28 using System.Collections.Generic;
30 using OpenSim.Framework;
31 using OpenSim.Region.Framework.Interfaces;
32 using OpenSim.Region.Framework.Scenes;
34 namespace OpenSim.Data.
Null
47 Initialise(connectionString);
79 #region Environment Settings
81 private Dictionary<UUID, string> EnvironmentSettings =
new Dictionary<UUID, string>();
85 lock (EnvironmentSettings)
87 if (EnvironmentSettings.ContainsKey(regionUUID))
88 return EnvironmentSettings[regionUUID];
95 lock (EnvironmentSettings)
97 EnvironmentSettings[regionUUID] = settings;
103 lock (EnvironmentSettings)
105 if (EnvironmentSettings.ContainsKey(regionUUID))
106 EnvironmentSettings.Remove(regionUUID);
114 rs.RegionUUID = regionUUID;
132 return new List<SceneObjectGroup>();
135 Dictionary<UUID, TerrainData> m_terrains =
new Dictionary<UUID, TerrainData>();
138 if (m_terrains.ContainsKey(regionID))
139 m_terrains.Remove(regionID);
140 m_terrains.Add(regionID, ter);
147 StoreTerrain(terrData, regionID);
154 if (m_terrains.ContainsKey(regionID))
156 return m_terrains[regionID].GetDoubles();
163 if (m_terrains.ContainsKey(regionID))
165 return m_terrains[regionID];
180 return new List<LandData>();
192 public void SaveExtra(UUID regionID,
string name,
string value)
200 public Dictionary<string, string>
GetExtra(UUID regionID)
void StoreTerrain(double[,] ter, UUID regionID)
RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
TerrainData LoadTerrain(UUID regionID, int pSizeX, int pSizeY, int pSizeZ)
Load the latest terrain revision from region storage
void RemoveExtra(UUID regionID, string name)
double[,] LoadTerrain(UUID regionID)
OpenSim.Framework.RegionSettings RegionSettings
void Initialise(string dbfile)
Initialises the data storage engine
A scene object group is conceptually an object in the scene. The object is constituted of SceneObject...
void RemoveObject(UUID obj, UUID regionUUID)
Entirely removes the object, including inventory
NULL DataStore, do not store anything
void RemoveRegionWindlightSettings(UUID regionID)
void StoreRegionSettings(RegionSettings rs)
RegionSettings LoadRegionSettings(UUID regionUUID)
void StoreLandObject(ILandObject land)
NullSimulationData(string connectionString)
UUID[] GetObjectIDs(UUID regionID)
void StoreRegionWindlightSettings(RegionLightShareData wl)
void StoreTerrain(TerrainData ter, UUID regionID)
Store a terrain revision in region storage
void StoreObject(SceneObjectGroup obj, UUID regionUUID)
Stores all object's details apart from inventory
void StorePrimInventory(UUID primID, ICollection< TaskInventoryItem > items)
Store a prim's inventory
List< SceneObjectGroup > LoadObjects(UUID regionUUID)
Load persisted objects from region storage.
Dictionary< string, string > GetExtra(UUID regionID)
void RemoveRegionEnvironmentSettings(UUID regionUUID)
Delete Environment settings from region storage
void StoreRegionEnvironmentSettings(UUID regionUUID, string settings)
Store Environment settings into region storage
void Dispose()
Dispose the database
void RemoveLandObject(UUID globalID)
delete from land where UUID=globalID delete from landaccesslist where LandUUID=globalID ...
string LoadRegionEnvironmentSettings(UUID regionUUID)
Load Environment settings from region storage
void SaveExtra(UUID regionID, string name, string value)
List< LandData > LoadLandObjects(UUID regionUUID)