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from DataSnapshot and replace it with a best practices approach, making it much less dependent on the land module's internal structure and types.
182 lines
6.7 KiB
C#
182 lines
6.7 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 OpenSim 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;
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using System.Collections.Generic;
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using OpenMetaverse;
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using OpenSim.Framework;
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using OpenSim.Region.Environment.Interfaces;
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using OpenSim.Region.Environment.Scenes;
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namespace OpenSim.Region.Environment.Modules.World.Land
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{
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public class LandChannel : ILandChannel
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{
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#region Constants
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//Land types set with flags in ParcelOverlay.
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//Only one of these can be used.
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public const float BAN_LINE_SAFETY_HIEGHT = 100;
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public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 128; //Equals 10000000
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public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 64; //Equals 01000000
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//RequestResults (I think these are right, they seem to work):
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public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
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public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land
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//ParcelSelectObjects
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public const int LAND_SELECT_OBJECTS_GROUP = 4;
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public const int LAND_SELECT_OBJECTS_OTHER = 8;
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public const int LAND_SELECT_OBJECTS_OWNER = 2;
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public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101
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public const byte LAND_TYPE_IS_FOR_SALE = 4; //Equals 00000100
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public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010
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public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001
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public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011
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public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000
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//These are other constants. Yay!
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public const int START_LAND_LOCAL_ID = 1;
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#endregion
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private readonly Scene m_scene;
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private readonly LandManagementModule m_landManagementModule;
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public LandChannel(Scene scene, LandManagementModule landManagementMod)
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{
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m_scene = scene;
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m_landManagementModule = landManagementMod;
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}
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#region ILandChannel Members
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/// <summary>
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/// Get the land object at the specified point
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/// </summary>
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/// <param name="x_float">Value between 0 - 256 on the x axis of the point</param>
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/// <param name="y_float">Value between 0 - 256 on the y axis of the point</param>
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/// <returns>Land object at the point supplied</returns>
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public ILandObject GetLandObject(float x_float, float y_float)
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{
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if (m_landManagementModule != null)
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{
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return m_landManagementModule.GetLandObject(x_float, y_float);
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}
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ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
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obj.landData.Name = "NO LAND";
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return obj;
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}
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public ILandObject GetLandObject(int x, int y)
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{
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if (m_landManagementModule != null)
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{
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return m_landManagementModule.GetLandObject(x, y);
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}
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ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
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obj.landData.Name = "NO LAND";
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return obj;
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}
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public List<ILandObject> AllParcels()
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{
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if (m_landManagementModule != null)
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{
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return m_landManagementModule.AllParcels();
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}
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return new List<ILandObject>();
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}
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public List<ILandObject> ParcelsNearPoint(Vector3 position)
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{
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if (m_landManagementModule != null)
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{
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return m_landManagementModule.ParcelsNearPoint(position);
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}
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return new List<ILandObject>();
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}
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public bool IsLandPrimCountTainted()
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{
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if (m_landManagementModule != null)
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{
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return m_landManagementModule.IsLandPrimCountTainted();
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}
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return false;
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}
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public bool IsForcefulBansAllowed()
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{
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if (m_landManagementModule != null)
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{
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return m_landManagementModule.AllowedForcefulBans;
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}
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return false;
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}
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public void UpdateLandObject(int localID, LandData data)
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{
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if (m_landManagementModule != null)
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{
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m_landManagementModule.UpdateLandObject(localID, data);
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}
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}
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public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
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{
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if (m_landManagementModule != null)
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{
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m_landManagementModule.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient);
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}
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}
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public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
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{
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if (m_landManagementModule != null)
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{
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m_landManagementModule.setParcelObjectMaxOverride(overrideDel);
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}
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}
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public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
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{
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if (m_landManagementModule != null)
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{
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m_landManagementModule.setSimulatorObjectMaxOverride(overrideDel);
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}
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}
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#endregion
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}
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}
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