opensim-development – Blame information for rev 1
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1 | eva | 1 | /* |
2 | * Copyright (c) Contributors, http://opensimulator.org/ |
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3 | * See CONTRIBUTORS.TXT for a full list of copyright holders. |
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4 | * |
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5 | * Redistribution and use in source and binary forms, with or without |
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6 | * modification, are permitted provided that the following conditions are met: |
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7 | * * Redistributions of source code must retain the above copyright |
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8 | * notice, this list of conditions and the following disclaimer. |
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9 | * * Redistributions in binary form must reproduce the above copyright |
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10 | * notice, this list of conditions and the following disclaimer in the |
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11 | * documentation and/or other materials provided with the distribution. |
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12 | * * Neither the name of the OpenSimulator Project nor the |
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13 | * names of its contributors may be used to endorse or promote products |
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14 | * derived from this software without specific prior written permission. |
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15 | * |
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16 | * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY |
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17 | * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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18 | * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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19 | * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY |
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20 | * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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21 | * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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22 | * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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23 | * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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24 | * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS |
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25 | * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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26 | */ |
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27 | |||
28 | using System; |
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29 | using System.Collections.Generic; |
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30 | using System.Linq; |
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31 | using System.Text; |
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32 | using OpenSim.Region.Framework.Scenes; |
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33 | using OpenMetaverse; |
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34 | using System.Drawing; |
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35 | |||
36 | namespace OpenSim.Region.CoreModules.World.Archiver |
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37 | { |
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38 | /// <summary> |
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39 | /// A group of regions arranged in a rectangle, possibly with holes. |
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40 | /// </summary> |
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41 | /// <remarks> |
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42 | /// The regions usually (but not necessarily) belong to an archive file, in which case we |
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43 | /// store additional information used to create the archive (e.g., each region's |
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44 | /// directory within the archive). |
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45 | /// </remarks> |
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46 | public class ArchiveScenesGroup |
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47 | { |
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48 | /// <summary> |
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49 | /// All the regions. The outer dictionary contains rows (key: Y coordinate). |
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50 | /// The inner dictionaries contain each row's regions (key: X coordinate). |
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51 | /// </summary> |
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52 | public SortedDictionary<uint, SortedDictionary<uint, Scene>> Regions { get; set; } |
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53 | |||
54 | /// <summary> |
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55 | /// The subdirectory where each region is stored in the archive. |
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56 | /// </summary> |
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57 | protected Dictionary<UUID, string> m_regionDirs; |
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58 | |||
59 | /// <summary> |
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60 | /// The grid coordinates of the regions' bounding box. |
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61 | /// </summary> |
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62 | public Rectangle Rect { get; set; } |
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63 | |||
64 | |||
65 | public ArchiveScenesGroup() |
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66 | { |
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67 | Regions = new SortedDictionary<uint, SortedDictionary<uint, Scene>>(); |
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68 | m_regionDirs = new Dictionary<UUID, string>(); |
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69 | Rect = new Rectangle(0, 0, 0, 0); |
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70 | } |
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71 | |||
72 | public void AddScene(Scene scene) |
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73 | { |
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74 | uint x = scene.RegionInfo.RegionLocX; |
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75 | uint y = scene.RegionInfo.RegionLocY; |
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76 | |||
77 | SortedDictionary<uint, Scene> row; |
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78 | if (!Regions.TryGetValue(y, out row)) |
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79 | { |
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80 | row = new SortedDictionary<uint, Scene>(); |
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81 | Regions[y] = row; |
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82 | } |
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83 | |||
84 | row[x] = scene; |
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85 | } |
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86 | |||
87 | /// <summary> |
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88 | /// Called after all the scenes have been added. Performs calculations that require |
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89 | /// knowledge of all the scenes. |
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90 | /// </summary> |
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91 | public void CalcSceneLocations() |
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92 | { |
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93 | if (Regions.Count == 0) |
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94 | return; |
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95 | |||
96 | // Find the bounding rectangle |
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97 | |||
98 | uint firstY = Regions.First().Key; |
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99 | uint lastY = Regions.Last().Key; |
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100 | |||
101 | uint? firstX = null; |
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102 | uint? lastX = null; |
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103 | |||
104 | foreach (SortedDictionary<uint, Scene> row in Regions.Values) |
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105 | { |
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106 | uint curFirstX = row.First().Key; |
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107 | uint curLastX = row.Last().Key; |
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108 | |||
109 | firstX = (firstX == null) ? curFirstX : (firstX < curFirstX) ? firstX : curFirstX; |
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110 | lastX = (lastX == null) ? curLastX : (lastX > curLastX) ? lastX : curLastX; |
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111 | } |
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112 | |||
113 | Rect = new Rectangle((int)firstX, (int)firstY, (int)(lastX - firstX + 1), (int)(lastY - firstY + 1)); |
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114 | |||
115 | |||
116 | // Calculate the subdirectory in which each region will be stored in the archive |
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117 | |||
118 | m_regionDirs.Clear(); |
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119 | ForEachScene(delegate(Scene scene) |
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120 | { |
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121 | // We add the region's coordinates to ensure uniqueness even if multiple regions have the same name |
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122 | string path = string.Format("{0}_{1}_{2}", |
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123 | scene.RegionInfo.RegionLocX - Rect.X + 1, |
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124 | scene.RegionInfo.RegionLocY - Rect.Y + 1, |
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125 | scene.RegionInfo.RegionName.Replace(' ', '_')); |
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126 | m_regionDirs[scene.RegionInfo.RegionID] = path; |
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127 | }); |
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128 | } |
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129 | |||
130 | /// <summary> |
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131 | /// Returns the subdirectory where the region is stored. |
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132 | /// </summary> |
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133 | /// <param name="regionID"></param> |
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134 | /// <returns></returns> |
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135 | public string GetRegionDir(UUID regionID) |
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136 | { |
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137 | return m_regionDirs[regionID]; |
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138 | } |
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139 | |||
140 | /// <summary> |
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141 | /// Performs an action on all the scenes in this order: rows from South to North, |
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142 | /// and within each row West to East. |
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143 | /// </summary> |
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144 | /// <param name="action"></param> |
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145 | public void ForEachScene(Action<Scene> action) |
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146 | { |
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147 | foreach (SortedDictionary<uint, Scene> row in Regions.Values) |
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148 | { |
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149 | foreach (Scene scene in row.Values) |
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150 | { |
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151 | action(scene); |
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152 | } |
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153 | } |
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154 | } |
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155 | |||
156 | /// <summary> |
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157 | /// Returns the scene at position 'location'. |
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158 | /// </summary> |
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159 | /// <param name="location">A location in the grid</param> |
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160 | /// <param name="scene">The scene at this location</param> |
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161 | /// <returns>Whether the scene was found</returns> |
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162 | public bool TryGetScene(Point location, out Scene scene) |
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163 | { |
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164 | SortedDictionary<uint, Scene> row; |
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165 | if (Regions.TryGetValue((uint)location.Y, out row)) |
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166 | { |
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167 | if (row.TryGetValue((uint)location.X, out scene)) |
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168 | return true; |
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169 | } |
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170 | |||
171 | scene = null; |
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172 | return false; |
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173 | } |
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174 | |||
175 | } |
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176 | } |