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TestLandChannel.cs 4.8 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. using OpenSim.Region.CoreModules.World.Land;
  33. namespace OpenSim.Tests.Common
  34. {
  35. /// <summary>
  36. /// Land channel for test purposes
  37. /// </summary>
  38. public class TestLandChannel : ILandChannel
  39. {
  40. private Scene m_scene;
  41. private List<ILandObject> m_parcels;
  42. public float BanLineSafeHeight { get { return 100f; } }
  43. public TestLandChannel(Scene scene)
  44. {
  45. m_scene = scene;
  46. m_parcels = new List<ILandObject>();
  47. SetupDefaultParcel();
  48. }
  49. private void SetupDefaultParcel()
  50. {
  51. ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
  52. obj.LandData.Name = "Your Parcel";
  53. m_parcels.Add(obj);
  54. }
  55. public List<ILandObject> ParcelsNearPoint(Vector3 position)
  56. {
  57. return new List<ILandObject>();
  58. }
  59. public List<ILandObject> AllParcels()
  60. {
  61. return m_parcels;
  62. }
  63. public void Clear(bool setupDefaultParcel)
  64. {
  65. m_parcels.Clear();
  66. if (setupDefaultParcel)
  67. SetupDefaultParcel();
  68. }
  69. protected ILandObject GetNoLand()
  70. {
  71. ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
  72. obj.LandData.Name = "NO LAND";
  73. return obj;
  74. }
  75. public ILandObject GetLandObject(Vector3 position)
  76. {
  77. return GetLandObject(position.X, position.Y);
  78. }
  79. public ILandObject GetLandObject(int x, int y)
  80. {
  81. return GetNoLand();
  82. }
  83. public ILandObject GetLandObjectClippedXY(float x, float y)
  84. {
  85. return GetNoLand();
  86. }
  87. public ILandObject GetLandObject(int localID)
  88. {
  89. return GetNoLand();
  90. }
  91. public ILandObject GetLandObject(UUID ID)
  92. {
  93. return GetNoLand();
  94. }
  95. public ILandObject GetLandObject(float x, float y)
  96. {
  97. return GetNoLand();
  98. }
  99. public bool IsLandPrimCountTainted() { return false; }
  100. public bool IsForcefulBansAllowed() { return false; }
  101. public void UpdateLandObject(int localID, LandData data) {}
  102. public void SendParcelsOverlay(IClientAPI client) {}
  103. public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) {}
  104. public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel) {}
  105. public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel) {}
  106. public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime) {}
  107. public void Join(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id) {}
  108. public void Subdivide(int start_x, int start_y, int end_x, int end_y, UUID attempting_user_id) {}
  109. public void sendClientInitialLandInfo(IClientAPI remoteClient, bool overlay) { }
  110. public void ClearAllEnvironments(){ }
  111. }
  112. }