Allow reloading of estate settings into a running region. Move sun update

helper into Scene, since that is less evil than exposing m_storageManager
to the public.
This commit is contained in:
Melanie Thielker
2010-05-04 18:10:13 +02:00
parent da849aea78
commit 4f93d30790
2 changed files with 49 additions and 37 deletions

View File

@@ -212,7 +212,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
m_scene.RegionInfo.RegionSettings.FixedSun = UseFixedSun;
m_scene.RegionInfo.RegionSettings.SunPosition = SunHour;
TriggerEstateToolsSunUpdate();
m_scene.TriggerEstateSunUpdate();
//m_log.Debug("[ESTATE]: UFS: " + UseFixedSun.ToString());
//m_log.Debug("[ESTATE]: SunHour: " + SunHour.ToString());
@@ -861,7 +861,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
m_scene.RegionInfo.EstateSettings.Save();
TriggerEstateToolsSunUpdate();
m_scene.TriggerEstateSunUpdate();
sendDetailedEstateData(remoteClient, invoice);
}
@@ -983,7 +983,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
{
// Sets up the sun module based no the saved Estate and Region Settings
// DO NOT REMOVE or the sun will stop working
TriggerEstateToolsSunUpdate();
m_scene.TriggerEstateSunUpdate();
}
public void Close()
@@ -1004,40 +1004,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
#region Other Functions
private void TriggerEstateToolsSunUpdate()
{
float sun;
if (m_scene.RegionInfo.RegionSettings.UseEstateSun)
{
sun = (float)m_scene.RegionInfo.EstateSettings.SunPosition;
if (m_scene.RegionInfo.EstateSettings.UseGlobalTime)
{
sun = m_scene.EventManager.GetCurrentTimeAsSunLindenHour() - 6.0f;
}
//
m_scene.EventManager.TriggerEstateToolsSunUpdate(
m_scene.RegionInfo.RegionHandle,
m_scene.RegionInfo.EstateSettings.FixedSun,
m_scene.RegionInfo.RegionSettings.UseEstateSun,
sun);
}
else
{
// Use the Sun Position from the Region Settings
sun = (float)m_scene.RegionInfo.RegionSettings.SunPosition - 6.0f;
m_scene.EventManager.TriggerEstateToolsSunUpdate(
m_scene.RegionInfo.RegionHandle,
m_scene.RegionInfo.RegionSettings.FixedSun,
m_scene.RegionInfo.RegionSettings.UseEstateSun,
sun);
}
}
public void changeWaterHeight(float height)
{
setRegionTerrainSettings(height,