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Previously, Scene.Inventory.DeRezObjects() forced the persistence of prims before deletion. This is necessary so that freshly delinked prims can be deleted (otherwise they remain as parts of their old group and reappear on server restart). However, DeRezObjects() deleted to user inventory, which is not required by llDie() or direct region module unlink and deletion. Therefore, forced persistence has been pushed down into Scene.UnlinkSceneObject() to be more general, this is still on the DeRezObjects() path. Uncommented TestDelinkPersistence() since this now passes. Tests required considerable elaboration of MockRegionDataPlugin to reflect underlying storing of parts.
203 lines
8.1 KiB
C#
203 lines
8.1 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSimulator Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using System.Reflection;
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using System.Collections.Generic;
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using log4net;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Framework.Interfaces;
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using OpenSim.Region.Framework.Scenes;
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namespace OpenSim.Data.Null
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{
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/// <summary>
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/// Mock region data plugin. This obeys the api contract for persistence but stores everything in memory, so that
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/// tests can check correct persistence.
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/// </summary>
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public class NullDataStore : IRegionDataStore
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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protected Dictionary<UUID, RegionSettings> m_regionSettings = new Dictionary<UUID, RegionSettings>();
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protected Dictionary<UUID, SceneObjectPart> m_sceneObjectParts = new Dictionary<UUID, SceneObjectPart>();
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protected Dictionary<UUID, ICollection<TaskInventoryItem>> m_primItems
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= new Dictionary<UUID, ICollection<TaskInventoryItem>>();
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protected Dictionary<UUID, double[,]> m_terrains = new Dictionary<UUID, double[,]>();
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protected Dictionary<UUID, LandData> m_landData = new Dictionary<UUID, LandData>();
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public void Initialise(string dbfile)
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{
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return;
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}
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public void Dispose()
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{
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}
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public void StoreRegionSettings(RegionSettings rs)
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{
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m_regionSettings[rs.RegionUUID] = rs;
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}
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public RegionLightShareData LoadRegionWindlightSettings(UUID regionUUID)
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{
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//This connector doesn't support the windlight module yet
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//Return default LL windlight settings
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return new RegionLightShareData();
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}
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public void StoreRegionWindlightSettings(RegionLightShareData wl)
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{
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//This connector doesn't support the windlight module yet
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}
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public RegionSettings LoadRegionSettings(UUID regionUUID)
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{
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RegionSettings rs = null;
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m_regionSettings.TryGetValue(regionUUID, out rs);
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return rs;
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}
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public void StoreObject(SceneObjectGroup obj, UUID regionUUID)
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{
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// We can't simply store groups here because on delinking, OpenSim will not update the original group
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// directly. Rather, the newly delinked parts will be updated to be in their own scene object group
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// Therefore, we need to store parts rather than groups.
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foreach (SceneObjectPart prim in obj.Children.Values)
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{
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m_log.DebugFormat(
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"[MOCK REGION DATA PLUGIN]: Storing part {0} {1} in object {2} {3} in region {4}",
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prim.Name, prim.UUID, obj.Name, obj.UUID, regionUUID);
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m_sceneObjectParts[prim.UUID] = prim;
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}
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}
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public void RemoveObject(UUID obj, UUID regionUUID)
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{
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// All parts belonging to the object with the uuid are removed.
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List<SceneObjectPart> parts = new List<SceneObjectPart>(m_sceneObjectParts.Values);
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foreach (SceneObjectPart part in parts)
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{
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if (part.ParentGroup.UUID == obj)
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{
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m_log.DebugFormat(
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"[MOCK REGION DATA PLUGIN]: Removing part {0} {1} as part of object {2} from {3}",
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part.Name, part.UUID, obj, regionUUID);
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m_sceneObjectParts.Remove(part.UUID);
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}
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}
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}
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// see IRegionDatastore
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public void StorePrimInventory(UUID primID, ICollection<TaskInventoryItem> items)
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{
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m_primItems[primID] = items;
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}
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public List<SceneObjectGroup> LoadObjects(UUID regionUUID)
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{
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Dictionary<UUID, SceneObjectGroup> objects = new Dictionary<UUID, SceneObjectGroup>();
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// Create all of the SOGs from the root prims first
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foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
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{
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if (prim.IsRoot)
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{
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m_log.DebugFormat(
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"[MOCK REGION DATA PLUGIN]: Loading root part {0} {1} in {2}", prim.Name, prim.UUID, regionUUID);
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objects[prim.UUID] = new SceneObjectGroup(prim);
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}
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}
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// Add all of the children objects to the SOGs
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foreach (SceneObjectPart prim in m_sceneObjectParts.Values)
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{
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SceneObjectGroup sog;
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if (prim.UUID != prim.ParentUUID)
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{
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if (objects.TryGetValue(prim.ParentUUID, out sog))
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{
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int originalLinkNum = prim.LinkNum;
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sog.AddPart(prim);
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// SceneObjectGroup.AddPart() tries to be smart and automatically set the LinkNum.
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// We override that here
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if (originalLinkNum != 0)
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prim.LinkNum = originalLinkNum;
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}
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else
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{
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m_log.WarnFormat(
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"[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.",
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prim.Name, prim.UUID, regionUUID, prim.ParentUUID);
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}
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}
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}
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// TODO: Load items. This is assymetric - we store items as a separate method but don't retrieve them that
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// way!
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return new List<SceneObjectGroup>(objects.Values);
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}
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public void StoreTerrain(double[,] ter, UUID regionID)
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{
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m_terrains[regionID] = ter;
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}
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public double[,] LoadTerrain(UUID regionID)
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{
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if (m_terrains.ContainsKey(regionID))
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return m_terrains[regionID];
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else
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return null;
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}
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public void RemoveLandObject(UUID globalID)
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{
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if (m_landData.ContainsKey(globalID))
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m_landData.Remove(globalID);
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}
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public void StoreLandObject(ILandObject land)
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{
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m_landData[land.LandData.GlobalID] = land.LandData;
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}
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public List<LandData> LoadLandObjects(UUID regionUUID)
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{
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return new List<LandData>(m_landData.Values);
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}
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public void Shutdown()
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{
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}
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}
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} |