Files
opensim/OpenSim/Framework/LandData.cs
Justin Clark-Casey (justincc) f17066b7bf Change LandDataSerializer deserialization so that in the future it won't care about extra elements or element order.
This brings it into line with other deserializations such as object and will improve future backward compatibility.
2012-02-03 22:21:54 +00:00

679 lines
19 KiB
C#

/*
* 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;
using System.Collections.Generic;
using System.Xml;
using System.Xml.Serialization;
using OpenMetaverse;
namespace OpenSim.Framework
{
public class LandAccessEntry
{
public UUID AgentID;
public int Expires;
public AccessList Flags;
}
/// <summary>
/// Details of a Parcel of land
/// </summary>
public class LandData
{
// use only one serializer to give the runtime a chance to
// optimize it (it won't do that if you use a new instance
// every time)
private static XmlSerializer serializer = new XmlSerializer(typeof (LandData));
private Vector3 _AABBMax = new Vector3();
private Vector3 _AABBMin = new Vector3();
private int _area = 0;
private uint _auctionID = 0; //Unemplemented. If set to 0, not being auctioned
private UUID _authBuyerID = UUID.Zero; //Unemplemented. Authorized Buyer's UUID
private ParcelCategory _category = ParcelCategory.None; //Unemplemented. Parcel's chosen category
private int _claimDate = 0;
private int _claimPrice = 0; //Unemplemented
private UUID _globalID = UUID.Zero;
private UUID _groupID = UUID.Zero;
private bool _isGroupOwned = false;
private byte[] _bitmap = new byte[512];
private string _description = String.Empty;
private uint _flags = (uint) ParcelFlags.AllowFly | (uint) ParcelFlags.AllowLandmark |
(uint) ParcelFlags.AllowAPrimitiveEntry |
(uint) ParcelFlags.AllowDeedToGroup | (uint) ParcelFlags.AllowTerraform |
(uint) ParcelFlags.CreateObjects | (uint) ParcelFlags.AllowOtherScripts |
(uint) ParcelFlags.SoundLocal;
private byte _landingType = 0;
private string _name = "Your Parcel";
private ParcelStatus _status = ParcelStatus.Leased;
private int _localID = 0;
private byte _mediaAutoScale = 0;
private UUID _mediaID = UUID.Zero;
private string _mediaURL = String.Empty;
private string _musicURL = String.Empty;
private UUID _ownerID = UUID.Zero;
private List<LandAccessEntry> _parcelAccessList = new List<LandAccessEntry>();
private float _passHours = 0;
private int _passPrice = 0;
private int _salePrice = 0; //Unemeplemented. Parcels price.
private int _simwideArea = 0;
private int _simwidePrims = 0;
private UUID _snapshotID = UUID.Zero;
private Vector3 _userLocation = new Vector3();
private Vector3 _userLookAt = new Vector3();
private int _otherCleanTime = 0;
private string _mediaType = "none/none";
private string _mediaDescription = "";
private int _mediaHeight = 0;
private int _mediaWidth = 0;
private bool _mediaLoop = false;
private bool _obscureMusic = false;
private bool _obscureMedia = false;
/// <summary>
/// Whether to obscure parcel media URL
/// </summary>
[XmlIgnore]
public bool ObscureMedia {
get {
return _obscureMedia;
}
set {
_obscureMedia = value;
}
}
/// <summary>
/// Whether to obscure parcel music URL
/// </summary>
[XmlIgnore]
public bool ObscureMusic {
get {
return _obscureMusic;
}
set {
_obscureMusic = value;
}
}
/// <summary>
/// Whether to loop parcel media
/// </summary>
[XmlIgnore]
public bool MediaLoop {
get {
return _mediaLoop;
}
set {
_mediaLoop = value;
}
}
/// <summary>
/// Height of parcel media render
/// </summary>
[XmlIgnore]
public int MediaHeight {
get {
return _mediaHeight;
}
set {
_mediaHeight = value;
}
}
/// <summary>
/// Width of parcel media render
/// </summary>
[XmlIgnore]
public int MediaWidth {
get {
return _mediaWidth;
}
set {
_mediaWidth = value;
}
}
/// <summary>
/// Upper corner of the AABB for the parcel
/// </summary>
[XmlIgnore]
public Vector3 AABBMax {
get {
return _AABBMax;
}
set {
_AABBMax = value;
}
}
/// <summary>
/// Lower corner of the AABB for the parcel
/// </summary>
[XmlIgnore]
public Vector3 AABBMin {
get {
return _AABBMin;
}
set {
_AABBMin = value;
}
}
/// <summary>
/// Area in meters^2 the parcel contains
/// </summary>
public int Area {
get {
return _area;
}
set {
_area = value;
}
}
/// <summary>
/// ID of auction (3rd Party Integration) when parcel is being auctioned
/// </summary>
public uint AuctionID {
get {
return _auctionID;
}
set {
_auctionID = value;
}
}
/// <summary>
/// UUID of authorized buyer of parcel. This is UUID.Zero if anyone can buy it.
/// </summary>
public UUID AuthBuyerID {
get {
return _authBuyerID;
}
set {
_authBuyerID = value;
}
}
/// <summary>
/// Category of parcel. Used for classifying the parcel in classified listings
/// </summary>
public ParcelCategory Category {
get {
return _category;
}
set {
_category = value;
}
}
/// <summary>
/// Date that the current owner purchased or claimed the parcel
/// </summary>
public int ClaimDate {
get {
return _claimDate;
}
set {
_claimDate = value;
}
}
/// <summary>
/// The last price that the parcel was sold at
/// </summary>
public int ClaimPrice {
get {
return _claimPrice;
}
set {
_claimPrice = value;
}
}
/// <summary>
/// Global ID for the parcel. (3rd Party Integration)
/// </summary>
public UUID GlobalID {
get {
return _globalID;
}
set {
_globalID = value;
}
}
/// <summary>
/// Unique ID of the Group that owns
/// </summary>
public UUID GroupID {
get {
return _groupID;
}
set {
_groupID = value;
}
}
/// <summary>
/// Returns true if the Land Parcel is owned by a group
/// </summary>
public bool IsGroupOwned {
get {
return _isGroupOwned;
}
set {
_isGroupOwned = value;
}
}
/// <summary>
/// jp2 data for the image representative of the parcel in the parcel dialog
/// </summary>
public byte[] Bitmap {
get {
return _bitmap;
}
set {
_bitmap = value;
}
}
/// <summary>
/// Parcel Description
/// </summary>
public string Description {
get {
return _description;
}
set {
_description = value;
}
}
/// <summary>
/// Parcel settings. Access flags, Fly, NoPush, Voice, Scripts allowed, etc. ParcelFlags
/// </summary>
public uint Flags {
get {
return _flags;
}
set {
_flags = value;
}
}
/// <summary>
/// Determines if people are able to teleport where they please on the parcel or if they
/// get constrainted to a specific point on teleport within the parcel
/// </summary>
public byte LandingType {
get {
return _landingType;
}
set {
_landingType = value;
}
}
/// <summary>
/// Parcel Name
/// </summary>
public string Name {
get {
return _name;
}
set {
_name = value;
}
}
/// <summary>
/// Status of Parcel, Leased, Abandoned, For Sale
/// </summary>
public ParcelStatus Status {
get {
return _status;
}
set {
_status = value;
}
}
/// <summary>
/// Internal ID of the parcel. Sometimes the client will try to use this value
/// </summary>
public int LocalID {
get {
return _localID;
}
set {
_localID = value;
}
}
/// <summary>
/// Determines if we scale the media based on the surface it's on
/// </summary>
public byte MediaAutoScale {
get {
return _mediaAutoScale;
}
set {
_mediaAutoScale = value;
}
}
/// <summary>
/// Texture Guid to replace with the output of the media stream
/// </summary>
public UUID MediaID {
get {
return _mediaID;
}
set {
_mediaID = value;
}
}
/// <summary>
/// URL to the media file to display
/// </summary>
public string MediaURL {
get {
return _mediaURL;
}
set {
_mediaURL = value;
}
}
public string MediaType
{
get
{
return _mediaType;
}
set
{
_mediaType = value;
}
}
/// <summary>
/// URL to the shoutcast music stream to play on the parcel
/// </summary>
public string MusicURL {
get {
return _musicURL;
}
set {
_musicURL = value;
}
}
/// <summary>
/// Owner Avatar or Group of the parcel. Naturally, all land masses must be
/// owned by someone
/// </summary>
public UUID OwnerID {
get {
return _ownerID;
}
set {
_ownerID = value;
}
}
/// <summary>
/// List of access data for the parcel. User data, some bitflags, and a time
/// </summary>
public List<LandAccessEntry> ParcelAccessList {
get {
return _parcelAccessList;
}
set {
_parcelAccessList = value;
}
}
/// <summary>
/// How long in hours a Pass to the parcel is given
/// </summary>
public float PassHours {
get {
return _passHours;
}
set {
_passHours = value;
}
}
/// <summary>
/// Price to purchase a Pass to a restricted parcel
/// </summary>
public int PassPrice {
get {
return _passPrice;
}
set {
_passPrice = value;
}
}
/// <summary>
/// When the parcel is being sold, this is the price to purchase the parcel
/// </summary>
public int SalePrice {
get {
return _salePrice;
}
set {
_salePrice = value;
}
}
/// <summary>
/// Number of meters^2 in the Simulator
/// </summary>
[XmlIgnore]
public int SimwideArea {
get {
return _simwideArea;
}
set {
_simwideArea = value;
}
}
/// <summary>
/// Number of SceneObjectPart in the Simulator
/// </summary>
[XmlIgnore]
public int SimwidePrims {
get {
return _simwidePrims;
}
set {
_simwidePrims = value;
}
}
/// <summary>
/// ID of the snapshot used in the client parcel dialog of the parcel
/// </summary>
public UUID SnapshotID {
get {
return _snapshotID;
}
set {
_snapshotID = value;
}
}
/// <summary>
/// When teleporting is restricted to a certain point, this is the location
/// that the user will be redirected to
/// </summary>
public Vector3 UserLocation {
get {
return _userLocation;
}
set {
_userLocation = value;
}
}
/// <summary>
/// When teleporting is restricted to a certain point, this is the rotation
/// that the user will be positioned
/// </summary>
public Vector3 UserLookAt {
get {
return _userLookAt;
}
set {
_userLookAt = value;
}
}
/// <summary>
/// Autoreturn number of minutes to return SceneObjectGroup that are owned by someone who doesn't own
/// the parcel and isn't set to the same 'group' as the parcel.
/// </summary>
public int OtherCleanTime {
get {
return _otherCleanTime;
}
set {
_otherCleanTime = value;
}
}
/// <summary>
/// parcel media description
/// </summary>
public string MediaDescription {
get {
return _mediaDescription;
}
set {
_mediaDescription = value;
}
}
public LandData()
{
_globalID = UUID.Random();
}
/// <summary>
/// Make a new copy of the land data
/// </summary>
/// <returns></returns>
public LandData Copy()
{
LandData landData = new LandData();
landData._AABBMax = _AABBMax;
landData._AABBMin = _AABBMin;
landData._area = _area;
landData._auctionID = _auctionID;
landData._authBuyerID = _authBuyerID;
landData._category = _category;
landData._claimDate = _claimDate;
landData._claimPrice = _claimPrice;
landData._globalID = _globalID;
landData._groupID = _groupID;
landData._isGroupOwned = _isGroupOwned;
landData._localID = _localID;
landData._landingType = _landingType;
landData._mediaAutoScale = _mediaAutoScale;
landData._mediaID = _mediaID;
landData._mediaURL = _mediaURL;
landData._musicURL = _musicURL;
landData._ownerID = _ownerID;
landData._bitmap = (byte[]) _bitmap.Clone();
landData._description = _description;
landData._flags = _flags;
landData._name = _name;
landData._status = _status;
landData._passHours = _passHours;
landData._passPrice = _passPrice;
landData._salePrice = _salePrice;
landData._snapshotID = _snapshotID;
landData._userLocation = _userLocation;
landData._userLookAt = _userLookAt;
landData._otherCleanTime = _otherCleanTime;
landData._mediaType = _mediaType;
landData._mediaDescription = _mediaDescription;
landData._mediaWidth = _mediaWidth;
landData._mediaHeight = _mediaHeight;
landData._mediaLoop = _mediaLoop;
landData._obscureMusic = _obscureMusic;
landData._obscureMedia = _obscureMedia;
landData._simwideArea = _simwideArea;
landData._simwidePrims = _simwidePrims;
landData._parcelAccessList.Clear();
foreach (LandAccessEntry entry in _parcelAccessList)
{
LandAccessEntry newEntry = new LandAccessEntry();
newEntry.AgentID = entry.AgentID;
newEntry.Flags = entry.Flags;
newEntry.Expires = entry.Expires;
landData._parcelAccessList.Add(newEntry);
}
return landData;
}
public void ToXml(XmlWriter xmlWriter)
{
serializer.Serialize(xmlWriter, this);
}
/// <summary>
/// Restore a LandData object from the serialized xml representation.
/// </summary>
/// <param name="xmlReader"></param>
/// <returns></returns>
public static LandData FromXml(XmlReader xmlReader)
{
LandData land = (LandData)serializer.Deserialize(xmlReader);
return land;
}
}
}