = 0x08; // this may become excluside in future public const byte LAND_FLAG_HIDEAVATARS = 0x10; public const byte LAND_FLAG_LOCALSOUND = 0x20; public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 0x40; //Equals 01000000 public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 0x80; //Equals 10000000 //These are other constants. Yay! public const int START_LAND_LOCAL_ID = 1; #endregion private readonly Scene m_scene; private readonly LandManagementModule m_landManagementModule; private float m_BanLineSafeHeight = 100.0f; public float BanLineSafeHeight { get { return m_BanLineSafeHeight; } private set { if (value >= 20f && value <= 5000f) m_BanLineSafeHeight = value; else m_BanLineSafeHeight = 100.0f; } } public LandChannel(Scene scene, LandManagementModule landManagementMod) { m_scene = scene; m_landManagementModule = landManagementMod; if(landManagementMod != null) m_BanLineSafeHeight = landManagementMod.BanLineSafeHeight; } #region ILandChannel Members public ILandObject GetLandObject(float x_float, float y_float) { return m_landManagementModule != null ? m_landManagementModule.GetLandObject(x_float, y_float) : null; } public ILandObject GetLandObject(int localID) { return m_landManagementModule != null ? m_landManagementModule.GetLandObject(localID) : null; } public ILandObject GetLandObject(UUID GlobalID) { return m_landManagementModule != null ? m_landManagementModule.GetLandObject(GlobalID) : null; } public ILandObject GetLandObject(Vector3 position) { return GetLandObject(position.X, position.Y); } public ILandObject GetLandObject(int x, int y) { return m_landManagementModule != null ? m_landManagementModule.GetLandObject(x, y) : null; } public ILandObject GetLandObjectClippedXY(float x, float y) { return m_landManagementModule != null ? m_landManagementModule.GetLandObjectClippedXY(x, y) : null; } public List AllParcels() { return m_landManagementModule != null ? m_landManagementModule.AllParcels() : new List(); } public void Clear(bool setupDefaultParcel) { m_landManagementModule?.Clear(setupDefaultParcel); } public List ParcelsNearPoint(Vector3 position) { return m_landManagementModule != null ? m_landManagementModule.ParcelsNearPoint(position) : new List(); } public bool IsForcefulBansAllowed() { return m_landManagementModule != null ? m_landManagementModule.AllowedForcefulBans : false; } public void UpdateLandObject(int localID, LandData data) { m_landManagementModule?.UpdateLandObject(localID, data); } public void SendParcelsOverlay(IClientAPI client) { m_landManagementModule?.SendParcelOverlay(client); } public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id) { m_landManagementModule?.Join(start_x, start_y, end_x, end_y, attempting_user_id); } public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id) { m_landManagementModule?.Subdivide(start_x, start_y, end_x, end_y, attempting_user_id); } public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) { m_landManagementModule?.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient); } public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel) { m_landManagementModule?.setParcelObjectMaxOverride(overrideDel); } public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel) { m_landManagementModule?.setSimulatorObjectMaxOverride(overrideDel); } public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime) { m_landManagementModule?.SetParcelOtherCleanTime(remoteClient, localID, otherCleanTime); } public void sendClientInitialLandInfo(IClientAPI remoteClient, bool overlay) { m_landManagementModule?.sendClientInitialLandInfo(remoteClient, overlay); } public void ClearAllEnvironments() { List parcels = AllParcels(); for(int i=0; i< parcels.Count; ++i) parcels[i].StoreEnvironment(null); } #endregion } }