NullSimulationData.cs 6.1 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.Data.Null
  33. {
  34. /// <summary>
  35. /// NULL DataStore, do not store anything
  36. /// </summary>
  37. public class NullSimulationData : ISimulationDataStore
  38. {
  39. public NullSimulationData()
  40. {
  41. }
  42. public NullSimulationData(string connectionString)
  43. {
  44. Initialise(connectionString);
  45. }
  46. public void Initialise(string dbfile)
  47. {
  48. return;
  49. }
  50. public void Dispose()
  51. {
  52. }
  53. public void StoreRegionSettings(RegionSettings rs)
  54. {
  55. }
  56. public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
  57. {
  58. //This connector doesn't support the windlight module yet
  59. //Return default LL windlight settings
  60. return new RegionLightShareData();
  61. }
  62. public void RemoveRegionWindlightSettings(UUID regionID)
  63. {
  64. }
  65. public void StoreRegionWindlightSettings(RegionLightShareData wl)
  66. {
  67. //This connector doesn't support the windlight module yet
  68. }
  69. #region Environment Settings
  70. private Dictionary<UUID, string> EnvironmentSettings = new Dictionary<UUID, string>();
  71. public string LoadRegionEnvironmentSettings(UUID regionUUID)
  72. {
  73. lock (EnvironmentSettings)
  74. {
  75. if (EnvironmentSettings.ContainsKey(regionUUID))
  76. return EnvironmentSettings[regionUUID];
  77. }
  78. return string.Empty;
  79. }
  80. public void StoreRegionEnvironmentSettings(UUID regionUUID, string settings)
  81. {
  82. lock (EnvironmentSettings)
  83. {
  84. EnvironmentSettings[regionUUID] = settings;
  85. }
  86. }
  87. public void RemoveRegionEnvironmentSettings(UUID regionUUID)
  88. {
  89. lock (EnvironmentSettings)
  90. {
  91. if (EnvironmentSettings.ContainsKey(regionUUID))
  92. EnvironmentSettings.Remove(regionUUID);
  93. }
  94. }
  95. #endregion
  96. public RegionSettings LoadRegionSettings(UUID regionUUID)
  97. {
  98. RegionSettings rs = new RegionSettings();
  99. rs.RegionUUID = regionUUID;
  100. return rs;
  101. }
  102. public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
  103. {
  104. }
  105. public void RemoveObject(UUID obj, UUID regionUUID)
  106. {
  107. }
  108. public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
  109. {
  110. }
  111. public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
  112. {
  113. return new List<SceneObjectGroup>();
  114. }
  115. Dictionary<UUID, TerrainData> m_terrains = new Dictionary<UUID, TerrainData>();
  116. public void StoreTerrain(TerrainData ter, UUID regionID)
  117. {
  118. if (m_terrains.ContainsKey(regionID))
  119. m_terrains.Remove(regionID);
  120. m_terrains.Add(regionID, ter);
  121. }
  122. // Legacy. Just don't do this.
  123. public void StoreTerrain(double[,] ter, UUID regionID)
  124. {
  125. TerrainData terrData = new HeightmapTerrainData(ter);
  126. StoreTerrain(terrData, regionID);
  127. }
  128. // Legacy. Just don't do this.
  129. // Returns 'null' if region not found
  130. public double[,] LoadTerrain(UUID regionID)
  131. {
  132. if (m_terrains.ContainsKey(regionID))
  133. {
  134. return m_terrains[regionID].GetDoubles();
  135. }
  136. return null;
  137. }
  138. public TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ)
  139. {
  140. if (m_terrains.ContainsKey(regionID))
  141. {
  142. return m_terrains[regionID];
  143. }
  144. return null;
  145. }
  146. public void RemoveLandObject(UUID globalID)
  147. {
  148. }
  149. public void StoreLandObject(ILandObject land)
  150. {
  151. }
  152. public List<LandData> LoadLandObjects(UUID regionUUID)
  153. {
  154. return new List<LandData>();
  155. }
  156. public void Shutdown()
  157. {
  158. }
  159. public void SaveExtra(UUID regionID, string name, string value)
  160. {
  161. }
  162. public void RemoveExtra(UUID regionID, string name)
  163. {
  164. }
  165. public Dictionary<string, string> GetExtra(UUID regionID)
  166. {
  167. return null;
  168. }
  169. }
  170. }