/* * 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 OpenSim 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.Region.CoreModules.World.Land { public class LandChannel : ILandChannel { #region Constants //Land types set with flags in ParcelOverlay. //Only one of these can be used. public const float BAN_LINE_SAFETY_HIEGHT = 100; public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 128; //Equals 10000000 public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 64; //Equals 01000000 //RequestResults (I think these are right, they seem to work): public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land //ParcelSelectObjects public const int LAND_SELECT_OBJECTS_GROUP = 4; public const int LAND_SELECT_OBJECTS_OTHER = 8; public const int LAND_SELECT_OBJECTS_OWNER = 2; public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101 public const byte LAND_TYPE_IS_FOR_SALE = 4; //Equals 00000100 public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010 public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001 public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011 public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000 //These are other constants. Yay! public const int START_LAND_LOCAL_ID = 1; #endregion private readonly Scene m_scene; private readonly LandManagementModule m_landManagementModule; public LandChannel(Scene scene, LandManagementModule landManagementMod) { m_scene = scene; m_landManagementModule = landManagementMod; } #region ILandChannel Members public ILandObject GetLandObject(float x_float, float y_float) { if (m_landManagementModule != null) { return m_landManagementModule.GetLandObject(x_float, y_float); } ILandObject obj = new LandObject(UUID.Zero, false, m_scene); obj.landData.Name = "NO LAND"; return obj; } public ILandObject GetLandObject(int localID) { if (m_landManagementModule != null) { return m_landManagementModule.GetLandObject(localID); } return null; } public ILandObject GetLandObject(int x, int y) { if (m_landManagementModule != null) { return m_landManagementModule.GetLandObject(x, y); } ILandObject obj = new LandObject(UUID.Zero, false, m_scene); obj.landData.Name = "NO LAND"; return obj; } public List AllParcels() { if (m_landManagementModule != null) { return m_landManagementModule.AllParcels(); } return new List(); } public List ParcelsNearPoint(Vector3 position) { if (m_landManagementModule != null) { return m_landManagementModule.ParcelsNearPoint(position); } return new List(); } public bool IsLandPrimCountTainted() { if (m_landManagementModule != null) { return m_landManagementModule.IsLandPrimCountTainted(); } return false; } public bool IsForcefulBansAllowed() { if (m_landManagementModule != null) { return m_landManagementModule.AllowedForcefulBans; } return false; } public void UpdateLandObject(int localID, LandData data) { if (m_landManagementModule != null) { m_landManagementModule.UpdateLandObject(localID, data); } } public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient) { if (m_landManagementModule != null) { m_landManagementModule.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient); } } public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel) { if (m_landManagementModule != null) { m_landManagementModule.setParcelObjectMaxOverride(overrideDel); } } public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel) { if (m_landManagementModule != null) { m_landManagementModule.setSimulatorObjectMaxOverride(overrideDel); } } public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime) { if (m_landManagementModule != null) { m_landManagementModule.setParcelOtherCleanTime(remoteClient, localID, otherCleanTime); } } #endregion } }