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synced 2026-08-12 04:05:42 +08:00
refactored LandData to use properties, and cleaned up the naming on
the properties a bit to be more consistant with other objects (having things like .Name .Description, etc).
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@@ -142,7 +142,7 @@ namespace OpenSim.Region.DataSnapshot.Providers
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foreach (LandObject land in landList.Values)
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{
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LandData parcel = land.landData;
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if ((parcel.landFlags & (uint)Parcel.ParcelFlags.ShowDirectory) == (uint)Parcel.ParcelFlags.ShowDirectory)
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if ((parcel.Flags & (uint)Parcel.ParcelFlags.ShowDirectory) == (uint)Parcel.ParcelFlags.ShowDirectory)
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{
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//TODO: make better method of marshalling data from LandData to XmlNode
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@@ -152,7 +152,7 @@ namespace OpenSim.Region.DataSnapshot.Providers
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XmlAttribute scripts_attr = nodeFactory.CreateAttribute("scripts");
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scripts_attr.Value = GetScriptsPermissions(parcel);
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XmlAttribute category_attr = nodeFactory.CreateAttribute("category");
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category_attr.Value = parcel.category.ToString();
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category_attr.Value = parcel.Category.ToString();
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//XmlAttribute entities_attr = nodeFactory.CreateAttribute("entities");
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//entities_attr.Value = land.primsOverMe.Count.ToString();
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xmlparcel.Attributes.Append(scripts_attr);
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@@ -162,24 +162,24 @@ namespace OpenSim.Region.DataSnapshot.Providers
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//name, description, area, and UUID
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XmlNode name = nodeFactory.CreateNode(XmlNodeType.Element, "name", "");
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name.InnerText = parcel.landName;
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name.InnerText = parcel.Name;
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xmlparcel.AppendChild(name);
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XmlNode desc = nodeFactory.CreateNode(XmlNodeType.Element, "description", "");
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desc.InnerText = parcel.landDesc;
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desc.InnerText = parcel.Description;
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xmlparcel.AppendChild(desc);
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XmlNode uuid = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", "");
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uuid.InnerText = parcel.globalID.ToString();
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uuid.InnerText = parcel.GlobalID.ToString();
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xmlparcel.AppendChild(uuid);
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XmlNode area = nodeFactory.CreateNode(XmlNodeType.Element, "area", "");
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area.InnerText = parcel.area.ToString();
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area.InnerText = parcel.Area.ToString();
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xmlparcel.AppendChild(area);
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//default location
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XmlNode tpLocation = nodeFactory.CreateNode(XmlNodeType.Element, "location", "");
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LLVector3 loc = parcel.userLocation;
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LLVector3 loc = parcel.UserLocation;
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if (loc.Equals(LLVector3.Zero)) // This test is mute at this point: the location is wrong by default
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loc = new LLVector3((parcel.AABBMax.X - parcel.AABBMin.X) / 2, (parcel.AABBMax.Y - parcel.AABBMin.Y) / 2, (parcel.AABBMax.Y - parcel.AABBMin.Y) / 2);
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tpLocation.InnerText = loc.X.ToString() + "/" + loc.Y.ToString() + "/" + loc.Z.ToString();
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@@ -188,19 +188,19 @@ namespace OpenSim.Region.DataSnapshot.Providers
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//TODO: figure how to figure out teleport system landData.landingType
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//land texture snapshot uuid
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if (parcel.snapshotID != LLUUID.Zero)
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if (parcel.SnapshotID != LLUUID.Zero)
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{
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XmlNode textureuuid = nodeFactory.CreateNode(XmlNodeType.Element, "image", "");
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textureuuid.InnerText = parcel.snapshotID.ToString();
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textureuuid.InnerText = parcel.SnapshotID.ToString();
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xmlparcel.AppendChild(textureuuid);
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}
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//attached user and group
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if (parcel.groupID != LLUUID.Zero)
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if (parcel.GroupID != LLUUID.Zero)
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{
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XmlNode groupblock = nodeFactory.CreateNode(XmlNodeType.Element, "group", "");
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XmlNode groupuuid = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", "");
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groupuuid.InnerText = parcel.groupID.ToString();
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groupuuid.InnerText = parcel.GroupID.ToString();
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groupblock.AppendChild(groupuuid);
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//No name yet, there's no way to get a group name since they don't exist yet.
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@@ -209,11 +209,11 @@ namespace OpenSim.Region.DataSnapshot.Providers
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xmlparcel.AppendChild(groupblock);
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}
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if (!parcel.isGroupOwned)
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if (!parcel.IsGroupOwned)
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{
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XmlNode userblock = nodeFactory.CreateNode(XmlNodeType.Element, "owner", "");
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LLUUID userOwnerUUID = parcel.ownerID;
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LLUUID userOwnerUUID = parcel.OwnerID;
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XmlNode useruuid = nodeFactory.CreateNode(XmlNodeType.Element, "uuid", "");
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useruuid.InnerText = userOwnerUUID.ToString();
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@@ -278,7 +278,7 @@ namespace OpenSim.Region.DataSnapshot.Providers
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private string GetScriptsPermissions(LandData parcel)
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{
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if ((parcel.landFlags & (uint)Parcel.ParcelFlags.AllowOtherScripts) == (uint)Parcel.ParcelFlags.AllowOtherScripts)
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if ((parcel.Flags & (uint)Parcel.ParcelFlags.AllowOtherScripts) == (uint)Parcel.ParcelFlags.AllowOtherScripts)
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return "yes";
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else
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return "no";
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