28 using System.Reflection;
29 using System.Collections.Generic;
32 using OpenSim.Framework;
33 using OpenSim.Region.Framework.Interfaces;
34 using OpenSim.Region.Framework.Scenes;
36 namespace OpenSim.Data.
Null
49 m_store.StoreObject(obj, regionUUID);
54 m_store.RemoveObject(uuid, regionUUID);
59 m_store.StorePrimInventory(primID, items);
64 return m_store.LoadObjects(regionUUID);
69 m_store.StoreTerrain(terrain, regionID);
74 m_store.StoreTerrain(terrain, regionID);
79 return m_store.LoadTerrain(regionID);
84 return m_store.LoadTerrain(regionID, pSizeX, pSizeY, pSizeZ);
89 m_store.StoreLandObject(Parcel);
94 m_store.RemoveLandObject(globalID);
99 return m_store.LoadLandObjects(regionUUID);
104 m_store.StoreRegionSettings(rs);
109 return m_store.LoadRegionSettings(regionUUID);
114 return m_store.LoadRegionWindlightSettings(regionUUID);
123 m_store.StoreRegionWindlightSettings(wl);
128 return m_store.LoadRegionEnvironmentSettings(regionUUID);
133 m_store.StoreRegionEnvironmentSettings(regionUUID, settings);
138 m_store.RemoveRegionEnvironmentSettings(regionUUID);
146 public void SaveExtra(UUID regionID,
string name,
string value)
154 public Dictionary<string, string>
GetExtra(UUID regionID)
168 protected Dictionary<UUID, RegionSettings> m_regionSettings =
new Dictionary<UUID, RegionSettings>();
169 protected Dictionary<UUID, SceneObjectPart> m_sceneObjectParts =
new Dictionary<UUID, SceneObjectPart>();
170 protected Dictionary<UUID, ICollection<TaskInventoryItem>> m_primItems
171 =
new Dictionary<UUID, ICollection<TaskInventoryItem>>();
172 protected Dictionary<UUID, TerrainData> m_terrains =
new Dictionary<UUID, TerrainData>();
173 protected Dictionary<UUID, LandData> m_landData =
new Dictionary<UUID, LandData>();
186 m_regionSettings[rs.RegionUUID] = rs;
205 #region Environment Settings
226 m_regionSettings.TryGetValue(regionUUID, out rs);
245 m_sceneObjectParts[prim.UUID] = prim;
252 List<SceneObjectPart> parts =
new List<SceneObjectPart>(m_sceneObjectParts.Values);
260 m_sceneObjectParts.Remove(part.UUID);
267 m_primItems[primID] = items;
272 Dictionary<UUID, SceneObjectGroup> objects =
new Dictionary<UUID, SceneObjectGroup>();
291 if (objects.TryGetValue(prim.
ParentUUID, out sog))
293 int originalLinkNum = prim.LinkNum;
299 if (originalLinkNum != 0)
300 prim.LinkNum = originalLinkNum;
314 return new List<SceneObjectGroup>(objects.Values);
319 m_terrains[regionID] = ter;
329 if (m_terrains.ContainsKey(regionID))
330 return m_terrains[regionID];
337 if (m_terrains.ContainsKey(regionID))
338 return m_terrains[regionID].GetDoubles();
345 if (m_landData.ContainsKey(globalID))
346 m_landData.Remove(globalID);
351 m_landData[land.LandData.GlobalID] = land.LandData;
356 return new List<LandData>(m_landData.Values);
368 public void SaveExtra(UUID regionID,
string name,
string value)
376 public Dictionary<string, string>
GetExtra(UUID regionID)
void SaveExtra(UUID regionID, string name, string value)
UUID[] GetObjectIDs(UUID regionID)
void Dispose()
Dispose the database
void StoreRegionWindlightSettings(RegionLightShareData wl)
Mock region data plugin. This obeys the api contract for persistence but stores everything in memory...
Dictionary< string, string > GetExtra(UUID regionID)
TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ)
Load the latest terrain revision from region storage
List< SceneObjectGroup > LoadObjects(UUID regionUUID)
Load persisted objects from region storage.
RegionSettings LoadRegionSettings(UUID regionUUID)
void StoreLandObject(ILandObject land)
OpenSim.Framework.RegionSettings RegionSettings
void RemoveExtra(UUID regionID, string name)
A scene object group is conceptually an object in the scene. The object is constituted of SceneObject...
void StorePrimInventory(UUID primID, ICollection< TaskInventoryItem > items)
Store a prim's inventory
void RemoveExtra(UUID regionID, string name)
void StoreTerrain(TerrainData ter, UUID regionID)
Store a terrain revision in region storage
void RemoveObject(UUID uuid, UUID regionUUID)
Entirely removes the object, including inventory
void StoreTerrain(double[,] terrain, UUID regionID)
RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
void SaveExtra(UUID regionID, string name, string value)
void StoreObject(SceneObjectGroup obj, UUID regionUUID)
Stores all object's details apart from inventory
void RemoveRegionWindlightSettings(UUID regionID)
void StoreRegionEnvironmentSettings(UUID regionUUID, string settings)
Store Environment settings into region storage
void RemoveRegionEnvironmentSettings(UUID regionUUID)
Delete Environment settings from region storage
void StoreLandObject(ILandObject Parcel)
double[,] LoadTerrain(UUID regionID)
List< SceneObjectGroup > LoadObjects(UUID regionUUID)
Load persisted objects from region storage.
Dictionary< string, string > GetExtra(UUID regionID)
void StoreTerrain(double[,] ter, UUID regionID)
void RemoveLandObject(UUID globalID)
delete from land where UUID=globalID delete from landaccesslist where LandUUID=globalID ...
void StoreTerrain(TerrainData terrain, UUID regionID)
Store a terrain revision in region storage
RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
void RemoveRegionWindlightSettings(UUID regionID)
List< LandData > LoadLandObjects(UUID regionUUID)
void RemoveLandObject(UUID globalID)
delete from land where UUID=globalID delete from landaccesslist where LandUUID=globalID ...
void StoreRegionEnvironmentSettings(UUID regionUUID, string settings)
Store Environment settings into region storage
void StoreObject(SceneObjectGroup obj, UUID regionUUID)
Stores all object's details apart from inventory
string LoadRegionEnvironmentSettings(UUID regionUUID)
Load Environment settings from region storage
SceneObjectGroup ParentGroup
UUID[] GetObjectIDs(UUID regionID)
void StoreRegionSettings(RegionSettings rs)
void Initialise(string dbfile)
Initialises the data storage engine
double[,] LoadTerrain(UUID regionID)
RegionSettings LoadRegionSettings(UUID regionUUID)
void RemoveRegionEnvironmentSettings(UUID regionUUID)
Delete Environment settings from region storage
TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ)
Load the latest terrain revision from region storage
void StorePrimInventory(UUID primID, ICollection< TaskInventoryItem > items)
Store a prim's inventory
string LoadRegionEnvironmentSettings(UUID regionUUID)
Load Environment settings from region storage
void StoreRegionSettings(RegionSettings rs)
void StoreRegionWindlightSettings(RegionLightShareData wl)
void RemoveObject(UUID obj, UUID regionUUID)
Entirely removes the object, including inventory
List< LandData > LoadLandObjects(UUID regionUUID)