aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Tests/Common/Mock/MockRegionDataPlugin.cs
blob: e95d26a6d00a4765521e1fd46d73ca5dd6792965 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
/*
 * 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 : ISimulationDataStore
    {
        private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
        
        protected Dictionary<UUID, RegionSettings> m_regionSettings = new Dictionary<UUID, RegionSettings>();
        protected Dictionary<UUID, SceneObjectPart> m_sceneObjectParts = new Dictionary<UUID, SceneObjectPart>();
        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)
        {
            // We can't simply store groups here because on delinking, OpenSim will not update the original group
            // directly.  Rather, the newly delinked parts will be updated to be in their own scene object group
            // Therefore, we need to store parts rather than groups.
            foreach (SceneObjectPart prim in obj.Children.Values)
            {
                m_log.DebugFormat(
                    "[MOCK REGION DATA PLUGIN]: Storing part {0} {1} in object {2} {3} in region {4}", 
                    prim.Name, prim.UUID, obj.Name, obj.UUID, regionUUID);
                            
                m_sceneObjectParts[prim.UUID] = prim;
            }
        }

        public void RemoveObject(UUID obj, UUID regionUUID)
        {           
            // All parts belonging to the object with the uuid are removed.
            List<SceneObjectPart> parts = new List<SceneObjectPart>(m_sceneObjectParts.Values);
            foreach (SceneObjectPart part in parts)
            {
                if (part.ParentGroup.UUID == obj)
                {
                    m_log.DebugFormat(
                        "[MOCK REGION DATA PLUGIN]: Removing part {0} {1} as part of object {2} from {3}", 
                        part.Name, part.UUID, obj, regionUUID);                    
                    m_sceneObjectParts.Remove(part.UUID);
                }
            }
        }

        // see IRegionDatastore
        public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
        {
            m_primItems[primID] = items;
        }

        public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
        {
            Dictionary<UUID, SceneObjectGroup> objects = new Dictionary<UUID, SceneObjectGroup>();
            
            // Create all of the SOGs from the root prims first
            foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
            {
                if (prim.IsRoot)
                {
                    m_log.DebugFormat(
                        "[MOCK REGION DATA PLUGIN]: Loading root part {0} {1} in {2}", prim.Name, prim.UUID, regionUUID);                               
                    objects[prim.UUID] = new SceneObjectGroup(prim);
                }
            }

            // Add all of the children objects to the SOGs
            foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
            {
                SceneObjectGroup sog;
                if (prim.UUID != prim.ParentUUID)
                {
                    if (objects.TryGetValue(prim.ParentUUID, out sog))
                    {
                        int originalLinkNum = prim.LinkNum;

                        sog.AddPart(prim);

                        // SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum.
                        // We override that here
                        if (originalLinkNum != 0)
                            prim.LinkNum = originalLinkNum;
                    }
                    else
                    {
                        m_log.WarnFormat(
                            "[MOCK REGION DATA PLUGIN]: Database contains an orphan child prim {0} {1} in region {2} pointing to missing parent {3}.  This prim will not be loaded.",
                            prim.Name, prim.UUID, regionUUID, prim.ParentUUID);
                    }
                }
            }
            
            // TODO: Load items.  This is assymetric - we store items as a separate method but don't retrieve them that
            // way!
            
            return new List<SceneObjectGroup>(objects.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()
        {
        }
    }
}