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path: root/OpenSim/Region/CoreModules/World/Land/LandChannel.cs
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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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;

namespace OpenSim.Region.CoreModules.World.Land
{
    public class LandChannel : ILandChannel
    {
        #region Constants

        //Land types set with flags in ParcelOverlay.
        //Only one of these can be used.
        public const float BAN_LINE_SAFETY_HIEGHT = 100;
        public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 128; //Equals 10000000
        public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 64; //Equals 01000000

        //RequestResults (I think these are right, they seem to work):
        public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
        public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land

        //ParcelSelectObjects
        public const int LAND_SELECT_OBJECTS_GROUP = 4;
        public const int LAND_SELECT_OBJECTS_OTHER = 8;
        public const int LAND_SELECT_OBJECTS_OWNER = 2;
        public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101
        public const byte LAND_TYPE_IS_FOR_SALE = 4; //Equals 00000100
        public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010
        public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001
        public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011
        public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000

        //These are other constants. Yay!
        public const int START_LAND_LOCAL_ID = 1;

        #endregion

        private readonly Scene m_scene;
        private readonly LandManagementModule m_landManagementModule;

        public LandChannel(Scene scene, LandManagementModule landManagementMod)
        {
            m_scene = scene;
            m_landManagementModule = landManagementMod;
        }

        #region ILandChannel Members

        public ILandObject GetLandObject(float x_float, float y_float)
        {
            if (m_landManagementModule != null)
            {
                return m_landManagementModule.GetLandObject(x_float, y_float);
            }
            
            ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
            obj.landData.Name = "NO LAND";
            return obj;
        }

        public ILandObject GetLandObject(int localID)
        {
            if (m_landManagementModule != null)
            {
                return m_landManagementModule.GetLandObject(localID);
            }
            return null;
        }

        public ILandObject GetLandObject(int x, int y)
        {
            if (m_landManagementModule != null)
            {
                return m_landManagementModule.GetLandObject(x, y);
            }
            
            ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
            obj.landData.Name = "NO LAND";
            return obj;
        }

        public List<ILandObject> AllParcels()
        {
            if (m_landManagementModule != null)
            {
                return m_landManagementModule.AllParcels();
            }

            return new List<ILandObject>();
        }

        public List<ILandObject> ParcelsNearPoint(Vector3 position)
        {
            if (m_landManagementModule != null)
            {
                return m_landManagementModule.ParcelsNearPoint(position);
            }

            return new List<ILandObject>();
        }

        public bool IsLandPrimCountTainted()
        {
            if (m_landManagementModule != null)
            {
                return m_landManagementModule.IsLandPrimCountTainted();
            }

            return false;
        }

        public bool IsForcefulBansAllowed()
        {
            if (m_landManagementModule != null)
            {
                return m_landManagementModule.AllowedForcefulBans;
            }

            return false;
        }

        public void UpdateLandObject(int localID, LandData data)
        {
            if (m_landManagementModule != null)
            {
                m_landManagementModule.UpdateLandObject(localID, data);
            }
        }
        public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
        {
            if (m_landManagementModule != null)
            {
                m_landManagementModule.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient);
            }
        }

        public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
        {
            if (m_landManagementModule != null)
            {
                m_landManagementModule.setParcelObjectMaxOverride(overrideDel);
            }
        }

        public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
        {
            if (m_landManagementModule != null)
            {
                m_landManagementModule.setSimulatorObjectMaxOverride(overrideDel);
            }
        }

        public void SetParcelOtherCleanTime(IClientAPI remoteClient, int localID, int otherCleanTime)
        {
            if (m_landManagementModule != null)
            {
                m_landManagementModule.setParcelOtherCleanTime(remoteClient, localID, otherCleanTime);
            }
        }

        #endregion
    }
}