* Continued work on Region layer

* Added Close() to ScenePresence to remove and destroy PhysicsActor
This commit is contained in:
lbsa71
2007-09-21 05:23:17 +00:00
parent e4a78a9b30
commit 5fab795bf0
5 changed files with 59 additions and 45 deletions

View File

@@ -216,14 +216,14 @@ namespace OpenSim.Region.Environment
int tempMaxAgents =
Convert.ToInt16(Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[4].Parameter)));
m_regInfo.estateSettings.maxAgents = (byte) tempMaxAgents;
m_regInfo.estateSettings.maxAgents = (byte)tempMaxAgents;
float tempObjectBonusFactor =
(float) Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[5].Parameter));
(float)Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[5].Parameter));
m_regInfo.estateSettings.objectBonusFactor = tempObjectBonusFactor;
int tempMatureLevel = Convert.ToInt16(Helpers.FieldToUTF8String(packet.ParamList[6].Parameter));
m_regInfo.estateSettings.simAccess = (Simulator.SimAccess) tempMatureLevel;
m_regInfo.estateSettings.simAccess = (Simulator.SimAccess)tempMatureLevel;
if (convertParamStringToBool(packet.ParamList[7].Parameter))
@@ -250,13 +250,13 @@ namespace OpenSim.Region.Environment
}
else
{
float WaterHeight = (float) Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[0].Parameter));
float WaterHeight = (float)Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[0].Parameter));
float TerrainRaiseLimit =
(float) Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[1].Parameter));
(float)Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[1].Parameter));
float TerrainLowerLimit =
(float) Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[2].Parameter));
(float)Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[2].Parameter));
bool UseFixedSun = convertParamStringToBool(packet.ParamList[4].Parameter);
float SunHour = (float) Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[5].Parameter));
float SunHour = (float)Convert.ToDecimal(Helpers.FieldToUTF8String(packet.ParamList[5].Parameter));
setRegionSettings(WaterHeight, TerrainRaiseLimit, TerrainLowerLimit, UseFixedSun, SunHour);
@@ -273,8 +273,8 @@ namespace OpenSim.Region.Environment
if (splitField.Length == 3)
{
Int16 corner = Convert.ToInt16(splitField[0]);
float lowValue = (float) Convert.ToDecimal(splitField[1]);
float highValue = (float) Convert.ToDecimal(splitField[2]);
float lowValue = (float)Convert.ToDecimal(splitField[1]);
float highValue = (float)Convert.ToDecimal(splitField[2]);
setEstateTextureRange(corner, lowValue, highValue);
}
@@ -341,10 +341,9 @@ namespace OpenSim.Region.Environment
public void sendRegionHandshakeToAll()
{
m_scene.ForEachScenePresence( delegate( ScenePresence scenePresence )
{
sendRegionHandshake(scenePresence.ControllingClient);
});
m_scene.Broadcast(
sendRegionHandshake
);
}
public void sendRegionInfoPacket(IClientAPI remote_client)
@@ -364,8 +363,8 @@ namespace OpenSim.Region.Environment
regionInfoPacket.RegionInfo.PricePerMeter = m_regInfo.estateSettings.pricePerMeter;
regionInfoPacket.RegionInfo.RedirectGridX = m_regInfo.estateSettings.redirectGridX;
regionInfoPacket.RegionInfo.RedirectGridY = m_regInfo.estateSettings.redirectGridY;
regionInfoPacket.RegionInfo.RegionFlags = (uint) m_regInfo.estateSettings.regionFlags;
regionInfoPacket.RegionInfo.SimAccess = (byte) m_regInfo.estateSettings.simAccess;
regionInfoPacket.RegionInfo.RegionFlags = (uint)m_regInfo.estateSettings.regionFlags;
regionInfoPacket.RegionInfo.SimAccess = (byte)m_regInfo.estateSettings.simAccess;
regionInfoPacket.RegionInfo.SimName = _enc.GetBytes(m_regInfo.RegionName);
regionInfoPacket.RegionInfo.SunHour = m_regInfo.estateSettings.sunHour;
regionInfoPacket.RegionInfo.TerrainLowerLimit = m_regInfo.estateSettings.terrainLowerLimit;