/*
* 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
{
///
/// Details of a Parcel of land
///
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 int _groupPrims = 0;
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.CreateObjects | (uint) ParcelFlags.AllowOtherScripts |
(uint) ParcelFlags.SoundLocal;
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 int _otherPrims = 0;
private UUID _ownerID = UUID.Zero;
private int _ownerPrims = 0;
private List _parcelAccessList = new List();
private float _passHours = 0;
private int _passPrice = 0;
private int _salePrice = 0; //Unemeplemented. Parcels price.
private int _selectedPrims = 0;
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 _dwell = 0;
private int _otherCleanTime = 0;
///
/// Upper corner of the AABB for the parcel
///
[XmlIgnore]
public Vector3 AABBMax {
get {
return _AABBMax;
}
set {
_AABBMax = value;
}
}
///
/// Lower corner of the AABB for the parcel
///
[XmlIgnore]
public Vector3 AABBMin {
get {
return _AABBMin;
}
set {
_AABBMin = value;
}
}
///
/// Area in meters^2 the parcel contains
///
public int Area {
get {
return _area;
}
set {
_area = value;
}
}
///
/// ID of auction (3rd Party Integration) when parcel is being auctioned
///
public uint AuctionID {
get {
return _auctionID;
}
set {
_auctionID = value;
}
}
///
/// UUID of authorized buyer of parcel. This is UUID.Zero if anyone can buy it.
///
public UUID AuthBuyerID {
get {
return _authBuyerID;
}
set {
_authBuyerID = value;
}
}
///
/// Category of parcel. Used for classifying the parcel in classified listings
///
public ParcelCategory Category {
get {
return _category;
}
set {
_category = value;
}
}
///
/// Date that the current owner purchased or claimed the parcel
///
public int ClaimDate {
get {
return _claimDate;
}
set {
_claimDate = value;
}
}
///
/// The last price that the parcel was sold at
///
public int ClaimPrice {
get {
return _claimPrice;
}
set {
_claimPrice = value;
}
}
///
/// Global ID for the parcel. (3rd Party Integration)
///
public UUID GlobalID {
get {
return _globalID;
}
set {
_globalID = value;
}
}
///
/// Unique ID of the Group that owns
///
public UUID GroupID {
get {
return _groupID;
}
set {
_groupID = value;
}
}
///
/// Number of SceneObjectPart that are owned by a Group
///
[XmlIgnore]
public int GroupPrims {
get {
return _groupPrims;
}
set {
_groupPrims = value;
}
}
///
/// Returns true if the Land Parcel is owned by a group
///
public bool IsGroupOwned {
get {
return _isGroupOwned;
}
set {
_isGroupOwned = value;
}
}
///
/// jp2 data for the image representative of the parcel in the parcel dialog
///
public byte[] Bitmap {
get {
return _bitmap;
}
set {
_bitmap = value;
}
}
///
/// Parcel Description
///
public string Description {
get {
return _description;
}
set {
_description = value;
}
}
///
/// Parcel settings. Access flags, Fly, NoPush, Voice, Scripts allowed, etc. ParcelFlags
///
public uint Flags {
get {
return _flags;
}
set {
_flags = value;
}
}
///
/// 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
///
public byte LandingType {
get {
return _landingType;
}
set {
_landingType = value;
}
}
///
/// Parcel Name
///
public string Name {
get {
return _name;
}
set {
_name = value;
}
}
///
/// Status of Parcel, Leased, Abandoned, For Sale
///
public ParcelStatus Status {
get {
return _status;
}
set {
_status = value;
}
}
///
/// Internal ID of the parcel. Sometimes the client will try to use this value
///
public int LocalID {
get {
return _localID;
}
set {
_localID = value;
}
}
///
/// Determines if we scale the media based on the surface it's on
///
public byte MediaAutoScale {
get {
return _mediaAutoScale;
}
set {
_mediaAutoScale = value;
}
}
///
/// Texture Guid to replace with the output of the media stream
///
public UUID MediaID {
get {
return _mediaID;
}
set {
_mediaID = value;
}
}
///
/// URL to the media file to display
///
public string MediaURL {
get {
return _mediaURL;
}
set {
_mediaURL = value;
}
}
private int[] _mediaSize = new int[2];
public int[] MediaSize
{
get
{
return _mediaSize;
}
set
{
_mediaSize = value;
}
}
private string _mediaType = "";
public string MediaType
{
get
{
return _mediaType;
}
set
{
_mediaType = value;
}
}
///
/// URL to the shoutcast music stream to play on the parcel
///
public string MusicURL {
get {
return _musicURL;
}
set {
_musicURL = value;
}
}
///
/// Number of SceneObjectPart that are owned by users who do not own the parcel
/// and don't have the 'group. These are elegable for AutoReturn collection
///
[XmlIgnore]
public int OtherPrims {
get {
return _otherPrims;
}
set {
_otherPrims = value;
}
}
///
/// Owner Avatar or Group of the parcel. Naturally, all land masses must be
/// owned by someone
///
public UUID OwnerID {
get {
return _ownerID;
}
set {
_ownerID = value;
}
}
///
/// Number of SceneObjectPart that are owned by the owner of the parcel
///
[XmlIgnore]
public int OwnerPrims {
get {
return _ownerPrims;
}
set {
_ownerPrims = value;
}
}
///
/// List of access data for the parcel. User data, some bitflags, and a time
///
public List ParcelAccessList {
get {
return _parcelAccessList;
}
set {
_parcelAccessList = value;
}
}
///
/// How long in hours a Pass to the parcel is given
///
public float PassHours {
get {
return _passHours;
}
set {
_passHours = value;
}
}
///
/// Price to purchase a Pass to a restricted parcel
///
public int PassPrice {
get {
return _passPrice;
}
set {
_passPrice = value;
}
}
///
/// When the parcel is being sold, this is the price to purchase the parcel
///
public int SalePrice {
get {
return _salePrice;
}
set {
_salePrice = value;
}
}
///
/// Number of SceneObjectPart that are currently selected by avatar
///
[XmlIgnore]
public int SelectedPrims {
get {
return _selectedPrims;
}
set {
_selectedPrims = value;
}
}
///
/// Number of meters^2 in the Simulator
///
[XmlIgnore]
public int SimwideArea {
get {
return _simwideArea;
}
set {
_simwideArea = value;
}
}
///
/// Number of SceneObjectPart in the Simulator
///
[XmlIgnore]
public int SimwidePrims {
get {
return _simwidePrims;
}
set {
_simwidePrims = value;
}
}
///
/// ID of the snapshot used in the client parcel dialog of the parcel
///
public UUID SnapshotID {
get {
return _snapshotID;
}
set {
_snapshotID = value;
}
}
///
/// When teleporting is restricted to a certain point, this is the location
/// that the user will be redirected to
///
public Vector3 UserLocation {
get {
return _userLocation;
}
set {
_userLocation = value;
}
}
///
/// When teleporting is restricted to a certain point, this is the rotation
/// that the user will be positioned
///
public Vector3 UserLookAt {
get {
return _userLookAt;
}
set {
_userLookAt = value;
}
}
///
/// Deprecated idea. Number of visitors ~= free money
///
public int Dwell {
get {
return _dwell;
}
set {
_dwell = value;
}
}
///
/// 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.
///
public int OtherCleanTime {
get {
return _otherCleanTime;
}
set {
_otherCleanTime = value;
}
}
public LandData()
{
_globalID = UUID.Random();
}
///
/// Make a new copy of the land data
///
///
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._groupPrims = _groupPrims;
landData._otherPrims = _otherPrims;
landData._ownerPrims = _ownerPrims;
landData._selectedPrims = _selectedPrims;
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._dwell = _dwell;
landData._parcelAccessList.Clear();
foreach (ParcelManager.ParcelAccessEntry entry in _parcelAccessList)
{
ParcelManager.ParcelAccessEntry newEntry = new ParcelManager.ParcelAccessEntry();
newEntry.AgentID = entry.AgentID;
newEntry.Flags = entry.Flags;
newEntry.Time = entry.Time;
landData._parcelAccessList.Add(newEntry);
}
return landData;
}
public void ToXml(XmlWriter xmlWriter)
{
serializer.Serialize(xmlWriter, this);
}
///
/// Restore a LandData object from the serialized xml representation.
///
///
///
public static LandData FromXml(XmlReader xmlReader)
{
LandData land = (LandData)serializer.Deserialize(xmlReader);
return land;
}
}
}