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/*
* 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.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Data.Null
{
/// <summary>
/// NULL DataStore, do not store anything
/// </summary>
public class NullDataStore : IRegionDataStore
{
public void Initialise(string dbfile, bool persistPrimInventories)
{
return;
}
public void StoreRegionSettings(RegionSettings rs)
{
}
public RegionSettings LoadRegionSettings(LLUUID regionUUID)
{
return null;
}
public void StoreObject(SceneObjectGroup obj, LLUUID regionUUID)
{
}
public void RemoveObject(LLUUID obj, LLUUID regionUUID)
{
}
// see IRegionDatastore
public void StorePrimInventory(LLUUID primID, ICollection<TaskInventoryItem> items)
{
}
public List<SceneObjectGroup> LoadObjects(LLUUID regionUUID)
{
return new List<SceneObjectGroup>();
}
public void StoreTerrain(double[,] ter, LLUUID regionID)
{
}
public double[,] LoadTerrain(LLUUID regionID)
{
return null;
}
public void RemoveLandObject(LLUUID globalID)
{
}
public void StoreLandObject(ILandObject land)
{
}
public List<LandData> LoadLandObjects(LLUUID regionUUID)
{
return new List<LandData>();
}
public List<RegionBanListItem> LoadRegionBanList(LLUUID regionUUID)
{
List<RegionBanListItem> regionbanlist = new List<RegionBanListItem>();
return regionbanlist;
}
public void AddToRegionBanlist(RegionBanListItem item)
{
}
public void RemoveFromRegionBanlist(RegionBanListItem item)
{
}
public void Shutdown()
{
}
}
}
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