/* * 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.Linq; using System.Text; using OpenSim.Region.Framework.Scenes; using OpenMetaverse; using System.Drawing; namespace OpenSim.Region.CoreModules.World.Archiver { /// /// A group of regions arranged in a rectangle, possibly with holes. /// /// /// The regions usually (but not necessarily) belong to an archive file, in which case we /// store additional information used to create the archive (e.g., each region's /// directory within the archive). /// public class ArchiveScenesGroup { /// /// All the regions. The outer dictionary contains rows (key: Y coordinate). /// The inner dictionaries contain each row's regions (key: X coordinate). /// public SortedDictionary> Regions { get; set; } /// /// The subdirectory where each region is stored in the archive. /// protected Dictionary m_regionDirs; /// /// The grid coordinates of the regions' bounding box. /// public Rectangle Rect { get; set; } public ArchiveScenesGroup() { Regions = new SortedDictionary>(); m_regionDirs = new Dictionary(); Rect = new Rectangle(0, 0, 0, 0); } public void AddScene(Scene scene) { uint x = scene.RegionInfo.RegionLocX; uint y = scene.RegionInfo.RegionLocY; SortedDictionary row; if (!Regions.TryGetValue(y, out row)) { row = new SortedDictionary(); Regions[y] = row; } row[x] = scene; } /// /// Called after all the scenes have been added. Performs calculations that require /// knowledge of all the scenes. /// public void CalcSceneLocations() { if (Regions.Count == 0) return; // Find the bounding rectangle uint firstY = Regions.First().Key; uint lastY = Regions.Last().Key; uint? firstX = null; uint? lastX = null; foreach (SortedDictionary row in Regions.Values) { uint curFirstX = row.First().Key; uint curLastX = row.Last().Key; firstX = (firstX == null) ? curFirstX : (firstX < curFirstX) ? firstX : curFirstX; lastX = (lastX == null) ? curLastX : (lastX > curLastX) ? lastX : curLastX; } Rect = new Rectangle((int)firstX, (int)firstY, (int)(lastX - firstX + 1), (int)(lastY - firstY + 1)); // Calculate the subdirectory in which each region will be stored in the archive m_regionDirs.Clear(); ForEachScene(delegate(Scene scene) { // We add the region's coordinates to ensure uniqueness even if multiple regions have the same name string path = string.Format("{0}_{1}_{2}", scene.RegionInfo.RegionLocX - Rect.X + 1, scene.RegionInfo.RegionLocY - Rect.Y + 1, scene.RegionInfo.RegionName.Replace(' ', '_')); m_regionDirs[scene.RegionInfo.RegionID] = path; }); } /// /// Returns the subdirectory where the region is stored. /// /// /// public string GetRegionDir(UUID regionID) { return m_regionDirs[regionID]; } /// /// Performs an action on all the scenes in this order: rows from South to North, /// and within each row West to East. /// /// public void ForEachScene(Action action) { foreach (SortedDictionary row in Regions.Values) { foreach (Scene scene in row.Values) { action(scene); } } } /// /// Returns the scene at position 'location'. /// /// A location in the grid /// The scene at this location /// Whether the scene was found public bool TryGetScene(Point location, out Scene scene) { SortedDictionary row; if (Regions.TryGetValue((uint)location.Y, out row)) { if (row.TryGetValue((uint)location.X, out scene)) return true; } scene = null; return false; } } }