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/*
* 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<TaskInventoryItem> items)
{
m_store.StorePrimInventory(primID, items);
}
public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
{
return m_store.LoadObjects(regionUUID);
}
public void StoreTerrain(double[,] terrain, UUID regionID)
{
m_store.StoreTerrain(terrain, regionID);
}
public double[,] LoadTerrain(UUID regionID)
{
return m_store.LoadTerrain(regionID);
}
public void StoreLandObject(ILandObject Parcel)
{
m_store.StoreLandObject(Parcel);
}
public void RemoveLandObject(UUID globalID)
{
m_store.RemoveLandObject(globalID);
}
public List<LandData> 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 UUID[] GetObjectIDs(UUID regionID)
{
return new UUID[0];
}
}
/// <summary>
/// Mock region data plugin. This obeys the api contract for persistence but stores everything in memory, so that
/// tests can check correct persistence.
/// </summary>
public class NullDataStore : ISimulationDataStore
{
// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Dictionary<UUID, RegionSettings> m_regionSettings = new Dictionary<UUID, RegionSettings>();
protected Dictionary<UUID, SceneObjectPart> m_sceneObjectParts = new Dictionary<UUID, SceneObjectPart>();
protected Dictionary<UUID, ICollection<TaskInventoryItem>> m_primItems
= new Dictionary<UUID, ICollection<TaskInventoryItem>>();
protected Dictionary<UUID, double[,]> m_terrains = new Dictionary<UUID, double[,]>();
protected Dictionary<UUID, LandData> m_landData = new Dictionary<UUID, LandData>();
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
}
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<SceneObjectPart> parts = new List<SceneObjectPart>(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<TaskInventoryItem> items)
{
m_primItems[primID] = items;
}
public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
{
Dictionary<UUID, SceneObjectGroup> objects = new Dictionary<UUID, SceneObjectGroup>();
// 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<SceneObjectGroup>(objects.Values);
}
public void StoreTerrain(double[,] ter, UUID regionID)
{
m_terrains[regionID] = ter;
}
public double[,] LoadTerrain(UUID regionID)
{
if (m_terrains.ContainsKey(regionID))
return m_terrains[regionID];
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<LandData> LoadLandObjects(UUID regionUUID)
{
return new List<LandData>(m_landData.Values);
}
public void Shutdown()
{
}
public UUID[] GetObjectIDs(UUID regionID)
{
return new UUID[0];
}
}
}
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