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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 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.Reflection;
using System.Collections.Generic;
using log4net;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Data.Null
{
/// <summary>
/// Mock region data plugin. This obeys the api contract for persistence but stores everything in memory, so that
/// tests can check correct persistence.
/// </summary>
public class NullDataStore : IRegionDataStore
{
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
protected Dictionary<UUID, RegionSettings> m_regionSettings = new Dictionary<UUID, RegionSettings>();
protected Dictionary<UUID, SceneObjectGroup> m_sceneObjects = new Dictionary<UUID, SceneObjectGroup>();
protected Dictionary<UUID, ICollection<TaskInventoryItem>> m_primItems
= new Dictionary<UUID, ICollection<TaskInventoryItem>>();
protected Dictionary<UUID, double[,]> m_terrains = new Dictionary<UUID, double[,]>();
protected Dictionary<UUID, LandData> m_landData = new Dictionary<UUID, LandData>();
public void Initialise(string dbfile)
{
return;
}
public void Dispose()
{
}
public void StoreRegionSettings(RegionSettings rs)
{
m_regionSettings[rs.RegionUUID] = rs;
}
public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
{
//This connector doesn't support the windlight module yet
//Return default LL windlight settings
return new RegionLightShareData();
}
public void StoreRegionWindlightSettings(RegionLightShareData wl)
{
//This connector doesn't support the windlight module yet
}
public RegionSettings LoadRegionSettings(UUID regionUUID)
{
RegionSettings rs = null;
m_regionSettings.TryGetValue(regionUUID, out rs);
return rs;
}
public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
{
m_log.DebugFormat(
"[MOCK REGION DATA PLUGIN]: Storing object {0} {1} in {2}", obj.Name, obj.UUID, regionUUID);
m_sceneObjects[obj.UUID] = obj;
}
public void RemoveObject(UUID obj, UUID regionUUID)
{
m_log.DebugFormat(
"[MOCK REGION DATA PLUGIN]: Removing object {0} from {1}", obj, regionUUID);
if (m_sceneObjects.ContainsKey(obj))
m_sceneObjects.Remove(obj);
}
// see IRegionDatastore
public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
{
m_primItems[primID] = items;
}
public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
{
m_log.DebugFormat(
"[MOCK REGION DATA PLUGIN]: Loading objects from {0}", regionUUID);
return new List<SceneObjectGroup>(m_sceneObjects.Values);
}
public void StoreTerrain(double[,] ter, UUID regionID)
{
m_terrains[regionID] = ter;
}
public double[,] LoadTerrain(UUID regionID)
{
if (m_terrains.ContainsKey(regionID))
return m_terrains[regionID];
else
return null;
}
public void RemoveLandObject(UUID globalID)
{
if (m_landData.ContainsKey(globalID))
m_landData.Remove(globalID);
}
public void StoreLandObject(ILandObject land)
{
m_landData[land.LandData.GlobalID] = land.LandData;
}
public List<LandData> LoadLandObjects(UUID regionUUID)
{
return new List<LandData>(m_landData.Values);
}
public void Shutdown()
{
}
}
}
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