/* * 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 System.Xml; using System.Xml.Serialization; using OpenMetaverse; namespace OpenSim.Framework { public class LandAccessEntry { public UUID AgentID; public int Expires; public AccessList Flags; } /// <summary> /// Details of a Parcel of land /// </summary> public class LandData { // use only one serializer to give the runtime a chance to // optimize it (it won't do that if you use a new instance // every time) private static XmlSerializer serializer = new XmlSerializer(typeof (LandData)); private Vector3 _AABBMax = new Vector3(); private Vector3 _AABBMin = new Vector3(); private int _area = 0; private uint _auctionID = 0; //Unemplemented. If set to 0, not being auctioned private UUID _authBuyerID = UUID.Zero; //Unemplemented. Authorized Buyer's UUID private ParcelCategory _category = ParcelCategory.None; //Unemplemented. Parcel's chosen category private int _claimDate = 0; private int _claimPrice = 0; //Unemplemented private UUID _globalID = UUID.Zero; private UUID _groupID = UUID.Zero; private bool _isGroupOwned = false; private byte[] _bitmap = new byte[512]; private string _description = String.Empty; private uint _flags = (uint) ParcelFlags.AllowFly | (uint) ParcelFlags.AllowLandmark | (uint) ParcelFlags.AllowAPrimitiveEntry | (uint) ParcelFlags.AllowDeedToGroup | (uint) ParcelFlags.AllowTerraform | (uint) ParcelFlags.CreateObjects | (uint) ParcelFlags.AllowOtherScripts | (uint) ParcelFlags.SoundLocal | (uint) ParcelFlags.AllowVoiceChat; private byte _landingType = 0; private string _name = "Your Parcel"; private ParcelStatus _status = ParcelStatus.Leased; private int _localID = 0; private byte _mediaAutoScale = 0; private UUID _mediaID = UUID.Zero; private string _mediaURL = String.Empty; private string _musicURL = String.Empty; private UUID _ownerID = UUID.Zero; private List<LandAccessEntry> _parcelAccessList = new List<LandAccessEntry>(); private float _passHours = 0; private int _passPrice = 0; private int _salePrice = 0; //Unemeplemented. Parcels price. private int _simwideArea = 0; private int _simwidePrims = 0; private UUID _snapshotID = UUID.Zero; private Vector3 _userLocation = new Vector3(); private Vector3 _userLookAt = new Vector3(); private int _otherCleanTime = 0; private string _mediaType = "none/none"; private string _mediaDescription = ""; private int _mediaHeight = 0; private int _mediaWidth = 0; private bool _mediaLoop = false; private bool _obscureMusic = false; private bool _obscureMedia = false; /// <summary> /// Whether to obscure parcel media URL /// </summary> [XmlIgnore] public bool ObscureMedia { get { return _obscureMedia; } set { _obscureMedia = value; } } /// <summary> /// Whether to obscure parcel music URL /// </summary> [XmlIgnore] public bool ObscureMusic { get { return _obscureMusic; } set { _obscureMusic = value; } } /// <summary> /// Whether to loop parcel media /// </summary> [XmlIgnore] public bool MediaLoop { get { return _mediaLoop; } set { _mediaLoop = value; } } /// <summary> /// Height of parcel media render /// </summary> [XmlIgnore] public int MediaHeight { get { return _mediaHeight; } set { _mediaHeight = value; } } /// <summary> /// Width of parcel media render /// </summary> [XmlIgnore] public int MediaWidth { get { return _mediaWidth; } set { _mediaWidth = value; } } /// <summary> /// Upper corner of the AABB for the parcel /// </summary> [XmlIgnore] public Vector3 AABBMax { get { return _AABBMax; } set { _AABBMax = value; } } /// <summary> /// Lower corner of the AABB for the parcel /// </summary> [XmlIgnore] public Vector3 AABBMin { get { return _AABBMin; } set { _AABBMin = value; } } /// <summary> /// Area in meters^2 the parcel contains /// </summary> public int Area { get { return _area; } set { _area = value; } } /// <summary> /// ID of auction (3rd Party Integration) when parcel is being auctioned /// </summary> public uint AuctionID { get { return _auctionID; } set { _auctionID = value; } } /// <summary> /// UUID of authorized buyer of parcel. This is UUID.Zero if anyone can buy it. /// </summary> public UUID AuthBuyerID { get { return _authBuyerID; } set { _authBuyerID = value; } } /// <summary> /// Category of parcel. Used for classifying the parcel in classified listings /// </summary> public ParcelCategory Category { get { return _category; } set { _category = value; } } /// <summary> /// Date that the current owner purchased or claimed the parcel /// </summary> public int ClaimDate { get { return _claimDate; } set { _claimDate = value; } } /// <summary> /// The last price that the parcel was sold at /// </summary> public int ClaimPrice { get { return _claimPrice; } set { _claimPrice = value; } } /// <summary> /// Global ID for the parcel. (3rd Party Integration) /// </summary> public UUID GlobalID { get { return _globalID; } set { _globalID = value; } } /// <summary> /// Unique ID of the Group that owns /// </summary> public UUID GroupID { get { return _groupID; } set { _groupID = value; } } /// <summary> /// Returns true if the Land Parcel is owned by a group /// </summary> public bool IsGroupOwned { get { return _isGroupOwned; } set { _isGroupOwned = value; } } /// <summary> /// jp2 data for the image representative of the parcel in the parcel dialog /// </summary> public byte[] Bitmap { get { return _bitmap; } set { _bitmap = value; } } /// <summary> /// Parcel Description /// </summary> public string Description { get { return _description; } set { _description = value; } } /// <summary> /// Parcel settings. Access flags, Fly, NoPush, Voice, Scripts allowed, etc. ParcelFlags /// </summary> public uint Flags { get { return _flags; } set { _flags = value; } } /// <summary> /// Determines if people are able to teleport where they please on the parcel or if they /// get constrainted to a specific point on teleport within the parcel /// </summary> public byte LandingType { get { return _landingType; } set { _landingType = value; } } /// <summary> /// Parcel Name /// </summary> public string Name { get { return _name; } set { _name = value; } } /// <summary> /// Status of Parcel, Leased, Abandoned, For Sale /// </summary> public ParcelStatus Status { get { return _status; } set { _status = value; } } /// <summary> /// Internal ID of the parcel. Sometimes the client will try to use this value /// </summary> public int LocalID { get { return _localID; } set { _localID = value; } } /// <summary> /// Determines if we scale the media based on the surface it's on /// </summary> public byte MediaAutoScale { get { return _mediaAutoScale; } set { _mediaAutoScale = value; } } /// <summary> /// Texture Guid to replace with the output of the media stream /// </summary> public UUID MediaID { get { return _mediaID; } set { _mediaID = value; } } /// <summary> /// URL to the media file to display /// </summary> public string MediaURL { get { return _mediaURL; } set { _mediaURL = value; } } public string MediaType { get { return _mediaType; } set { _mediaType = value; } } /// <summary> /// URL to the shoutcast music stream to play on the parcel /// </summary> public string MusicURL { get { return _musicURL; } set { _musicURL = value; } } /// <summary> /// Owner Avatar or Group of the parcel. Naturally, all land masses must be /// owned by someone /// </summary> public UUID OwnerID { get { return _ownerID; } set { _ownerID = value; } } /// <summary> /// List of access data for the parcel. User data, some bitflags, and a time /// </summary> public List<LandAccessEntry> ParcelAccessList { get { return _parcelAccessList; } set { _parcelAccessList = value; } } /// <summary> /// How long in hours a Pass to the parcel is given /// </summary> public float PassHours { get { return _passHours; } set { _passHours = value; } } /// <summary> /// Price to purchase a Pass to a restricted parcel /// </summary> public int PassPrice { get { return _passPrice; } set { _passPrice = value; } } /// <summary> /// When the parcel is being sold, this is the price to purchase the parcel /// </summary> public int SalePrice { get { return _salePrice; } set { _salePrice = value; } } /// <summary> /// Number of meters^2 in the Simulator /// </summary> [XmlIgnore] public int SimwideArea { get { return _simwideArea; } set { _simwideArea = value; } } /// <summary> /// Number of SceneObjectPart in the Simulator /// </summary> [XmlIgnore] public int SimwidePrims { get { return _simwidePrims; } set { _simwidePrims = value; } } /// <summary> /// ID of the snapshot used in the client parcel dialog of the parcel /// </summary> public UUID SnapshotID { get { return _snapshotID; } set { _snapshotID = value; } } /// <summary> /// When teleporting is restricted to a certain point, this is the location /// that the user will be redirected to /// </summary> public Vector3 UserLocation { get { return _userLocation; } set { _userLocation = value; } } /// <summary> /// When teleporting is restricted to a certain point, this is the rotation /// that the user will be positioned /// </summary> public Vector3 UserLookAt { get { return _userLookAt; } set { _userLookAt = value; } } /// <summary> /// Autoreturn number of minutes to return SceneObjectGroup that are owned by someone who doesn't own /// the parcel and isn't set to the same 'group' as the parcel. /// </summary> public int OtherCleanTime { get { return _otherCleanTime; } set { _otherCleanTime = value; } } /// <summary> /// parcel media description /// </summary> public string MediaDescription { get { return _mediaDescription; } set { _mediaDescription = value; } } public LandData() { _globalID = UUID.Random(); } /// <summary> /// Make a new copy of the land data /// </summary> /// <returns></returns> public LandData Copy() { LandData landData = new LandData(); landData._AABBMax = _AABBMax; landData._AABBMin = _AABBMin; landData._area = _area; landData._auctionID = _auctionID; landData._authBuyerID = _authBuyerID; landData._category = _category; landData._claimDate = _claimDate; landData._claimPrice = _claimPrice; landData._globalID = _globalID; landData._groupID = _groupID; landData._isGroupOwned = _isGroupOwned; landData._localID = _localID; landData._landingType = _landingType; landData._mediaAutoScale = _mediaAutoScale; landData._mediaID = _mediaID; landData._mediaURL = _mediaURL; landData._musicURL = _musicURL; landData._ownerID = _ownerID; landData._bitmap = (byte[]) _bitmap.Clone(); landData._description = _description; landData._flags = _flags; landData._name = _name; landData._status = _status; landData._passHours = _passHours; landData._passPrice = _passPrice; landData._salePrice = _salePrice; landData._snapshotID = _snapshotID; landData._userLocation = _userLocation; landData._userLookAt = _userLookAt; landData._otherCleanTime = _otherCleanTime; landData._mediaType = _mediaType; landData._mediaDescription = _mediaDescription; landData._mediaWidth = _mediaWidth; landData._mediaHeight = _mediaHeight; landData._mediaLoop = _mediaLoop; landData._obscureMusic = _obscureMusic; landData._obscureMedia = _obscureMedia; landData._simwideArea = _simwideArea; landData._simwidePrims = _simwidePrims; landData._parcelAccessList.Clear(); foreach (LandAccessEntry entry in _parcelAccessList) { LandAccessEntry newEntry = new LandAccessEntry(); newEntry.AgentID = entry.AgentID; newEntry.Flags = entry.Flags; newEntry.Expires = entry.Expires; landData._parcelAccessList.Add(newEntry); } return landData; } public void ToXml(XmlWriter xmlWriter) { serializer.Serialize(xmlWriter, this); } /// <summary> /// Restore a LandData object from the serialized xml representation. /// </summary> /// <param name="xmlReader"></param> /// <returns></returns> public static LandData FromXml(XmlReader xmlReader) { LandData land = (LandData)serializer.Deserialize(xmlReader); return land; } } }