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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.Reflection;
- using System.Collections.Generic;
- using log4net;
- using OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Interfaces;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Data.Null
- {
- public class NullDataService : ISimulationDataService
- {
- private NullDataStore m_store;
- public NullDataService()
- {
- m_store = new NullDataStore();
- }
- public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
- {
- m_store.StoreObject(obj, regionUUID);
- }
- public void RemoveObject(UUID uuid, UUID regionUUID)
- {
- m_store.RemoveObject(uuid, regionUUID);
- }
- public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
- {
- m_store.StorePrimInventory(primID, items);
- }
- public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
- {
- return m_store.LoadObjects(regionUUID);
- }
- public void StoreTerrain(double[,] terrain, UUID regionID)
- {
- m_store.StoreTerrain(terrain, regionID);
- }
- public void StoreTerrain(TerrainData terrain, UUID regionID)
- {
- m_store.StoreTerrain(terrain, regionID);
- }
- public void StoreBakedTerrain(TerrainData terrain, UUID regionID)
- {
- m_store.StoreBakedTerrain(terrain, regionID);
- }
- public double[,] LoadTerrain(UUID regionID)
- {
- return m_store.LoadTerrain(regionID);
- }
- public TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ)
- {
- return m_store.LoadTerrain(regionID, pSizeX, pSizeY, pSizeZ);
- }
- public TerrainData LoadBakedTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ)
- {
- return m_store.LoadBakedTerrain(regionID, pSizeX, pSizeY, pSizeZ);
- }
- public void StoreLandObject(ILandObject Parcel)
- {
- m_store.StoreLandObject(Parcel);
- }
- public void RemoveLandObject(UUID globalID)
- {
- m_store.RemoveLandObject(globalID);
- }
- public List<LandData> LoadLandObjects(UUID regionUUID)
- {
- return m_store.LoadLandObjects(regionUUID);
- }
- public void StoreRegionSettings(RegionSettings rs)
- {
- m_store.StoreRegionSettings(rs);
- }
- public RegionSettings LoadRegionSettings(UUID regionUUID)
- {
- return m_store.LoadRegionSettings(regionUUID);
- }
- public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
- {
- return m_store.LoadRegionWindlightSettings(regionUUID);
- }
- public void RemoveRegionWindlightSettings(UUID regionID)
- {
- }
- public void StoreRegionWindlightSettings(RegionLightShareData wl)
- {
- m_store.StoreRegionWindlightSettings(wl);
- }
- public string LoadRegionEnvironmentSettings(UUID regionUUID)
- {
- return m_store.LoadRegionEnvironmentSettings(regionUUID);
- }
- public void StoreRegionEnvironmentSettings(UUID regionUUID, string settings)
- {
- m_store.StoreRegionEnvironmentSettings(regionUUID, settings);
- }
- public void RemoveRegionEnvironmentSettings(UUID regionUUID)
- {
- m_store.RemoveRegionEnvironmentSettings(regionUUID);
- }
- public UUID[] GetObjectIDs(UUID regionID)
- {
- return new UUID[0];
- }
- public void SaveExtra(UUID regionID, string name, string value)
- {
- }
- public void RemoveExtra(UUID regionID, string name)
- {
- }
- public Dictionary<string, string> GetExtra(UUID regionID)
- {
- return null;
- }
- }
- /// <summary>
- /// Mock region data plugin. This obeys the api contract for persistence but stores everything in memory, so that
- /// tests can check correct persistence.
- /// </summary>
- public class NullDataStore : ISimulationDataStore
- {
- // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
- protected Dictionary<UUID, RegionSettings> m_regionSettings = new Dictionary<UUID, RegionSettings>();
- protected Dictionary<UUID, SceneObjectPart> m_sceneObjectParts = new Dictionary<UUID, SceneObjectPart>();
- protected Dictionary<UUID, ICollection<TaskInventoryItem>> m_primItems
- = new Dictionary<UUID, ICollection<TaskInventoryItem>>();
- protected Dictionary<UUID, TerrainData> m_terrains = new Dictionary<UUID, TerrainData>();
- protected Dictionary<UUID, TerrainData> m_bakedterrains = new Dictionary<UUID, TerrainData>();
- protected Dictionary<UUID, LandData> m_landData = new Dictionary<UUID, LandData>();
- public void Initialise(string dbfile)
- {
- return;
- }
- public void Dispose()
- {
- }
- public void StoreRegionSettings(RegionSettings rs)
- {
- m_regionSettings[rs.RegionUUID] = rs;
- }
- public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
- {
- //This connector doesn't support the windlight module yet
- //Return default LL windlight settings
- return new RegionLightShareData();
- }
- public void RemoveRegionWindlightSettings(UUID regionID)
- {
- }
- public void StoreRegionWindlightSettings(RegionLightShareData wl)
- {
- //This connector doesn't support the windlight module yet
- }
- #region Environment Settings
- public string LoadRegionEnvironmentSettings(UUID regionUUID)
- {
- //This connector doesn't support the Environment module yet
- return string.Empty;
- }
- public void StoreRegionEnvironmentSettings(UUID regionUUID, string settings)
- {
- //This connector doesn't support the Environment module yet
- }
- public void RemoveRegionEnvironmentSettings(UUID regionUUID)
- {
- //This connector doesn't support the Environment module yet
- }
- #endregion
- public RegionSettings LoadRegionSettings(UUID regionUUID)
- {
- RegionSettings rs = null;
- m_regionSettings.TryGetValue(regionUUID, out rs);
- if (rs == null)
- rs = new RegionSettings();
- return rs;
- }
- public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
- {
- // We can't simply store groups here because on delinking, OpenSim will not update the original group
- // directly. Rather, the newly delinked parts will be updated to be in their own scene object group
- // Therefore, we need to store parts rather than groups.
- foreach (SceneObjectPart prim in obj.Parts)
- {
- // m_log.DebugFormat(
- // "[MOCK REGION DATA PLUGIN]: Storing part {0} {1} in object {2} {3} in region {4}",
- // prim.Name, prim.UUID, obj.Name, obj.UUID, regionUUID);
- m_sceneObjectParts[prim.UUID] = prim;
- }
- }
- public void RemoveObject(UUID obj, UUID regionUUID)
- {
- // All parts belonging to the object with the uuid are removed.
- List<SceneObjectPart> parts = new List<SceneObjectPart>(m_sceneObjectParts.Values);
- foreach (SceneObjectPart part in parts)
- {
- if (part.ParentGroup.UUID == obj)
- {
- // m_log.DebugFormat(
- // "[MOCK REGION DATA PLUGIN]: Removing part {0} {1} as part of object {2} from {3}",
- // part.Name, part.UUID, obj, regionUUID);
- m_sceneObjectParts.Remove(part.UUID);
- }
- }
- }
- public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
- {
- m_primItems[primID] = items;
- }
- public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
- {
- Dictionary<UUID, SceneObjectGroup> objects = new Dictionary<UUID, SceneObjectGroup>();
- // Create all of the SOGs from the root prims first
- foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
- {
- if (prim.IsRoot)
- {
- // m_log.DebugFormat(
- // "[MOCK REGION DATA PLUGIN]: Loading root part {0} {1} in {2}", prim.Name, prim.UUID, regionUUID);
- objects[prim.UUID] = new SceneObjectGroup(prim);
- }
- }
- // Add all of the children objects to the SOGs
- foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
- {
- SceneObjectGroup sog;
- if (prim.UUID != prim.ParentUUID)
- {
- if (objects.TryGetValue(prim.ParentUUID, out sog))
- {
- int originalLinkNum = prim.LinkNum;
- sog.AddPart(prim);
- // SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum.
- // We override that here
- if (originalLinkNum != 0)
- prim.LinkNum = originalLinkNum;
- }
- else
- {
- // m_log.WarnFormat(
- // "[MOCK REGION DATA PLUGIN]: Database contains an orphan child prim {0} {1} in region {2} pointing to missing parent {3}. This prim will not be loaded.",
- // prim.Name, prim.UUID, regionUUID, prim.ParentUUID);
- }
- }
- }
- // TODO: Load items. This is assymetric - we store items as a separate method but don't retrieve them that
- // way!
- return new List<SceneObjectGroup>(objects.Values);
- }
- public void StoreTerrain(TerrainData ter, UUID regionID)
- {
- m_terrains[regionID] = ter;
- }
- public void StoreBakedTerrain(TerrainData ter, UUID regionID)
- {
- m_bakedterrains[regionID] = ter;
- }
- public void StoreTerrain(double[,] ter, UUID regionID)
- {
- m_terrains[regionID] = new TerrainData(ter);
- }
- public TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ)
- {
- if (m_terrains.ContainsKey(regionID))
- return m_terrains[regionID];
- else
- return null;
- }
- public TerrainData LoadBakedTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ)
- {
- if (m_bakedterrains.ContainsKey(regionID))
- return m_bakedterrains[regionID];
- else
- return null;
- }
- public double[,] LoadTerrain(UUID regionID)
- {
- if (m_terrains.ContainsKey(regionID))
- return m_terrains[regionID].GetDoubles();
- else
- return null;
- }
- public void RemoveLandObject(UUID globalID)
- {
- if (m_landData.ContainsKey(globalID))
- m_landData.Remove(globalID);
- }
- public void StoreLandObject(ILandObject land)
- {
- m_landData[land.LandData.GlobalID] = land.LandData;
- }
- public List<LandData> LoadLandObjects(UUID regionUUID)
- {
- return new List<LandData>(m_landData.Values);
- }
- public void Shutdown()
- {
- }
- public UUID[] GetObjectIDs(UUID regionID)
- {
- return new UUID[0];
- }
- public void SaveExtra(UUID regionID, string name, string value)
- {
- }
- public void RemoveExtra(UUID regionID, string name)
- {
- }
- public Dictionary<string, string> GetExtra(UUID regionID)
- {
- return null;
- }
- }
- }
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