/* * 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.Xml; using OpenMetaverse; using OpenSim.Framework; using OpenSim.Region.DataSnapshot.Interfaces; using OpenSim.Region.Framework.Scenes; using OpenSim.Services.Interfaces; namespace OpenSim.Region.DataSnapshot.Providers { public class EstateSnapshot : IDataSnapshotProvider { /* This module doesn't check for changes, since it's *assumed* there are none. * Nevertheless, it's possible to have changes, since all the fields are public. * There's no event to subscribe to. :/ * * I don't think anything changes the fields beyond RegionModule PostInit, however. */ private Scene m_scene = null; // private DataSnapshotManager m_parent = null; private bool m_stale = true; #region IDataSnapshotProvider Members public XmlNode RequestSnapshotData(XmlDocument factory) { //Estate data section - contains who owns a set of sims and the name of the set. //Now in DataSnapshotProvider module form! XmlNode estatedata = factory.CreateNode(XmlNodeType.Element, "estate", ""); UUID ownerid = m_scene.RegionInfo.EstateSettings.EstateOwner; UserAccount userInfo = m_scene.UserAccountService.GetUserAccount(m_scene.RegionInfo.ScopeID, ownerid); //TODO: Change to query userserver about the master avatar UUID ? String firstname; String lastname; if (userInfo != null) { firstname = userInfo.FirstName; lastname = userInfo.LastName; //TODO: Fix the marshalling system to have less copypasta gruntwork XmlNode user = factory.CreateNode(XmlNodeType.Element, "user", ""); // XmlAttribute type = (XmlAttribute)factory.CreateNode(XmlNodeType.Attribute, "type", ""); // type.Value = "owner"; // user.Attributes.Append(type); //TODO: Create more TODOs XmlNode username = factory.CreateNode(XmlNodeType.Element, "name", ""); username.InnerText = firstname + " " + lastname; user.AppendChild(username); XmlNode useruuid = factory.CreateNode(XmlNodeType.Element, "uuid", ""); useruuid.InnerText = ownerid.ToString(); user.AppendChild(useruuid); estatedata.AppendChild(user); } XmlNode estatename = factory.CreateNode(XmlNodeType.Element, "name", ""); estatename.InnerText = m_scene.RegionInfo.EstateSettings.EstateName.ToString(); estatedata.AppendChild(estatename); XmlNode estateid = factory.CreateNode(XmlNodeType.Element, "id", ""); estateid.InnerText = m_scene.RegionInfo.EstateSettings.EstateID.ToString(); estatedata.AppendChild(estateid); XmlNode parentid = factory.CreateNode(XmlNodeType.Element, "parentid", ""); parentid.InnerText = m_scene.RegionInfo.EstateSettings.ParentEstateID.ToString(); estatedata.AppendChild(parentid); XmlNode flags = factory.CreateNode(XmlNodeType.Element, "flags", ""); XmlAttribute teleport = (XmlAttribute)factory.CreateNode(XmlNodeType.Attribute, "teleport", ""); teleport.Value = m_scene.RegionInfo.EstateSettings.AllowDirectTeleport.ToString(); flags.Attributes.Append(teleport); XmlAttribute publicaccess = (XmlAttribute)factory.CreateNode(XmlNodeType.Attribute, "public", ""); publicaccess.Value = m_scene.RegionInfo.EstateSettings.PublicAccess.ToString(); flags.Attributes.Append(publicaccess); estatedata.AppendChild(flags); this.Stale = false; return estatedata; } public void Initialize(Scene scene, DataSnapshotManager parent) { m_scene = scene; // m_parent = parent; } public Scene GetParentScene { get { return m_scene; } } public String Name { get { return "EstateSnapshot"; } } public bool Stale { get { return m_stale; } set { m_stale = value; if (m_stale) OnStale(this); } } public event ProviderStale OnStale; #endregion } }