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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 OpenMetaverse;
- using OpenSim.Framework;
- using OpenSim.Region.Framework.Scenes;
- namespace OpenSim.Region.Framework.Interfaces
- {
- public interface ISimulationDataService
- {
- /// <summary>
- /// Stores all object's details apart from inventory
- /// </summary>
- /// <param name="obj"></param>
- /// <param name="regionUUID"></param>
- void StoreObject(SceneObjectGroup obj, UUID regionUUID);
- /// <summary>
- /// Entirely removes the object, including inventory
- /// </summary>
- /// <param name="uuid"></param>
- /// <param name="regionUUID"></param>
- /// <returns></returns>
- void RemoveObject(UUID uuid, UUID regionUUID);
- /// <summary>
- /// Store a prim's inventory
- /// </summary>
- /// <returns></returns>
- void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items);
- /// <summary>
- /// Load persisted objects from region storage.
- /// </summary>
- /// <param name="regionUUID">the Region UUID</param>
- /// <returns>List of loaded groups</returns>
- List<SceneObjectGroup> LoadObjects(UUID regionUUID);
- /// <summary>
- /// Store terrain in region storage
- /// </summary>
- /// <param name="ter">HeightField data</param>
- /// <param name="regionID">region UUID</param>
- void StoreTerrain(TerrainData terrain, UUID regionID);
- /// <summary>
- /// Store baked terrain in region storage
- /// </summary>
- /// <param name="ter">HeightField data</param>
- /// <param name="regionID">region UUID</param>
- void StoreBakedTerrain(TerrainData terrain, UUID regionID);
- // Legacy version kept for downward compabibility
- void StoreTerrain(double[,] terrain, UUID regionID);
- /// <summary>
- /// Load the latest terrain revision from region storage
- /// </summary>
- /// <param name="regionID">the region UUID</param>
- /// <param name="sizeX">the X dimension of the region being filled</param>
- /// <param name="sizeY">the Y dimension of the region being filled</param>
- /// <param name="sizeZ">the Z dimension of the region being filled</param>
- /// <returns>Heightfield data</returns>
- TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ);
- TerrainData LoadBakedTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ);
- // Legacy version kept for downward compabibility
- double[,] LoadTerrain(UUID regionID);
- void StoreLandObject(ILandObject Parcel);
- /// <summary>
- /// <list type="bullet">
- /// <item>delete from land where UUID=globalID</item>
- /// <item>delete from landaccesslist where LandUUID=globalID</item>
- /// </list>
- /// </summary>
- /// <param name="globalID"></param>
- void RemoveLandObject(UUID globalID);
- List<LandData> LoadLandObjects(UUID regionUUID);
- void StoreRegionSettings(RegionSettings rs);
- RegionSettings LoadRegionSettings(UUID regionUUID);
- RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID);
- void StoreRegionWindlightSettings(RegionLightShareData wl);
- void RemoveRegionWindlightSettings(UUID regionID);
- /// <summary>
- /// Load Environment settings from region storage
- /// </summary>
- /// <param name="regionUUID">the region UUID</param>
- /// <returns>LLSD string for viewer</returns>
- string LoadRegionEnvironmentSettings(UUID regionUUID);
- /// <summary>
- /// Store Environment settings into region storage
- /// </summary>
- /// <param name="regionUUID">the region UUID</param>
- /// <param name="settings">LLSD string from viewer</param>
- void StoreRegionEnvironmentSettings(UUID regionUUID, string settings);
- /// <summary>
- /// Delete Environment settings from region storage
- /// </summary>
- /// <param name="regionUUID">the region UUID</param>
- void RemoveRegionEnvironmentSettings(UUID regionUUID);
- UUID[] GetObjectIDs(UUID regionID);
- void SaveExtra(UUID regionID, string name, string value);
- void RemoveExtra(UUID regionID, string name);
- Dictionary<string, string> GetExtra(UUID regionID);
- }
- }
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