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refactor: Rename EstateSettings.IsEstateManager() to EstateSettings.IsEstateManagerOrOwner() to reflect what it actually does.
This makes it consistent with other parts of OpenSimulator that are treating ESTATE_MANAGER and ESTATE_OWNER as different entities. As per opensim-dev mailing list.
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@@ -322,7 +322,7 @@ namespace OpenSim.Framework
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l_EstateManagers.Remove(avatarID);
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}
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public bool IsEstateManager(UUID avatarID)
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public bool IsEstateManagerOrOwner(UUID avatarID)
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{
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if (IsEstateOwner(avatarID))
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return true;
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@@ -368,7 +368,7 @@ namespace OpenSim.Framework
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public bool HasAccess(UUID user)
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{
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if (IsEstateManager(user))
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if (IsEstateManagerOrOwner(user))
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return true;
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return l_EstateAccess.Contains(user);
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@@ -227,10 +227,10 @@ namespace OpenSim.Framework.Tests
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es.AddEstateManager(UUID.Zero);
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es.AddEstateManager(bannedUserId);
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Assert.IsTrue(es.IsEstateManager(bannedUserId), "bannedUserId should be EstateManager but isn't.");
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Assert.IsTrue(es.IsEstateManagerOrOwner(bannedUserId), "bannedUserId should be EstateManager but isn't.");
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es.RemoveEstateManager(bannedUserId);
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Assert.IsFalse(es.IsEstateManager(bannedUserId), "bannedUserID is estateManager but shouldn't be");
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Assert.IsFalse(es.IsEstateManagerOrOwner(bannedUserId), "bannedUserID is estateManager but shouldn't be");
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Assert.IsFalse(es.HasAccess(bannedUserId), "bannedUserID has access but shouldn't");
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