* Cleaning up code, making it conform to OpenSim standards.

This commit is contained in:
Adam Frisby
2008-05-06 04:56:48 +00:00
parent add13276a9
commit 31cd162d34
12 changed files with 215 additions and 259 deletions

View File

@@ -1426,7 +1426,7 @@ namespace OpenSim.Region.Environment.Modules.Avatar.Currency.SampleMoney
}
else
{
ILandObject obj = avatar.Scene.LandChannel.getLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
ILandObject obj = avatar.Scene.LandChannel.GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
if ((obj.landData.landFlags & (uint)Parcel.ParcelFlags.AllowDamage) != 0)
{
avatar.Invulnerable = false;

View File

@@ -44,8 +44,8 @@ namespace OpenSim.Region.Environment.Modules.World.Land
//Land types set with flags in ParcelOverlay.
//Only one of these can be used.
public const float BAN_LINE_SAFETY_HIEGHT = 100;
public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = (byte) 128; //Equals 10000000
public const byte LAND_FLAG_PROPERTY_BORDER_WEST = (byte) 64; //Equals 01000000
public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 128; //Equals 10000000
public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 64; //Equals 01000000
//RequestResults (I think these are right, they seem to work):
public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
@@ -55,31 +55,41 @@ namespace OpenSim.Region.Environment.Modules.World.Land
public const int LAND_SELECT_OBJECTS_GROUP = 4;
public const int LAND_SELECT_OBJECTS_OTHER = 8;
public const int LAND_SELECT_OBJECTS_OWNER = 2;
public const byte LAND_TYPE_IS_BEING_AUCTIONED = (byte) 5; //Equals 00000101
public const byte LAND_TYPE_IS_FOR_SALE = (byte) 4; //Equals 00000100
public const byte LAND_TYPE_OWNED_BY_GROUP = (byte) 2; //Equals 00000010
public const byte LAND_TYPE_OWNED_BY_OTHER = (byte) 1; //Equals 00000001
public const byte LAND_TYPE_OWNED_BY_REQUESTER = (byte) 3; //Equals 00000011
public const byte LAND_TYPE_PUBLIC = (byte) 0; //Equals 00000000
public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101
public const byte LAND_TYPE_IS_FOR_SALE = 4; //Equals 00000100
public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010
public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001
public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011
public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000
//These are other constants. Yay!
public const int START_LAND_LOCAL_ID = 1;
#endregion
private int[,] landIDList = new int[64,64];
private Dictionary<int, ILandObject> landList = new Dictionary<int, ILandObject>();
private readonly int[,] landIDList = new int[64,64];
private readonly Dictionary<int, ILandObject> landList = new Dictionary<int, ILandObject>();
private bool landPrimCountTainted = false;
private bool landPrimCountTainted;
private int lastLandLocalID = START_LAND_LOCAL_ID - 1;
private bool m_allowedForcefulBans = true;
private Scene m_scene;
private readonly Scene m_scene;
public LandChannel(Scene scene)
{
m_scene = scene;
landIDList.Initialize();
m_scene.EventManager.OnNewPresence += handleNewPresence;
}
private void handleNewPresence(ScenePresence avatar)
{
if (avatar.IsChildAgent)
{
avatar.OnSignificantClientMovement += handleSignificantClientMovement;
}
}
#region Land Object From Storage Functions
@@ -109,19 +119,19 @@ namespace OpenSim.Region.Environment.Modules.World.Land
ILandObject new_land = new LandObject(data.ownerID, data.isGroupOwned, m_scene);
new_land.landData = data.Copy();
new_land.setLandBitmapFromByteArray();
addLandObject(new_land);
AddLandObject(new_land);
}
public void NoLandDataFromStorage()
{
resetSimLandObjects();
ResetSimLandObjects();
}
#endregion
#region Parcel Add/Remove/Get/Create
public void updateLandObject(int local_id, LandData newData)
public void UpdateLandObject(int local_id, LandData newData)
{
if (landList.ContainsKey(local_id))
{
@@ -133,10 +143,10 @@ namespace OpenSim.Region.Environment.Modules.World.Land
/// <summary>
/// Get the land object at the specified point
/// </summary>
/// <param name="x">Value between 0 - 256 on the x axis of the point</param>
/// <param name="y">Value between 0 - 256 on the y axis of the point</param>
/// <param name="x_float">Value between 0 - 256 on the x axis of the point</param>
/// <param name="y_float">Value between 0 - 256 on the y axis of the point</param>
/// <returns>Land object at the point supplied</returns>
public ILandObject getLandObject(float x_float, float y_float)
public ILandObject GetLandObject(float x_float, float y_float)
{
int x;
int y;
@@ -155,13 +165,10 @@ namespace OpenSim.Region.Environment.Modules.World.Land
{
return null;
}
else
{
return landList[landIDList[x, y]];
}
return landList[landIDList[x, y]];
}
public ILandObject getLandObject(int x, int y)
public ILandObject GetLandObject(int x, int y)
{
if (x >= Convert.ToInt32(Constants.RegionSize) || y >= Convert.ToInt32(Constants.RegionSize) || x < 0 || y < 0)
{
@@ -169,17 +176,14 @@ namespace OpenSim.Region.Environment.Modules.World.Land
// they happen every time at border crossings
throw new Exception("Error: Parcel not found at point " + x + ", " + y);
}
else
{
return landList[landIDList[x / 4, y / 4]];
}
return landList[landIDList[x / 4, y / 4]];
}
/// <summary>
/// Creates a basic Parcel object without an owner (a zeroed key)
/// </summary>
/// <returns></returns>
public ILandObject createBaseLand()
public ILandObject CreateBaseLand()
{
return new LandObject(LLUUID.Zero, false, m_scene);
}
@@ -188,17 +192,18 @@ namespace OpenSim.Region.Environment.Modules.World.Land
/// Adds a land object to the stored list and adds them to the landIDList to what they own
/// </summary>
/// <param name="new_land">The land object being added</param>
public ILandObject addLandObject(ILandObject new_land)
public ILandObject AddLandObject(ILandObject new_land)
{
lastLandLocalID++;
new_land.landData.localID = lastLandLocalID;
landList.Add(lastLandLocalID, (LandObject) new_land.Copy());
landList.Add(lastLandLocalID, new_land.Copy());
bool[,] landBitmap = new_land.getLandBitmap();
int x, y;
int x;
for (x = 0; x < 64; x++)
{
int y;
for (y = 0; y < 64; y++)
{
if (landBitmap[x, y])
@@ -218,9 +223,10 @@ namespace OpenSim.Region.Environment.Modules.World.Land
/// <param name="local_id">Land.localID of the peice of land to remove.</param>
public void removeLandObject(int local_id)
{
int x, y;
int x;
for (x = 0; x < 64; x++)
{
int y;
for (y = 0; y < 64; y++)
{
if (landIDList[x, y] == local_id)
@@ -237,10 +243,11 @@ namespace OpenSim.Region.Environment.Modules.World.Land
private void performFinalLandJoin(ILandObject master, ILandObject slave)
{
int x, y;
int x;
bool[,] landBitmapSlave = slave.getLandBitmap();
for (x = 0; x < 64; x++)
{
int y;
for (y = 0; y < 64; y++)
{
if (landBitmapSlave[x, y])
@@ -251,10 +258,10 @@ namespace OpenSim.Region.Environment.Modules.World.Land
}
removeLandObject(slave.landData.localID);
updateLandObject(master.landData.localID, master.landData);
UpdateLandObject(master.landData.localID, master.landData);
}
public ILandObject getLandObject(int parcelLocalID)
public ILandObject GetLandObject(int parcelLocalID)
{
lock (landList)
{
@@ -270,7 +277,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
#region Parcel Modification
public void resetAllLandPrimCounts()
public void ResetAllLandPrimCounts()
{
foreach (LandObject p in landList.Values)
{
@@ -278,27 +285,27 @@ namespace OpenSim.Region.Environment.Modules.World.Land
}
}
public void setPrimsTainted()
public void SetPrimsTainted()
{
landPrimCountTainted = true;
}
public bool isLandPrimCountTainted()
public bool IsLandPrimCountTainted()
{
return landPrimCountTainted;
}
public void addPrimToLandPrimCounts(SceneObjectGroup obj)
public void AddPrimToLandPrimCounts(SceneObjectGroup obj)
{
LLVector3 position = obj.AbsolutePosition;
ILandObject landUnderPrim = getLandObject(position.X, position.Y);
ILandObject landUnderPrim = GetLandObject(position.X, position.Y);
if (landUnderPrim != null)
{
landUnderPrim.addPrimToCount(obj);
}
}
public void removePrimFromLandPrimCounts(SceneObjectGroup obj)
public void RemovePrimFromLandPrimCounts(SceneObjectGroup obj)
{
foreach (LandObject p in landList.Values)
{
@@ -306,7 +313,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
}
}
public void finalizeLandPrimCountUpdate()
public void FinalizeLandPrimCountUpdate()
{
//Get Simwide prim count for owner
Dictionary<LLUUID, List<LandObject>> landOwnersAndParcels = new Dictionary<LLUUID, List<LandObject>>();
@@ -343,7 +350,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
}
}
public void updateLandPrimCounts()
public void UpdateLandPrimCounts()
{
foreach (EntityBase obj in m_scene.Entities.Values)
{
@@ -354,11 +361,11 @@ namespace OpenSim.Region.Environment.Modules.World.Land
}
}
public void performParcelPrimCountUpdate()
public void PerformParcelPrimCountUpdate()
{
resetAllLandPrimCounts();
ResetAllLandPrimCounts();
m_scene.EventManager.TriggerParcelPrimCountUpdate();
finalizeLandPrimCountUpdate();
FinalizeLandPrimCountUpdate();
landPrimCountTainted = false;
}
@@ -371,47 +378,42 @@ namespace OpenSim.Region.Environment.Modules.World.Land
/// <param name="end_y">North Point</param>
/// <param name="attempting_user_id">LLUUID of user who is trying to subdivide</param>
/// <returns>Returns true if successful</returns>
private bool subdivide(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
private void subdivide(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
{
//First, lets loop through the points and make sure they are all in the same peice of land
//Get the land object at start
ILandObject startLandObject = null;
try
{
startLandObject = getLandObject(start_x, start_y);
}
catch (Exception)
{
//m_log.Error("[LAND]: " + "Unable to get land object for subdivision at x: " + start_x + " y:" + start_y);
}
if (startLandObject == null) return false; //No such land object at the beginning
ILandObject startLandObject = GetLandObject(start_x, start_y);
if (startLandObject == null) return;
//Loop through the points
try
{
int totalX = end_x - start_x;
int totalY = end_y - start_y;
int x, y;
int y;
for (y = 0; y < totalY; y++)
{
int x;
for (x = 0; x < totalX; x++)
{
ILandObject tempLandObject = getLandObject(start_x + x, start_y + y);
if (tempLandObject == null) return false; //No such land object at that point
if (tempLandObject != startLandObject) return false; //Subdividing over 2 land objects; no-no
ILandObject tempLandObject = GetLandObject(start_x + x, start_y + y);
if (tempLandObject == null) return;
if (tempLandObject != startLandObject) return;
}
}
}
catch (Exception)
{
return false; //Exception. For now, lets skip subdivision
return;
}
//If we are still here, then they are subdividing within one piece of land
//Check owner
if (startLandObject.landData.ownerID != attempting_user_id)
{
return false; //They cant do this!
return;
}
//Lets create a new land object with bitmap activated at that point (keeping the old land objects info)
@@ -427,15 +429,15 @@ namespace OpenSim.Region.Environment.Modules.World.Land
newLand.modifyLandBitmapSquare(startLandObject.getLandBitmap(), start_x, start_y, end_x, end_y, false));
landList[startLandObjectIndex].forceUpdateLandInfo();
setPrimsTainted();
SetPrimsTainted();
//Now add the new land object
ILandObject result = addLandObject(newLand);
updateLandObject(startLandObject.landData.localID, startLandObject.landData);
ILandObject result = AddLandObject(newLand);
UpdateLandObject(startLandObject.landData.localID, startLandObject.landData);
result.sendLandUpdateToAvatarsOverMe();
return true;
return;
}
/// <summary>
@@ -447,27 +449,20 @@ namespace OpenSim.Region.Environment.Modules.World.Land
/// <param name="end_y">y value in second peice of land</param>
/// <param name="attempting_user_id">LLUUID of the avatar trying to join the land objects</param>
/// <returns>Returns true if successful</returns>
private bool join(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
private void join(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
{
end_x -= 4;
end_y -= 4;
List<ILandObject> selectedLandObjects = new List<ILandObject>();
int stepXSelected = 0;
int stepYSelected = 0;
int stepYSelected;
for (stepYSelected = start_y; stepYSelected <= end_y; stepYSelected += 4)
{
int stepXSelected;
for (stepXSelected = start_x; stepXSelected <= end_x; stepXSelected += 4)
{
ILandObject p = null;
try
{
p = getLandObject(stepXSelected, stepYSelected);
}
catch (Exception)
{
//m_log.Error("[LAND]: " + "Unable to get land object for subdivision at x: " + stepXSelected + " y:" + stepYSelected);
}
ILandObject p = GetLandObject(stepXSelected, stepYSelected);
if (p != null)
{
if (!selectedLandObjects.Contains(p))
@@ -483,17 +478,17 @@ namespace OpenSim.Region.Environment.Modules.World.Land
if (selectedLandObjects.Count < 1)
{
return false; //Only one piece of land selected
return;
}
if (masterLandObject.landData.ownerID != attempting_user_id)
{
return false; //Not the same owner
return;
}
foreach (ILandObject p in selectedLandObjects)
{
if (p.landData.ownerID != masterLandObject.landData.ownerID)
{
return false; //Over multiple users. TODO: make this just ignore this piece of land?
return;
}
}
foreach (ILandObject slaveLandObject in selectedLandObjects)
@@ -504,11 +499,11 @@ namespace OpenSim.Region.Environment.Modules.World.Land
}
setPrimsTainted();
SetPrimsTainted();
masterLandObject.sendLandUpdateToAvatarsOverMe();
return true;
return;
}
#endregion
@@ -519,30 +514,24 @@ namespace OpenSim.Region.Environment.Modules.World.Land
/// Where we send the ParcelOverlay packet to the client
/// </summary>
/// <param name="remote_client">The object representing the client</param>
public void sendParcelOverlay(IClientAPI remote_client)
public void SendParcelOverlay(IClientAPI remote_client)
{
const int LAND_BLOCKS_PER_PACKET = 1024;
int x, y = 0;
byte[] byteArray = new byte[LAND_BLOCKS_PER_PACKET];
int byteArrayCount = 0;
int sequenceID = 0;
ParcelOverlayPacket packet;
int y;
for (y = 0; y < 64; y++)
{
int x;
for (x = 0; x < 64; x++)
{
byte tempByte = (byte) 0; //This represents the byte for the current 4x4
ILandObject currentParcelBlock = null;
byte tempByte = 0; //This represents the byte for the current 4x4
try
{
currentParcelBlock = getLandObject(x * 4, y * 4);
}
catch (Exception)
{
//m_log.Warn("[LAND]: " + "unable to get land at x: " + (x * 4) + " y: " + (y * 4));
}
ILandObject currentParcelBlock = GetLandObject(x * 4, y * 4);
if (currentParcelBlock != null)
@@ -572,53 +561,47 @@ namespace OpenSim.Region.Environment.Modules.World.Land
//Now for border control
try
ILandObject westParcel = null;
ILandObject southParcel = null;
if (x > 0)
{
ILandObject westParcel = null;
ILandObject southParcel = null;
if (x > 0)
{
westParcel = getLandObject((x - 1) * 4, y * 4);
}
if (y > 0)
{
southParcel = getLandObject(x * 4, (y - 1) * 4);
}
if (x == 0)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
}
else if (westParcel != null && westParcel != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
}
if (y == 0)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
else if (southParcel != null && southParcel != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
byteArray[byteArrayCount] = tempByte;
byteArrayCount++;
if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
{
byteArrayCount = 0;
packet = (ParcelOverlayPacket) PacketPool.Instance.GetPacket(PacketType.ParcelOverlay);
packet.ParcelData.Data = byteArray;
packet.ParcelData.SequenceID = sequenceID;
remote_client.OutPacket((Packet) packet, ThrottleOutPacketType.Task);
sequenceID++;
byteArray = new byte[LAND_BLOCKS_PER_PACKET];
}
westParcel = GetLandObject((x - 1) * 4, y * 4);
}
catch (Exception)
if (y > 0)
{
//m_log.Debug("[LAND]: Skipped Land checks because avatar is out of bounds: " + e.Message);
southParcel = GetLandObject(x * 4, (y - 1) * 4);
}
if (x == 0)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
}
else if (westParcel != null && westParcel != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
}
if (y == 0)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
else if (southParcel != null && southParcel != currentParcelBlock)
{
tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
}
byteArray[byteArrayCount] = tempByte;
byteArrayCount++;
if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
{
byteArrayCount = 0;
packet = (ParcelOverlayPacket) PacketPool.Instance.GetPacket(PacketType.ParcelOverlay);
packet.ParcelData.Data = byteArray;
packet.ParcelData.SequenceID = sequenceID;
remote_client.OutPacket(packet, ThrottleOutPacketType.Task);
sequenceID++;
byteArray = new byte[LAND_BLOCKS_PER_PACKET];
}
}
}
@@ -630,22 +613,17 @@ namespace OpenSim.Region.Environment.Modules.World.Land
{
//Get the land objects within the bounds
List<ILandObject> temp = new List<ILandObject>();
int x, y, i;
int x;
int i;
int inc_x = end_x - start_x;
int inc_y = end_y - start_y;
for (x = 0; x < inc_x; x++)
{
int y;
for (y = 0; y < inc_y; y++)
{
ILandObject currentParcel = null;
try
{
currentParcel = getLandObject(start_x + x, start_y + y);
}
catch (Exception)
{
//m_log.Warn("[LAND]: " + "unable to get land at x: " + (start_x + x) + " y: " + (start_y + y));
}
ILandObject currentParcel = GetLandObject(start_x + x, start_y + y);
if (currentParcel != null)
{
if (!temp.Contains(currentParcel))
@@ -669,7 +647,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
}
sendParcelOverlay(remote_client);
SendParcelOverlay(remote_client);
}
public void handleParcelPropertiesUpdateRequest(LandUpdateArgs args, int localID, IClientAPI remote_client)
@@ -704,7 +682,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
#region ILandChannel Members
public bool allowedForcefulBans
public bool AllowedForcefulBans
{
get { return m_allowedForcefulBans; }
set { m_allowedForcefulBans = value; }
@@ -713,7 +691,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
/// <summary>
/// Resets the sim to the default land object (full sim piece of land owned by the default user)
/// </summary>
public void resetSimLandObjects()
public void ResetSimLandObjects()
{
//Remove all the land objects in the sim and add a blank, full sim land object set to public
landList.Clear();
@@ -725,18 +703,19 @@ namespace OpenSim.Region.Environment.Modules.World.Land
fullSimParcel.setLandBitmap(fullSimParcel.getSquareLandBitmap(0, 0, (int) Constants.RegionSize, (int) Constants.RegionSize));
fullSimParcel.landData.ownerID = m_scene.RegionInfo.MasterAvatarAssignedUUID;
addLandObject(fullSimParcel);
AddLandObject(fullSimParcel);
}
public List<ILandObject> parcelsNearPoint(LLVector3 position)
public List<ILandObject> ParcelsNearPoint(LLVector3 position)
{
List<ILandObject> parcelsNear = new List<ILandObject>();
int x, y;
int x;
for (x = -4; x <= 4; x += 4)
{
int y;
for (y = -4; y <= 4; y += 4)
{
ILandObject check = getLandObject(position.X + x, position.Y + y);
ILandObject check = GetLandObject(position.X + x, position.Y + y);
if (check != null)
{
if (!parcelsNear.Contains(check))
@@ -750,9 +729,9 @@ namespace OpenSim.Region.Environment.Modules.World.Land
return parcelsNear;
}
public void sendYouAreBannedNotice(ScenePresence avatar)
public void SendYouAreBannedNotice(ScenePresence avatar)
{
if (allowedForcefulBans)
if (AllowedForcefulBans)
{
avatar.ControllingClient.SendAlertMessage(
"You are not allowed on this parcel because you are banned. Please go away. <3 OpenSim Developers");
@@ -780,7 +759,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
{
if (parcelAvatarIsEntering.isBannedFromLand(avatar.UUID))
{
sendYouAreBannedNotice(avatar);
SendYouAreBannedNotice(avatar);
}
else if (parcelAvatarIsEntering.isRestrictedFromLand(avatar.UUID))
{
@@ -800,14 +779,14 @@ namespace OpenSim.Region.Environment.Modules.World.Land
}
}
public void sendOutNearestBanLine(IClientAPI avatar)
public void SendOutNearestBanLine(IClientAPI avatar)
{
List<ScenePresence> avatars = m_scene.GetAvatars();
foreach (ScenePresence presence in avatars)
{
if (presence.UUID == avatar.AgentId)
{
List<ILandObject> checkLandParcels = parcelsNearPoint(presence.AbsolutePosition);
List<ILandObject> checkLandParcels = ParcelsNearPoint(presence.AbsolutePosition);
foreach (ILandObject checkBan in checkLandParcels)
{
if (checkBan.isBannedFromLand(avatar.AgentId))
@@ -815,7 +794,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
checkBan.sendLandProperties(-30000, false, (int) ParcelManager.ParcelResult.Single, avatar);
return; //Only send one
}
else if (checkBan.isRestrictedFromLand(avatar.AgentId))
if (checkBan.isRestrictedFromLand(avatar.AgentId))
{
checkBan.sendLandProperties(-40000, false, (int) ParcelManager.ParcelResult.Single, avatar);
return; //Only send one
@@ -826,18 +805,11 @@ namespace OpenSim.Region.Environment.Modules.World.Land
}
}
public void sendLandUpdate(ScenePresence avatar, bool force)
public void SendLandUpdate(ScenePresence avatar, bool force)
{
ILandObject over = null;
try
{
over = getLandObject((int) Math.Min(255, Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
(int) Math.Min(255, Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
}
catch (Exception)
{
//m_log.Warn("[LAND]: " + "unable to get land at x: " + Math.Round(avatar.AbsolutePosition.X) + " y: " + Math.Round(avatar.AbsolutePosition.Y));
}
ILandObject over = GetLandObject((int) Math.Min(255, Math.Max(0, Math.Round(avatar.AbsolutePosition.X))),
(int) Math.Min(255, Math.Max(0, Math.Round(avatar.AbsolutePosition.Y))));
if (over != null)
{
@@ -864,9 +836,9 @@ namespace OpenSim.Region.Environment.Modules.World.Land
}
}
public void sendLandUpdate(ScenePresence avatar)
public void SendLandUpdate(ScenePresence avatar)
{
sendLandUpdate(avatar, false);
SendLandUpdate(avatar, false);
}
public void handleSignificantClientMovement(IClientAPI remote_client)
@@ -875,9 +847,9 @@ namespace OpenSim.Region.Environment.Modules.World.Land
if (clientAvatar != null)
{
sendLandUpdate(clientAvatar);
sendOutNearestBanLine(remote_client);
ILandObject parcel = getLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y);
SendLandUpdate(clientAvatar);
SendOutNearestBanLine(remote_client);
ILandObject parcel = GetLandObject(clientAvatar.AbsolutePosition.X, clientAvatar.AbsolutePosition.Y);
if (parcel != null)
{
if (clientAvatar.AbsolutePosition.Z < BAN_LINE_SAFETY_HIEGHT &&
@@ -893,7 +865,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
else if (clientAvatar.AbsolutePosition.Z < BAN_LINE_SAFETY_HIEGHT &&
parcel.isBannedFromLand(clientAvatar.UUID))
{
sendYouAreBannedNotice(clientAvatar);
SendYouAreBannedNotice(clientAvatar);
}
}
}
@@ -902,7 +874,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
public void handleAnyClientMovement(ScenePresence avatar)
//Like handleSignificantClientMovement, but called with an AgentUpdate regardless of distance.
{
ILandObject over = getLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
ILandObject over = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
if (over != null)
{
if (!over.isBannedFromLand(avatar.UUID) || avatar.AbsolutePosition.Z >= BAN_LINE_SAFETY_HIEGHT)

View File

@@ -44,8 +44,8 @@ namespace OpenSim.Region.Environment.Modules.World.Land
m_scene = scene;
landChannel = new LandChannel(scene);
m_scene.EventManager.OnParcelPrimCountAdd += landChannel.addPrimToLandPrimCounts;
m_scene.EventManager.OnParcelPrimCountUpdate += landChannel.updateLandPrimCounts;
m_scene.EventManager.OnParcelPrimCountAdd += landChannel.AddPrimToLandPrimCounts;
m_scene.EventManager.OnParcelPrimCountUpdate += landChannel.UpdateLandPrimCounts;
m_scene.EventManager.OnAvatarEnteringNewParcel += new EventManager.AvatarEnteringNewParcel(landChannel.handleAvatarChangingParcel);
m_scene.EventManager.OnClientMovement += new EventManager.ClientMovement(landChannel.handleAnyClientMovement);
m_scene.EventManager.OnValidateLandBuy += landChannel.handleLandValidationRequest;

View File

@@ -150,7 +150,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
newData.userLocation = args.UserLocation;
newData.userLookAt = args.UserLookAt;
m_scene.LandChannel.updateLandObject(landData.localID, newData);
m_scene.LandChannel.UpdateLandObject(landData.localID, newData);
sendLandUpdateToAvatarsOverMe();
}
@@ -168,7 +168,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
newData.salePrice = 0;
newData.authBuyerID = LLUUID.Zero;
newData.landFlags &= ~(uint) (Parcel.ParcelFlags.ForSale | Parcel.ParcelFlags.ForSaleObjects | Parcel.ParcelFlags.SellParcelObjects);
m_scene.LandChannel.updateLandObject(landData.localID, newData);
m_scene.LandChannel.UpdateLandObject(landData.localID, newData);
sendLandUpdateToAvatarsOverMe();
}
@@ -234,7 +234,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
try
{
over =
m_scene.LandChannel.getLandObject((int) Math.Max(255, Math.Min(0, Math.Round(avatars[i].AbsolutePosition.X))),
m_scene.LandChannel.GetLandObject((int) Math.Max(255, Math.Min(0, Math.Round(avatars[i].AbsolutePosition.X))),
(int) Math.Max(255, Math.Min(0, Math.Round(avatars[i].AbsolutePosition.Y))));
}
catch (Exception)
@@ -332,7 +332,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land
}
}
m_scene.LandChannel.updateLandObject(landData.localID, newData);
m_scene.LandChannel.UpdateLandObject(landData.localID, newData);
}
#endregion

View File

@@ -146,7 +146,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
string reason = "Insufficient permission";
ILandObject land = m_scene.LandChannel.getLandObject(position.X, position.Y);
ILandObject land = m_scene.LandChannel.GetLandObject(position.X, position.Y);
if (land == null) return false;
if ((land.landData.landFlags & ((int)Parcel.ParcelFlags.CreateObjects)) ==
@@ -187,8 +187,8 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
return true;
}
ILandObject land1 = m_scene.LandChannel.getLandObject(oldPos.X, oldPos.Y);
ILandObject land2 = m_scene.LandChannel.getLandObject(newPos.X, newPos.Y);
ILandObject land1 = m_scene.LandChannel.GetLandObject(oldPos.X, oldPos.Y);
ILandObject land2 = m_scene.LandChannel.GetLandObject(newPos.X, newPos.Y);
if (land1 == null || land2 == null)
{
@@ -285,7 +285,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
}
// Users should be able to edit what is over their land.
ILandObject parcel = m_scene.LandChannel.getLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
ILandObject parcel = m_scene.LandChannel.GetLandObject(task.AbsolutePosition.X, task.AbsolutePosition.Y);
if (parcel != null && parcel.landData.ownerID == user)
return objectOwnerMask;
@@ -377,7 +377,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
}
// Users should be able to edit what is over their land.
ILandObject parcel = m_scene.LandChannel.getLandObject(group.AbsolutePosition.X, group.AbsolutePosition.Y);
ILandObject parcel = m_scene.LandChannel.GetLandObject(group.AbsolutePosition.X, group.AbsolutePosition.Y);
if ((parcel != null) && (parcel.landData.ownerID == currentUser))
{
permission = true;
@@ -599,7 +599,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
Y = 0;
// Land owner can terraform too
ILandObject parcel = m_scene.LandChannel.getLandObject(X, Y);
ILandObject parcel = m_scene.LandChannel.GetLandObject(X, Y);
if (parcel != null && GenericParcelPermission(user, parcel))
permission = true;
@@ -673,7 +673,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
protected virtual bool GenericParcelPermission(LLUUID user, LLVector3 pos)
{
ILandObject parcel = m_scene.LandChannel.getLandObject(pos.X, pos.Y);
ILandObject parcel = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
if (parcel == null) return false;
return GenericParcelPermission(user, parcel);
}