Mantis#1207. Thank you, TGlion for a patch that addresses:

Implementation of llModifyLand() and There is a bug on 
permission-check of land-terraforming: x an y-coordinates 
are interchanged on function-call ExternalChecksCanTerraformLand.
Correct: x is west, and y is north. 2) Missing check of 
"Other allow to terraform-flag" (Parcel.ParcelFlags.AllowTerraform)
This commit is contained in:
Charles Krinke
2008-10-06 00:46:27 +00:00
parent 559a4f7496
commit 4f6cdc08d6
19 changed files with 178 additions and 118 deletions

View File

@@ -40,6 +40,7 @@ using OpenSim.Region.Environment.Modules.World.Terrain.FloodBrushes;
using OpenSim.Region.Environment.Modules.World.Terrain.PaintBrushes;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules.World.Terrain
{
public class TerrainModule : IRegionModule, ICommandableModule, ITerrainModule
@@ -258,6 +259,18 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
throw new TerrainException(String.Format("unable to load heightmap from file {0}: no loader available for that format", filename));
}
/// <summary>
/// Modify Land
/// </summary>
/// <param name="pos">Land-position (X,Y,0)</param>
/// <param name="size">The size of the brush (0=small, 1=medium, 2=large)</param>
/// <param name="action">0=LAND_LEVEL, 1=LAND_RAISE, 2=LAND_LOWER, 3=LAND_SMOOTH, 4=LAND_NOISE, 5=LAND_REVERT</param>
/// <param name="agentId">UUID of script-owner</param>
public void ModifyTerrain(Vector3 pos, byte size, byte action, UUID agentId)
{
client_OnModifyTerrain((float)pos.Z, (float)0.25, size, action, pos.Y, pos.X, pos.Y, pos.X, agentId);
}
/// <summary>
/// Saves the current heightmap to a specified stream.
/// </summary>
@@ -587,58 +600,92 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
);
}
private void client_OnModifyTerrain(float height, float seconds, byte size, byte action, float north, float west,
float south, float east, IClientAPI remoteClient)
private void client_OnModifyTerrain(float height, float seconds, byte size, byte action,
float north, float west, float south, float east, UUID agentId)
{
// Not a good permissions check, if in area mode, need to check the entire area.
if (m_scene.ExternalChecks.ExternalChecksCanTerraformLand(remoteClient.AgentId, new Vector3(north, west, 0)))
bool allowed = false;
if (north == south && east == west)
{
if (north == south && east == west)
if (m_painteffects.ContainsKey((StandardTerrainEffects) action))
{
if (m_painteffects.ContainsKey((StandardTerrainEffects) action))
bool[,] allowMask = new bool[m_channel.Width,m_channel.Height];
allowMask.Initialize();
int n = size + 1;
if (n > 2)
n = 4;
int zx = (int) (west + 0.5);
int zy = (int) (north + 0.5);
int dx;
for (dx=-n; dx<=n; dx++)
{
int dy;
for (dy=-n; dy<=n; dy++)
{
int x = zx + dx;
int y = zy + dy;
if (x>=0 && y>=0 && x<m_channel.Width && y<m_channel.Height)
{
if (m_scene.ExternalChecks.ExternalChecksCanTerraformLand(agentId, new Vector3(x,y,0)))
{
allowMask[x, y] = true;
allowed = true;
}
}
}
}
if (allowed)
{
m_painteffects[(StandardTerrainEffects) action].PaintEffect(
m_channel, west, south, size, seconds);
m_channel, allowMask, west, south, height, size, seconds);
CheckForTerrainUpdates(true); //revert changes outside estate limits
}
else
{
m_log.Debug("Unknown terrain brush type " + action);
}
}
else
{
if (m_floodeffects.ContainsKey((StandardTerrainEffects) action))
{
bool[,] fillArea = new bool[m_channel.Width,m_channel.Height];
fillArea.Initialize();
m_log.Debug("Unknown terrain brush type " + action);
}
}
else
{
if (m_floodeffects.ContainsKey((StandardTerrainEffects) action))
{
bool[,] fillArea = new bool[m_channel.Width,m_channel.Height];
fillArea.Initialize();
int x;
for (x = 0; x < m_channel.Width; x++)
int x;
for (x = 0; x < m_channel.Width; x++)
{
int y;
for (y = 0; y < m_channel.Height; y++)
{
int y;
for (y = 0; y < m_channel.Height; y++)
if (x < east && x > west)
{
if (x < east && x > west)
if (y < north && y > south)
{
if (y < north && y > south)
if (m_scene.ExternalChecks.ExternalChecksCanTerraformLand(agentId, new Vector3(x,y,0)))
{
fillArea[x, y] = true;
allowed = true;
}
}
}
}
}
if (allowed)
{
m_floodeffects[(StandardTerrainEffects) action].FloodEffect(
m_channel, fillArea, size);
CheckForTerrainUpdates(true); //revert changes outside estate limits
}
else
{
m_log.Debug("Unknown terrain flood type " + action);
}
}
else
{
m_log.Debug("Unknown terrain flood type " + action);
}
}
}