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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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@@ -967,7 +967,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
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{
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RegionHandshakeArgs args = new RegionHandshakeArgs();
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args.isEstateManager = Scene.RegionInfo.EstateSettings.IsEstateManager(remoteClient.AgentId);
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args.isEstateManager = Scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(remoteClient.AgentId);
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if (Scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero && Scene.RegionInfo.EstateSettings.EstateOwner == remoteClient.AgentId)
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args.isEstateManager = true;
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@@ -469,7 +469,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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if (m_scene.Permissions.IsAdministrator(avatar))
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return false;
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if (m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar))
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if (m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(avatar))
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return false;
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if (avatar == LandData.OwnerID)
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@@ -499,7 +499,7 @@ namespace OpenSim.Region.CoreModules.World.Land
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if (m_scene.Permissions.IsAdministrator(avatar))
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return false;
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if (m_scene.RegionInfo.EstateSettings.IsEstateManager(avatar))
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if (m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(avatar))
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return false;
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if (avatar == LandData.OwnerID)
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@@ -503,7 +503,7 @@ namespace OpenSim.Region.CoreModules.World.Permissions
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{
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if (user == UUID.Zero) return false;
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return m_scene.RegionInfo.EstateSettings.IsEstateManager(user);
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return m_scene.RegionInfo.EstateSettings.IsEstateManagerOrOwner(user);
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}
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#endregion
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