LandChannel.cs 8.1 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System.Collections.Generic;
  28. using OpenMetaverse;
  29. using OpenSim.Framework;
  30. using OpenSim.Region.Framework.Interfaces;
  31. using OpenSim.Region.Framework.Scenes;
  32. namespace OpenSim.Region.CoreModules.World.Land
  33. {
  34. public class LandChannel : ILandChannel
  35. {
  36. #region Constants
  37. //Land types set with flags in ParcelOverlay.
  38. //Only one of these can be used.
  39. //RequestResults (I think these are right, they seem to work):
  40. public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
  41. public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land
  42. //ParcelSelectObjects
  43. public const int LAND_SELECT_OBJECTS_OWNER = 2;
  44. public const int LAND_SELECT_OBJECTS_GROUP = 4;
  45. public const int LAND_SELECT_OBJECTS_OTHER = 8;
  46. public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000
  47. // types 1 to 7 are exclusive
  48. public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001
  49. public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010
  50. public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011
  51. public const byte LAND_TYPE_IS_FOR_SALE = 4; //Equals 00000100
  52. public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101
  53. public const byte LAND_TYPE_unused6 = 6;
  54. public const byte LAND_TYPE_unused7 = 7;
  55. // next are flags
  56. public const byte LAND_FLAG_unused8 = 0x08; // this may become excluside in future
  57. public const byte LAND_FLAG_HIDEAVATARS = 0x10;
  58. public const byte LAND_FLAG_LOCALSOUND = 0x20;
  59. public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 0x40; //Equals 01000000
  60. public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 0x80; //Equals 10000000
  61. //These are other constants. Yay!
  62. public const int START_LAND_LOCAL_ID = 1;
  63. #endregion
  64. private readonly Scene m_scene;
  65. private readonly LandManagementModule m_landManagementModule;
  66. private float m_BanLineSafeHeight = 100.0f;
  67. public float BanLineSafeHeight
  68. {
  69. get
  70. {
  71. return m_BanLineSafeHeight;
  72. }
  73. private set
  74. {
  75. if (value >= 20f && value <= 5000f)
  76. m_BanLineSafeHeight = value;
  77. else
  78. m_BanLineSafeHeight = 100.0f;
  79. }
  80. }
  81. public LandChannel(Scene scene, LandManagementModule landManagementMod)
  82. {
  83. m_scene = scene;
  84. m_landManagementModule = landManagementMod;
  85. if(landManagementMod != null)
  86. m_BanLineSafeHeight = landManagementMod.BanLineSafeHeight;
  87. }
  88. #region ILandChannel Members
  89. public ILandObject GetLandObject(float x_float, float y_float)
  90. {
  91. return m_landManagementModule != null ? m_landManagementModule.GetLandObject(x_float, y_float) : null;
  92. }
  93. public ILandObject GetLandObject(int localID)
  94. {
  95. return m_landManagementModule != null ? m_landManagementModule.GetLandObject(localID) : null;
  96. }
  97. public ILandObject GetLandObject(UUID GlobalID)
  98. {
  99. return m_landManagementModule != null ? m_landManagementModule.GetLandObject(GlobalID) : null;
  100. }
  101. public ILandObject GetLandObject(Vector3 position)
  102. {
  103. return GetLandObject(position.X, position.Y);
  104. }
  105. public ILandObject GetLandObject(int x, int y)
  106. {
  107. return m_landManagementModule != null ? m_landManagementModule.GetLandObject(x, y) : null;
  108. }
  109. public ILandObject GetLandObjectClippedXY(float x, float y)
  110. {
  111. return m_landManagementModule != null ? m_landManagementModule.GetLandObjectClippedXY(x, y) : null;
  112. }
  113. public List<ILandObject> AllParcels()
  114. {
  115. return m_landManagementModule != null ? m_landManagementModule.AllParcels() : new List<ILandObject>();
  116. }
  117. public void Clear(bool setupDefaultParcel)
  118. {
  119. m_landManagementModule?.Clear(setupDefaultParcel);
  120. }
  121. public List<ILandObject> ParcelsNearPoint(Vector3 position)
  122. {
  123. return m_landManagementModule != null ? m_landManagementModule.ParcelsNearPoint(position) : new List<ILandObject>();
  124. }
  125. public bool IsForcefulBansAllowed()
  126. {
  127. return m_landManagementModule != null ? m_landManagementModule.AllowedForcefulBans : false;
  128. }
  129. public void UpdateLandObject(int localID, LandData data)
  130. {
  131. m_landManagementModule?.UpdateLandObject(localID, data);
  132. }
  133. public void SendParcelsOverlay(IClientAPI client)
  134. {
  135. m_landManagementModule?.SendParcelOverlay(client);
  136. }
  137. public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
  138. {
  139. m_landManagementModule?.Join(start_x, start_y, end_x, end_y, attempting_user_id);
  140. }
  141. public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
  142. {
  143. m_landManagementModule?.Subdivide(start_x, start_y, end_x, end_y, attempting_user_id);
  144. }
  145. public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
  146. {
  147. m_landManagementModule?.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient);
  148. }
  149. public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
  150. {
  151. m_landManagementModule?.setParcelObjectMaxOverride(overrideDel);
  152. }
  153. public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
  154. {
  155. m_landManagementModule?.setSimulatorObjectMaxOverride(overrideDel);
  156. }
  157. public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime)
  158. {
  159. m_landManagementModule?.SetParcelOtherCleanTime(remoteClient, localID, otherCleanTime);
  160. }
  161. public void sendClientInitialLandInfo(IClientAPI remoteClient, bool overlay)
  162. {
  163. m_landManagementModule?.sendClientInitialLandInfo(remoteClient, overlay);
  164. }
  165. public void ClearAllEnvironments()
  166. {
  167. List<ILandObject> parcels = AllParcels();
  168. for(int i=0; i< parcels.Count; ++i)
  169. parcels[i].StoreEnvironment(null);
  170. }
  171. #endregion
  172. }
  173. }