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- /*
- * 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.Linq;
- using System.Text;
- using OpenSim.Region.Framework.Scenes;
- using OpenMetaverse;
- using System.Drawing;
- namespace OpenSim.Region.CoreModules.World.Archiver
- {
- /// <summary>
- /// A group of regions arranged in a rectangle, possibly with holes.
- /// </summary>
- /// <remarks>
- /// 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).
- /// </remarks>
- public class ArchiveScenesGroup
- {
- /// <summary>
- /// All the regions. The outer dictionary contains rows (key: Y coordinate).
- /// The inner dictionaries contain each row's regions (key: X coordinate).
- /// </summary>
- public SortedDictionary<uint, SortedDictionary<uint, Scene>> Regions { get; set; }
- /// <summary>
- /// The subdirectory where each region is stored in the archive.
- /// </summary>
- protected Dictionary<UUID, string> m_regionDirs;
- /// <summary>
- /// The grid coordinates of the regions' bounding box.
- /// </summary>
- public Rectangle Rect { get; set; }
- public ArchiveScenesGroup()
- {
- Regions = new SortedDictionary<uint, SortedDictionary<uint, Scene>>();
- m_regionDirs = new Dictionary<UUID, string>();
- Rect = new Rectangle(0, 0, 0, 0);
- }
- public void AddScene(Scene scene)
- {
- uint x = scene.RegionInfo.RegionLocX;
- uint y = scene.RegionInfo.RegionLocY;
- SortedDictionary<uint, Scene> row;
- if (!Regions.TryGetValue(y, out row))
- {
- row = new SortedDictionary<uint, Scene>();
- Regions[y] = row;
- }
- row[x] = scene;
- }
- /// <summary>
- /// Called after all the scenes have been added. Performs calculations that require
- /// knowledge of all the scenes.
- /// </summary>
- 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<uint, Scene> 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;
- });
- }
- /// <summary>
- /// Returns the subdirectory where the region is stored.
- /// </summary>
- /// <param name="regionID"></param>
- /// <returns></returns>
- public string GetRegionDir(UUID regionID)
- {
- return m_regionDirs[regionID];
- }
- /// <summary>
- /// Performs an action on all the scenes in this order: rows from South to North,
- /// and within each row West to East.
- /// </summary>
- /// <param name="action"></param>
- public void ForEachScene(Action<Scene> action)
- {
- foreach (SortedDictionary<uint, Scene> row in Regions.Values)
- {
- foreach (Scene scene in row.Values)
- {
- action(scene);
- }
- }
- }
- /// <summary>
- /// Returns the scene at position 'location'.
- /// </summary>
- /// <param name="location">A location in the grid</param>
- /// <param name="scene">The scene at this location</param>
- /// <returns>Whether the scene was found</returns>
- public bool TryGetScene(Point location, out Scene scene)
- {
- SortedDictionary<uint, Scene> row;
- if (Regions.TryGetValue((uint)location.Y, out row))
- {
- if (row.TryGetValue((uint)location.X, out scene))
- return true;
- }
- scene = null;
- return false;
- }
- }
- }
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