/* * 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; namespace OpenSim.Data.Null { /// /// NULL DataStore, do not store anything /// public class NullSimulationData : ISimulationDataStore { public NullSimulationData() { } public NullSimulationData(string connectionString) { Initialise(connectionString); } public void Initialise(string dbfile) { return; } public void Dispose() { } public void StoreRegionSettings(RegionSettings 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 private Dictionary EnvironmentSettings = new Dictionary(); public string LoadRegionEnvironmentSettings(UUID regionUUID) { lock (EnvironmentSettings) { if (EnvironmentSettings.ContainsKey(regionUUID)) return EnvironmentSettings[regionUUID]; } return string.Empty; } public void StoreRegionEnvironmentSettings(UUID regionUUID, string settings) { lock (EnvironmentSettings) { EnvironmentSettings[regionUUID] = settings; } } public void RemoveRegionEnvironmentSettings(UUID regionUUID) { lock (EnvironmentSettings) { if (EnvironmentSettings.ContainsKey(regionUUID)) EnvironmentSettings.Remove(regionUUID); } } #endregion public RegionSettings LoadRegionSettings(UUID regionUUID) { RegionSettings rs = new RegionSettings(); rs.RegionUUID = regionUUID; return rs; } public void StoreObject(SceneObjectGroup obj, UUID regionUUID) { } public void RemoveObject(UUID obj, UUID regionUUID) { } public void StorePrimInventory(UUID primID, ICollection items) { } public List LoadObjects(UUID regionUUID) { return new List(); } Dictionary m_terrains = new Dictionary(); Dictionary m_bakedterrains = new Dictionary(); public void StoreTerrain(TerrainData ter, UUID regionID) { if (m_terrains.ContainsKey(regionID)) m_terrains.Remove(regionID); m_terrains.Add(regionID, ter); } public void StoreBakedTerrain(TerrainData ter, UUID regionID) { if (m_bakedterrains.ContainsKey(regionID)) m_bakedterrains.Remove(regionID); m_bakedterrains.Add(regionID, ter); } // Legacy. Just don't do this. public void StoreTerrain(double[,] ter, UUID regionID) { TerrainData terrData = new HeightmapTerrainData(ter); StoreTerrain(terrData, regionID); } // Legacy. Just don't do this. // Returns 'null' if region not found public double[,] LoadTerrain(UUID regionID) { if (m_terrains.ContainsKey(regionID)) { return m_terrains[regionID].GetDoubles(); } return null; } public TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ) { if (m_terrains.ContainsKey(regionID)) { return m_terrains[regionID]; } return null; } public TerrainData LoadBakedTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ) { if (m_bakedterrains.ContainsKey(regionID)) { return m_bakedterrains[regionID]; } return null; } public void RemoveLandObject(UUID globalID) { } public void StoreLandObject(ILandObject land) { } public List LoadLandObjects(UUID regionUUID) { return new List(); } 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; } } }