/* * 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.Collections.Generic; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Region.CoreModules.World.Land; namespace OpenSim.Tests.Common.Mock { /// <summary> /// Land channel for test purposes /// </summary> public class TestLandChannel : ILandChannel { private Scene m_scene; public TestLandChannel(Scene scene) { m_scene = scene; } public List<ILandObject> ParcelsNearPoint(Vector3 position) { return new List<ILandObject>(); } public List<ILandObject> AllParcels() { return new List<ILandObject>(); } protected ILandObject GetNoLand() { ILandObject obj = new LandObject(UUID.Zero, false, m_scene); obj.LandData.Name = "NO LAND"; return obj; } public ILandObject GetLandObject(int x, int y) { return GetNoLand(); } public ILandObject GetLandObject(int localID) { return GetNoLand(); } public ILandObject GetLandObject(float x, float y) { return GetNoLand(); } public bool IsLandPrimCountTainted() { return false; } public bool IsForcefulBansAllowed() { return false; } public void UpdateLandObject(int localID, LandData data) {} public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) {} public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel) {} public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel) {} public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime) {} } }