/*
* 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, ICollection 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();
}
}