LandChannel.cs 7.5 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. public const float BAN_LINE_SAFETY_HIEGHT = 100;
  40. public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 128; //Equals 10000000
  41. public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 64; //Equals 01000000
  42. //RequestResults (I think these are right, they seem to work):
  43. public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
  44. public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land
  45. //ParcelSelectObjects
  46. public const int LAND_SELECT_OBJECTS_GROUP = 4;
  47. public const int LAND_SELECT_OBJECTS_OTHER = 8;
  48. public const int LAND_SELECT_OBJECTS_OWNER = 2;
  49. public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101
  50. public const byte LAND_TYPE_IS_FOR_SALE = 4; //Equals 00000100
  51. public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010
  52. public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001
  53. public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011
  54. public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000
  55. //These are other constants. Yay!
  56. public const int START_LAND_LOCAL_ID = 1;
  57. #endregion
  58. private readonly Scene m_scene;
  59. private readonly LandManagementModule m_landManagementModule;
  60. public LandChannel(Scene scene, LandManagementModule landManagementMod)
  61. {
  62. m_scene = scene;
  63. m_landManagementModule = landManagementMod;
  64. }
  65. #region ILandChannel Members
  66. public ILandObject GetLandObject(float x_float, float y_float)
  67. {
  68. if (m_landManagementModule != null)
  69. {
  70. return m_landManagementModule.GetLandObject(x_float, y_float);
  71. }
  72. ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
  73. obj.LandData.Name = "NO LAND";
  74. return obj;
  75. }
  76. public ILandObject GetLandObject(int localID)
  77. {
  78. if (m_landManagementModule != null)
  79. {
  80. return m_landManagementModule.GetLandObject(localID);
  81. }
  82. return null;
  83. }
  84. public ILandObject GetLandObject(int x, int y)
  85. {
  86. if (m_landManagementModule != null)
  87. {
  88. return m_landManagementModule.GetLandObject(x, y);
  89. }
  90. ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
  91. obj.LandData.Name = "NO LAND";
  92. return obj;
  93. }
  94. public List<ILandObject> AllParcels()
  95. {
  96. if (m_landManagementModule != null)
  97. {
  98. return m_landManagementModule.AllParcels();
  99. }
  100. return new List<ILandObject>();
  101. }
  102. public List<ILandObject> ParcelsNearPoint(Vector3 position)
  103. {
  104. if (m_landManagementModule != null)
  105. {
  106. return m_landManagementModule.ParcelsNearPoint(position);
  107. }
  108. return new List<ILandObject>();
  109. }
  110. public bool IsLandPrimCountTainted()
  111. {
  112. if (m_landManagementModule != null)
  113. {
  114. return m_landManagementModule.IsLandPrimCountTainted();
  115. }
  116. return false;
  117. }
  118. public bool IsForcefulBansAllowed()
  119. {
  120. if (m_landManagementModule != null)
  121. {
  122. return m_landManagementModule.AllowedForcefulBans;
  123. }
  124. return false;
  125. }
  126. public void UpdateLandObject(int localID, LandData data)
  127. {
  128. if (m_landManagementModule != null)
  129. {
  130. m_landManagementModule.UpdateLandObject(localID, data);
  131. }
  132. }
  133. public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
  134. {
  135. if (m_landManagementModule != null)
  136. {
  137. m_landManagementModule.Join(start_x, start_y, end_x, end_y, attempting_user_id);
  138. }
  139. }
  140. public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
  141. {
  142. if (m_landManagementModule != null)
  143. {
  144. m_landManagementModule.Subdivide(start_x, start_y, end_x, end_y, attempting_user_id);
  145. }
  146. }
  147. public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
  148. {
  149. if (m_landManagementModule != null)
  150. {
  151. m_landManagementModule.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient);
  152. }
  153. }
  154. public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
  155. {
  156. if (m_landManagementModule != null)
  157. {
  158. m_landManagementModule.setParcelObjectMaxOverride(overrideDel);
  159. }
  160. }
  161. public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
  162. {
  163. if (m_landManagementModule != null)
  164. {
  165. m_landManagementModule.setSimulatorObjectMaxOverride(overrideDel);
  166. }
  167. }
  168. public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime)
  169. {
  170. if (m_landManagementModule != null)
  171. {
  172. m_landManagementModule.setParcelOtherCleanTime(remoteClient, localID, otherCleanTime);
  173. }
  174. }
  175. #endregion
  176. }
  177. }