/* * 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.Reflection; using System.Collections.Generic; using log4net; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Data.Null { public class NullDataService : ISimulationDataService { private NullDataStore m_store; public NullDataService() { m_store = new NullDataStore(); } public void StoreObject(SceneObjectGroup obj, UUID regionUUID) { m_store.StoreObject(obj, regionUUID); } public void RemoveObject(UUID uuid, UUID regionUUID) { m_store.RemoveObject(uuid, regionUUID); } public void StorePrimInventory(UUID primID, ICollection items) { m_store.StorePrimInventory(primID, items); } public List LoadObjects(UUID regionUUID) { return m_store.LoadObjects(regionUUID); } public void StoreTerrain(double[,] terrain, UUID regionID) { m_store.StoreTerrain(terrain, regionID); } public void StoreTerrain(TerrainData terrain, UUID regionID) { m_store.StoreTerrain(terrain, regionID); } public void StoreBakedTerrain(TerrainData terrain, UUID regionID) { m_store.StoreBakedTerrain(terrain, regionID); } public double[,] LoadTerrain(UUID regionID) { return m_store.LoadTerrain(regionID); } public TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ) { return m_store.LoadTerrain(regionID, pSizeX, pSizeY, pSizeZ); } public TerrainData LoadBakedTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ) { return m_store.LoadBakedTerrain(regionID, pSizeX, pSizeY, pSizeZ); } public void StoreLandObject(ILandObject Parcel) { m_store.StoreLandObject(Parcel); } public void RemoveLandObject(UUID globalID) { m_store.RemoveLandObject(globalID); } public List LoadLandObjects(UUID regionUUID) { return m_store.LoadLandObjects(regionUUID); } public void StoreRegionSettings(RegionSettings rs) { m_store.StoreRegionSettings(rs); } public RegionSettings LoadRegionSettings(UUID regionUUID) { return m_store.LoadRegionSettings(regionUUID); } public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID) { return m_store.LoadRegionWindlightSettings(regionUUID); } public void RemoveRegionWindlightSettings(UUID regionID) { } public void StoreRegionWindlightSettings(RegionLightShareData wl) { m_store.StoreRegionWindlightSettings(wl); } public string LoadRegionEnvironmentSettings(UUID regionUUID) { return m_store.LoadRegionEnvironmentSettings(regionUUID); } public void StoreRegionEnvironmentSettings(UUID regionUUID, string settings) { m_store.StoreRegionEnvironmentSettings(regionUUID, settings); } public void RemoveRegionEnvironmentSettings(UUID regionUUID) { m_store.RemoveRegionEnvironmentSettings(regionUUID); } public UUID[] GetObjectIDs(UUID regionID) { return new UUID[0]; } public void SaveExtra(UUID regionID, string name, string value) { } public void RemoveExtra(UUID regionID, string name) { } public Dictionary GetExtra(UUID regionID) { return null; } } /// /// Mock region data plugin. This obeys the api contract for persistence but stores everything in memory, so that /// tests can check correct persistence. /// public class NullDataStore : ISimulationDataStore { // private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType); protected Dictionary m_regionSettings = new Dictionary(); protected Dictionary m_sceneObjectParts = new Dictionary(); protected Dictionary> m_primItems = new Dictionary>(); protected Dictionary m_terrains = new Dictionary(); protected Dictionary m_bakedterrains = new Dictionary(); protected Dictionary m_landData = new Dictionary(); public void Initialise(string dbfile) { return; } public void Dispose() { } public void StoreRegionSettings(RegionSettings rs) { m_regionSettings[rs.RegionUUID] = rs; } public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID) { //This connector doesn't support the windlight module yet //Return default LL windlight settings return new RegionLightShareData(); } public void RemoveRegionWindlightSettings(UUID regionID) { } public void StoreRegionWindlightSettings(RegionLightShareData wl) { //This connector doesn't support the windlight module yet } #region Environment Settings public string LoadRegionEnvironmentSettings(UUID regionUUID) { //This connector doesn't support the Environment module yet return string.Empty; } public void StoreRegionEnvironmentSettings(UUID regionUUID, string settings) { //This connector doesn't support the Environment module yet } public void RemoveRegionEnvironmentSettings(UUID regionUUID) { //This connector doesn't support the Environment module yet } #endregion public RegionSettings LoadRegionSettings(UUID regionUUID) { RegionSettings rs = null; m_regionSettings.TryGetValue(regionUUID, out rs); if (rs == null) rs = new RegionSettings(); return rs; } public void StoreObject(SceneObjectGroup obj, UUID regionUUID) { // We can't simply store groups here because on delinking, OpenSim will not update the original group // directly. Rather, the newly delinked parts will be updated to be in their own scene object group // Therefore, we need to store parts rather than groups. foreach (SceneObjectPart prim in obj.Parts) { // m_log.DebugFormat( // "[MOCK REGION DATA PLUGIN]: Storing part {0} {1} in object {2} {3} in region {4}", // prim.Name, prim.UUID, obj.Name, obj.UUID, regionUUID); m_sceneObjectParts[prim.UUID] = prim; } } public void RemoveObject(UUID obj, UUID regionUUID) { // All parts belonging to the object with the uuid are removed. List parts = new List(m_sceneObjectParts.Values); foreach (SceneObjectPart part in parts) { if (part.ParentGroup.UUID == obj) { // m_log.DebugFormat( // "[MOCK REGION DATA PLUGIN]: Removing part {0} {1} as part of object {2} from {3}", // part.Name, part.UUID, obj, regionUUID); m_sceneObjectParts.Remove(part.UUID); } } } public void StorePrimInventory(UUID primID, ICollection items) { m_primItems[primID] = items; } public List LoadObjects(UUID regionUUID) { Dictionary objects = new Dictionary(); // Create all of the SOGs from the root prims first foreach (SceneObjectPart prim in m_sceneObjectParts.Values) { if (prim.IsRoot) { // m_log.DebugFormat( // "[MOCK REGION DATA PLUGIN]: Loading root part {0} {1} in {2}", prim.Name, prim.UUID, regionUUID); objects[prim.UUID] = new SceneObjectGroup(prim); } } // Add all of the children objects to the SOGs foreach (SceneObjectPart prim in m_sceneObjectParts.Values) { SceneObjectGroup sog; if (prim.UUID != prim.ParentUUID) { if (objects.TryGetValue(prim.ParentUUID, out sog)) { int originalLinkNum = prim.LinkNum; sog.AddPart(prim); // SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum. // We override that here if (originalLinkNum != 0) prim.LinkNum = originalLinkNum; } else { // m_log.WarnFormat( // "[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.", // prim.Name, prim.UUID, regionUUID, prim.ParentUUID); } } } // TODO: Load items. This is assymetric - we store items as a separate method but don't retrieve them that // way! return new List(objects.Values); } public void StoreTerrain(TerrainData ter, UUID regionID) { m_terrains[regionID] = ter; } public void StoreBakedTerrain(TerrainData ter, UUID regionID) { m_bakedterrains[regionID] = ter; } public void StoreTerrain(double[,] ter, UUID regionID) { m_terrains[regionID] = new TerrainData(ter); } public TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ) { if (m_terrains.ContainsKey(regionID)) return m_terrains[regionID]; else return null; } public TerrainData LoadBakedTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ) { if (m_bakedterrains.ContainsKey(regionID)) return m_bakedterrains[regionID]; else return null; } public double[,] LoadTerrain(UUID regionID) { if (m_terrains.ContainsKey(regionID)) return m_terrains[regionID].GetDoubles(); else return null; } public void RemoveLandObject(UUID globalID) { if (m_landData.ContainsKey(globalID)) m_landData.Remove(globalID); } public void StoreLandObject(ILandObject land) { m_landData[land.LandData.GlobalID] = land.LandData; } public List LoadLandObjects(UUID regionUUID) { return new List(m_landData.Values); } public void Shutdown() { } public UUID[] GetObjectIDs(UUID regionID) { return new UUID[0]; } public void SaveExtra(UUID regionID, string name, string value) { } public void RemoveExtra(UUID regionID, string name) { } public Dictionary GetExtra(UUID regionID) { return null; } } }