opensim – Rev 1
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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.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Interfaces;
using OpenSim.Region.Framework.Scenes;
namespace OpenSim.Data.Null
{
/// <summary>
/// NULL DataStore, do not store anything
/// </summary>
public class NullSimulationData : ISimulationDataStore
{
public NullSimulationData()
{
}
public NullSimulationData(string connectionString)
{
Initialise(connectionString);
}
public void Initialise(string dbfile)
{
return;
}
public void Dispose()
{
}
public void StoreRegionSettings(RegionSettings 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 RemoveRegionWindlightSettings(UUID regionID)
{
}
public void StoreRegionWindlightSettings(RegionLightShareData wl)
{
//This connector doesn't support the windlight module yet
}
#region Environment Settings
private Dictionary<UUID, string> EnvironmentSettings = new Dictionary<UUID, string>();
public string LoadRegionEnvironmentSettings(UUID regionUUID)
{
lock (EnvironmentSettings)
{
if (EnvironmentSettings.ContainsKey(regionUUID))
return EnvironmentSettings[regionUUID];
}
return string.Empty;
}
public void StoreRegionEnvironmentSettings(UUID regionUUID, string settings)
{
lock (EnvironmentSettings)
{
EnvironmentSettings[regionUUID] = settings;
}
}
public void RemoveRegionEnvironmentSettings(UUID regionUUID)
{
lock (EnvironmentSettings)
{
if (EnvironmentSettings.ContainsKey(regionUUID))
EnvironmentSettings.Remove(regionUUID);
}
}
#endregion
public RegionSettings LoadRegionSettings(UUID regionUUID)
{
RegionSettings rs = new RegionSettings();
rs.RegionUUID = regionUUID;
return rs;
}
public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
{
}
public void RemoveObject(UUID obj, UUID regionUUID)
{
}
public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
{
}
public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
{
return new List<SceneObjectGroup>();
}
Dictionary<UUID, TerrainData> m_terrains = new Dictionary<UUID, TerrainData>();
public void StoreTerrain(TerrainData ter, UUID regionID)
{
if (m_terrains.ContainsKey(regionID))
m_terrains.Remove(regionID);
m_terrains.Add(regionID, ter);
}
// Legacy. Just don't do this.
public void StoreTerrain(double[,] ter, UUID regionID)
{
TerrainData terrData = new HeightmapTerrainData(ter);
StoreTerrain(terrData, regionID);
}
// Legacy. Just don't do this.
// Returns 'null' if region not found
public double[,] LoadTerrain(UUID regionID)
{
if (m_terrains.ContainsKey(regionID))
{
return m_terrains[regionID].GetDoubles();
}
return null;
}
public TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ)
{
if (m_terrains.ContainsKey(regionID))
{
return m_terrains[regionID];
}
return null;
}
public void RemoveLandObject(UUID globalID)
{
}
public void StoreLandObject(ILandObject land)
{
}
public List<LandData> LoadLandObjects(UUID regionUUID)
{
return new List<LandData>();
}
public void Shutdown()
{
}
public void SaveExtra(UUID regionID, string name, string value)
{
}
public void RemoveExtra(UUID regionID, string name)
{
}
public Dictionary<string, string> GetExtra(UUID regionID)
{
return null;
}
}
}