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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.Region.Environment.LandManagement;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Interfaces
{
public interface IRegionDataStore
{
/// <summary>
/// Initialises the data storage engine
/// </summary>
/// <param name="filename">The file to save the database to (may not be applicable)</param>
/// <param name="dbname">The name of the database to store to (may not be applicable)</param>
void Initialise(string filename);
void StoreObject(SceneObjectGroup obj, LLUUID regionUUID);
void RemoveObject(LLUUID uuid, LLUUID regionUUID);
List<SceneObjectGroup> LoadObjects(LLUUID regionUUID);
void StoreTerrain(double[,] terrain, LLUUID regionID);
double[,] LoadTerrain(LLUUID regionID);
void StoreParcel(Land Parcel);
void RemoveLandObject(uint ID);
List<Land> LoadLandObjects();
void Shutdown();
}
}
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