* Extended our semi-stupid implementation of in world object permissions to show a user's client that it can't edit a prim if it doesn't have permission.

* Permissions is due for a big revamp. The current way it's done is a hack at best.
This commit is contained in:
Teravus Ovares
2007-11-30 04:54:15 +00:00
parent 3ab3392def
commit 31cec30aa0
6 changed files with 206 additions and 13 deletions

View File

@@ -103,7 +103,7 @@ namespace OpenSim.Region.ClientStack
return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
}
protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer)
protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions)
{
AgentCircuitManager circuitManager = new AgentCircuitManager();
udpServer = new UDPServer(regionInfo.InternalEndPoint.Port, m_assetCache, m_log, circuitManager);
@@ -146,7 +146,8 @@ namespace OpenSim.Region.ClientStack
}
scene.LandManager.resetSimLandObjects();
scene.LoadPrimsFromStorage();
scene.LoadPrimsFromStorage(m_permissions);
scene.performParcelPrimCountUpdate();
scene.StartTimer();