/* * 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.Collections.Generic; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.Framework.Scenes; namespace OpenSim.Region.Framework.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 void Initialise(string filename); /// /// Dispose the database /// void Dispose(); /// /// Stores all object's details apart from inventory /// /// /// void StoreObject(SceneObjectGroup obj, UUID regionUUID); /// /// Entirely removes the object, including inventory /// /// /// /// void RemoveObject(UUID uuid, UUID regionUUID); /// /// Store a prim's inventory /// /// void StorePrimInventory(UUID primID, ICollection items); /// /// Load persisted objects from region storage. /// /// the Region UUID /// List of loaded groups List LoadObjects(UUID regionUUID); /// /// Store a terrain revision in region storage /// /// HeightField data /// region UUID void StoreTerrain(double[,] terrain, UUID regionID); /// /// Load the latest terrain revision from region storage /// /// the region UUID /// Heightfield data double[,] LoadTerrain(UUID regionID); void StoreLandObject(ILandObject Parcel); /// /// /// delete from land where UUID=globalID /// delete from landaccesslist where LandUUID=globalID /// /// /// void RemoveLandObject(UUID globalID); List LoadLandObjects(UUID regionUUID); void StoreRegionSettings(RegionSettings rs); RegionSettings LoadRegionSettings(UUID regionUUID); RegionMeta7WindlightData LoadRegionWindlightSettings(UUID regionUUID); void Shutdown(); } }