/*
* 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 ISimulationDataStore
{
///
/// 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);
RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID);
void StoreRegionWindlightSettings(RegionLightShareData wl);
void RemoveRegionWindlightSettings(UUID regionID);
void Shutdown();
}
}