/* * 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 libsecondlife; using OpenSim.Framework; using OpenSim.Region.Environment.LandManagement; using OpenSim.Region.Environment.Scenes; namespace OpenSim.Region.Environment.Interfaces { public interface IRegionDataStore { /// /// Initialises the data storage engine /// /// The file to save the database to (may not be applicable). Alternatively, /// a connection string for the database /// Temporary switch while this option is immature void Initialise(string filename, bool persistPrimInventories); /// /// Stores all object's details apart from inventory /// /// /// void StoreObject(SceneObjectGroup obj, LLUUID regionUUID); /// /// Entirely removes the object, including inventory /// /// /// /// void RemoveObject(LLUUID uuid, LLUUID regionUUID); /// /// Store a prim's inventory /// /// void StorePrimInventory(LLUUID primID, IDictionary items); List LoadObjects(LLUUID regionUUID); void StoreTerrain(double[,] terrain, LLUUID regionID); double[,] LoadTerrain(LLUUID regionID); void StoreLandObject(Land Parcel, LLUUID regionUUID); void RemoveLandObject(LLUUID globalID); List LoadLandObjects(LLUUID regionUUID); void Shutdown(); } }