LandChannel.cs 8.4 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. public const float BAN_LINE_SAFETY_HEIGHT = 100;
  38. //Land types set with flags in ParcelOverlay.
  39. //Only one of these can be used.
  40. //RequestResults (I think these are right, they seem to work):
  41. public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
  42. public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land
  43. //ParcelSelectObjects
  44. public const int LAND_SELECT_OBJECTS_OWNER = 2;
  45. public const int LAND_SELECT_OBJECTS_GROUP = 4;
  46. public const int LAND_SELECT_OBJECTS_OTHER = 8;
  47. public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000
  48. // types 1 to 7 are exclusive
  49. public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001
  50. public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010
  51. public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011
  52. public const byte LAND_TYPE_IS_FOR_SALE = 4; //Equals 00000100
  53. public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101
  54. public const byte LAND_TYPE_unused6 = 6;
  55. public const byte LAND_TYPE_unused7 = 7;
  56. // next are flags
  57. public const byte LAND_FLAG_unused8 = 0x08; // this may become excluside in future
  58. public const byte LAND_FLAG_HIDEAVATARS = 0x10;
  59. public const byte LAND_FLAG_LOCALSOUND = 0x20;
  60. public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 0x40; //Equals 01000000
  61. public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 0x80; //Equals 10000000
  62. //These are other constants. Yay!
  63. public const int START_LAND_LOCAL_ID = 1;
  64. #endregion
  65. private readonly Scene m_scene;
  66. private readonly LandManagementModule m_landManagementModule;
  67. public LandChannel(Scene scene, LandManagementModule landManagementMod)
  68. {
  69. m_scene = scene;
  70. m_landManagementModule = landManagementMod;
  71. }
  72. #region ILandChannel Members
  73. public ILandObject GetLandObject(float x_float, float y_float)
  74. {
  75. if (m_landManagementModule != null)
  76. {
  77. return m_landManagementModule.GetLandObject(x_float, y_float);
  78. }
  79. ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
  80. obj.LandData.Name = "NO LAND";
  81. return obj;
  82. }
  83. public ILandObject GetLandObject(int localID)
  84. {
  85. if (m_landManagementModule != null)
  86. {
  87. return m_landManagementModule.GetLandObject(localID);
  88. }
  89. return null;
  90. }
  91. public ILandObject GetLandObject(UUID GlobalID)
  92. {
  93. if (m_landManagementModule != null)
  94. {
  95. return m_landManagementModule.GetLandObject(GlobalID);
  96. }
  97. return null;
  98. }
  99. public ILandObject GetLandObject(Vector3 position)
  100. {
  101. return GetLandObject(position.X, position.Y);
  102. }
  103. public ILandObject GetLandObject(int x, int y)
  104. {
  105. if (m_landManagementModule != null)
  106. {
  107. return m_landManagementModule.GetLandObject(x, y);
  108. }
  109. ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
  110. obj.LandData.Name = "NO LAND";
  111. return obj;
  112. }
  113. public List<ILandObject> AllParcels()
  114. {
  115. if (m_landManagementModule != null)
  116. {
  117. return m_landManagementModule.AllParcels();
  118. }
  119. return new List<ILandObject>();
  120. }
  121. public void Clear(bool setupDefaultParcel)
  122. {
  123. if (m_landManagementModule != null)
  124. m_landManagementModule.Clear(setupDefaultParcel);
  125. }
  126. public List<ILandObject> ParcelsNearPoint(Vector3 position)
  127. {
  128. if (m_landManagementModule != null)
  129. {
  130. return m_landManagementModule.ParcelsNearPoint(position);
  131. }
  132. return new List<ILandObject>();
  133. }
  134. public bool IsForcefulBansAllowed()
  135. {
  136. if (m_landManagementModule != null)
  137. {
  138. return m_landManagementModule.AllowedForcefulBans;
  139. }
  140. return false;
  141. }
  142. public void UpdateLandObject(int localID, LandData data)
  143. {
  144. if (m_landManagementModule != null)
  145. {
  146. m_landManagementModule.UpdateLandObject(localID, data);
  147. }
  148. }
  149. public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
  150. {
  151. if (m_landManagementModule != null)
  152. {
  153. m_landManagementModule.Join(start_x, start_y, end_x, end_y, attempting_user_id);
  154. }
  155. }
  156. public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id)
  157. {
  158. if (m_landManagementModule != null)
  159. {
  160. m_landManagementModule.Subdivide(start_x, start_y, end_x, end_y, attempting_user_id);
  161. }
  162. }
  163. public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
  164. {
  165. if (m_landManagementModule != null)
  166. {
  167. m_landManagementModule.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient);
  168. }
  169. }
  170. public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
  171. {
  172. if (m_landManagementModule != null)
  173. {
  174. m_landManagementModule.setParcelObjectMaxOverride(overrideDel);
  175. }
  176. }
  177. public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
  178. {
  179. if (m_landManagementModule != null)
  180. {
  181. m_landManagementModule.setSimulatorObjectMaxOverride(overrideDel);
  182. }
  183. }
  184. public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime)
  185. {
  186. if (m_landManagementModule != null)
  187. {
  188. m_landManagementModule.setParcelOtherCleanTime(remoteClient, localID, otherCleanTime);
  189. }
  190. }
  191. public void sendClientInitialLandInfo(IClientAPI remoteClient)
  192. {
  193. if (m_landManagementModule != null)
  194. {
  195. m_landManagementModule.sendClientInitialLandInfo(remoteClient);
  196. }
  197. }
  198. #endregion
  199. }
  200. }