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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
28using System.Reflection;
29using System.Collections.Generic;
30using log4net;
31using OpenMetaverse;
32using OpenSim.Framework;
33using OpenSim.Region.Framework.Interfaces;
34using OpenSim.Region.Framework.Scenes;
35
36namespace OpenSim.Data.Null
37{
38 public class NullDataService : ISimulationDataService
39 {
40 private NullDataStore m_store;
41
42 public NullDataService()
43 {
44 m_store = new NullDataStore();
45 }
46
47 public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
48 {
49 m_store.StoreObject(obj, regionUUID);
50 }
51
52 public void RemoveObject(UUID uuid, UUID regionUUID)
53 {
54 m_store.RemoveObject(uuid, regionUUID);
55 }
56
57 public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
58 {
59 m_store.StorePrimInventory(primID, items);
60 }
61
62 public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
63 {
64 return m_store.LoadObjects(regionUUID);
65 }
66
67 public void StoreTerrain(double[,] terrain, UUID regionID)
68 {
69 m_store.StoreTerrain(terrain, regionID);
70 }
71
72 public void StoreTerrain(TerrainData terrain, UUID regionID)
73 {
74 m_store.StoreTerrain(terrain, regionID);
75 }
76
77 public double[,] LoadTerrain(UUID regionID)
78 {
79 return m_store.LoadTerrain(regionID);
80 }
81
82 public TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ)
83 {
84 return m_store.LoadTerrain(regionID, pSizeX, pSizeY, pSizeZ);
85 }
86
87 public void StoreLandObject(ILandObject Parcel)
88 {
89 m_store.StoreLandObject(Parcel);
90 }
91
92 public void RemoveLandObject(UUID globalID)
93 {
94 m_store.RemoveLandObject(globalID);
95 }
96
97 public List<LandData> LoadLandObjects(UUID regionUUID)
98 {
99 return m_store.LoadLandObjects(regionUUID);
100 }
101
102 public void StoreRegionSettings(RegionSettings rs)
103 {
104 m_store.StoreRegionSettings(rs);
105 }
106
107 public RegionSettings LoadRegionSettings(UUID regionUUID)
108 {
109 return m_store.LoadRegionSettings(regionUUID);
110 }
111
112 public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
113 {
114 return m_store.LoadRegionWindlightSettings(regionUUID);
115 }
116
117 public void RemoveRegionWindlightSettings(UUID regionID)
118 {
119 }
120
121 public void StoreRegionWindlightSettings(RegionLightShareData wl)
122 {
123 m_store.StoreRegionWindlightSettings(wl);
124 }
125
126 public string LoadRegionEnvironmentSettings(UUID regionUUID)
127 {
128 return m_store.LoadRegionEnvironmentSettings(regionUUID);
129 }
130
131 public void StoreRegionEnvironmentSettings(UUID regionUUID, string settings)
132 {
133 m_store.StoreRegionEnvironmentSettings(regionUUID, settings);
134 }
135
136 public void RemoveRegionEnvironmentSettings(UUID regionUUID)
137 {
138 m_store.RemoveRegionEnvironmentSettings(regionUUID);
139 }
140
141 public void SaveExtra(UUID regionID, string name, string value)
142 {
143 }
144
145 public void RemoveExtra(UUID regionID, string name)
146 {
147 }
148
149 public Dictionary<string, string> GetExtra(UUID regionID)
150 {
151 return null;
152 }
153 }
154
155 /// <summary>
156 /// Mock region data plugin. This obeys the api contract for persistence but stores everything in memory, so that
157 /// tests can check correct persistence.
158 /// </summary>
159 public class NullDataStore : ISimulationDataStore
160 {
161// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
162
163 protected Dictionary<UUID, RegionSettings> m_regionSettings = new Dictionary<UUID, RegionSettings>();
164 protected Dictionary<UUID, SceneObjectPart> m_sceneObjectParts = new Dictionary<UUID, SceneObjectPart>();
165 protected Dictionary<UUID, ICollection<TaskInventoryItem>> m_primItems
166 = new Dictionary<UUID, ICollection<TaskInventoryItem>>();
167 protected Dictionary<UUID, TerrainData> m_terrains = new Dictionary<UUID, TerrainData>();
168 protected Dictionary<UUID, LandData> m_landData = new Dictionary<UUID, LandData>();
169
170 public void Initialise(string dbfile)
171 {
172 return;
173 }
174
175 public void Dispose()
176 {
177 }
178
179 public void StoreRegionSettings(RegionSettings rs)
180 {
181 m_regionSettings[rs.RegionUUID] = rs;
182 }
183
184 public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
185 {
186 //This connector doesn't support the windlight module yet
187 //Return default LL windlight settings
188 return new RegionLightShareData();
189 }
190
191 public void RemoveRegionWindlightSettings(UUID regionID)
192 {
193 }
194
195 public void StoreRegionWindlightSettings(RegionLightShareData wl)
196 {
197 //This connector doesn't support the windlight module yet
198 }
199
200 #region Environment Settings
201 public string LoadRegionEnvironmentSettings(UUID regionUUID)
202 {
203 //This connector doesn't support the Environment module yet
204 return string.Empty;
205 }
206
207 public void StoreRegionEnvironmentSettings(UUID regionUUID, string settings)
208 {
209 //This connector doesn't support the Environment module yet
210 }
211
212 public void RemoveRegionEnvironmentSettings(UUID regionUUID)
213 {
214 //This connector doesn't support the Environment module yet
215 }
216 #endregion
217
218 public RegionSettings LoadRegionSettings(UUID regionUUID)
219 {
220 RegionSettings rs = null;
221 m_regionSettings.TryGetValue(regionUUID, out rs);
222
223 if (rs == null)
224 rs = new RegionSettings();
225
226 return rs;
227 }
228
229 public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
230 {
231 // We can't simply store groups here because on delinking, OpenSim will not update the original group
232 // directly. Rather, the newly delinked parts will be updated to be in their own scene object group
233 // Therefore, we need to store parts rather than groups.
234 foreach (SceneObjectPart prim in obj.Parts)
235 {
236// m_log.DebugFormat(
237// "[MOCK REGION DATA PLUGIN]: Storing part {0} {1} in object {2} {3} in region {4}",
238// prim.Name, prim.UUID, obj.Name, obj.UUID, regionUUID);
239
240 m_sceneObjectParts[prim.UUID] = prim;
241 }
242 }
243
244 public void RemoveObject(UUID obj, UUID regionUUID)
245 {
246 // All parts belonging to the object with the uuid are removed.
247 List<SceneObjectPart> parts = new List<SceneObjectPart>(m_sceneObjectParts.Values);
248 foreach (SceneObjectPart part in parts)
249 {
250 if (part.ParentGroup.UUID == obj)
251 {
252// m_log.DebugFormat(
253// "[MOCK REGION DATA PLUGIN]: Removing part {0} {1} as part of object {2} from {3}",
254// part.Name, part.UUID, obj, regionUUID);
255 m_sceneObjectParts.Remove(part.UUID);
256 }
257 }
258 }
259
260 public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
261 {
262 m_primItems[primID] = items;
263 }
264
265 public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
266 {
267 Dictionary<UUID, SceneObjectGroup> objects = new Dictionary<UUID, SceneObjectGroup>();
268
269 // Create all of the SOGs from the root prims first
270 foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
271 {
272 if (prim.IsRoot)
273 {
274// m_log.DebugFormat(
275// "[MOCK REGION DATA PLUGIN]: Loading root part {0} {1} in {2}", prim.Name, prim.UUID, regionUUID);
276 objects[prim.UUID] = new SceneObjectGroup(prim);
277 }
278 }
279
280 // Add all of the children objects to the SOGs
281 foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
282 {
283 SceneObjectGroup sog;
284 if (prim.UUID != prim.ParentUUID)
285 {
286 if (objects.TryGetValue(prim.ParentUUID, out sog))
287 {
288 int originalLinkNum = prim.LinkNum;
289
290 sog.AddPart(prim);
291
292 // SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum.
293 // We override that here
294 if (originalLinkNum != 0)
295 prim.LinkNum = originalLinkNum;
296 }
297 else
298 {
299// m_log.WarnFormat(
300// "[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.",
301// prim.Name, prim.UUID, regionUUID, prim.ParentUUID);
302 }
303 }
304 }
305
306 // TODO: Load items. This is assymetric - we store items as a separate method but don't retrieve them that
307 // way!
308
309 return new List<SceneObjectGroup>(objects.Values);
310 }
311
312 public void StoreTerrain(TerrainData ter, UUID regionID)
313 {
314 m_terrains[regionID] = ter;
315 }
316
317 public void StoreTerrain(double[,] ter, UUID regionID)
318 {
319 m_terrains[regionID] = new HeightmapTerrainData(ter);
320 }
321
322 public TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ)
323 {
324 if (m_terrains.ContainsKey(regionID))
325 return m_terrains[regionID];
326 else
327 return null;
328 }
329
330 public double[,] LoadTerrain(UUID regionID)
331 {
332 if (m_terrains.ContainsKey(regionID))
333 return m_terrains[regionID].GetDoubles();
334 else
335 return null;
336 }
337
338 public void RemoveLandObject(UUID globalID)
339 {
340 if (m_landData.ContainsKey(globalID))
341 m_landData.Remove(globalID);
342 }
343
344 public void StoreLandObject(ILandObject land)
345 {
346 m_landData[land.LandData.GlobalID] = land.LandData;
347 }
348
349 public List<LandData> LoadLandObjects(UUID regionUUID)
350 {
351 return new List<LandData>(m_landData.Values);
352 }
353
354 public void Shutdown()
355 {
356 }
357
358 public void SaveExtra(UUID regionID, string name, string value)
359 {
360 }
361
362 public void RemoveExtra(UUID regionID, string name)
363 {
364 }
365
366 public Dictionary<string, string> GetExtra(UUID regionID)
367 {
368 return null;
369 }
370 }
371}