parcel dwell: viewers shoul done see parcel fakeID

This commit is contained in:
UbitUmarov
2021-09-14 00:55:02 +01:00
parent fe871a3e30
commit 11f9f67453
2 changed files with 13 additions and 14 deletions

View File

@@ -122,7 +122,7 @@ namespace OpenSim.Region.CoreModules.World.Land
LandData land = parcel.LandData;
if(land!= null)
client.SendParcelDwellReply(localID, land.GlobalID, land.Dwell);
client.SendParcelDwellReply(localID, land.FakeID, land.Dwell);
}

View File

@@ -516,7 +516,7 @@ namespace OpenSim.Region.CoreModules.World.Land
avatar.currentParcelUUID = over.LandData.GlobalID;
over.SendLandUpdateToClient(avatar.ControllingClient);
}
if(overlay)
if (overlay)
SendParcelOverlay(remoteClient);
}
@@ -1252,16 +1252,16 @@ namespace OpenSim.Region.CoreModules.World.Land
//Lets create a new land object with bitmap activated at that point (keeping the old land objects info)
ILandObject newLand = startLandObject.Copy();
LandData newLandData = newLand.LandData;
newLand.LandData.Name = newLand.LandData.Name;
newLand.LandData.GlobalID = UUID.Random();
newLand.LandData.Dwell = 0;
newLandData.GlobalID = UUID.Random();
newLandData.Dwell = 0;
// Clear "Show in search" on the cut out parcel to prevent double-charging
newLand.LandData.Flags &= ~(uint)ParcelFlags.ShowDirectory;
newLandData.Flags &= ~(uint)ParcelFlags.ShowDirectory;
// invalidate landing point
newLand.LandData.LandingType = (byte)LandingType.Direct;
newLand.LandData.UserLocation = Vector3.Zero;
newLand.LandData.UserLookAt = Vector3.Zero;
newLandData.LandingType = (byte)LandingType.Direct;
newLandData.UserLocation = Vector3.Zero;
newLandData.UserLookAt = Vector3.Zero;
newLand.SetLandBitmap(newLand.GetSquareLandBitmap(start_x, start_y, end_x, end_y));
@@ -1269,17 +1269,16 @@ namespace OpenSim.Region.CoreModules.World.Land
int startLandObjectIndex = startLandObject.LandData.LocalID;
lock (m_landList)
{
m_landList[startLandObjectIndex].SetLandBitmap(
newLand.ModifyLandBitmapSquare(startLandObject.GetLandBitmap(), start_x, start_y, end_x, end_y, false));
m_landList[startLandObjectIndex].SetLandBitmap(newLand.ModifyLandBitmapSquare(startLandObject.GetLandBitmap(), start_x, start_y, end_x, end_y, false));
m_landList[startLandObjectIndex].ForceUpdateLandInfo();
}
UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData);
//add the new land object
ILandObject result = AddLandObject(newLand);
UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData);
if(startLandObject.LandData.LandingType == (byte)LandingType.LandingPoint)
if (startLandObject.LandData.LandingType == (byte)LandingType.LandingPoint)
{
int x = (int)startLandObject.LandData.UserLocation.X;
int y = (int)startLandObject.LandData.UserLocation.Y;