* Implemented NoScript areas (without loosing script state).

This commit is contained in:
Teravus Ovares
2008-04-22 09:28:58 +00:00
parent 9b696a1d5c
commit 809447ac32
2 changed files with 72 additions and 9 deletions

View File

@@ -2771,6 +2771,65 @@ namespace OpenSim.Region.Environment.Scenes
m_eventManager.TriggerOnScriptChangedEvent(localID, change);
}
public bool pipeEventsForScript(uint localID)
{
SceneObjectPart part = GetSceneObjectPart(localID);
if (part != null)
{
LLVector3 pos = part.GetWorldPosition();
ILandObject parcel = LandChannel.getLandObject(pos.X, pos.Y);
if (parcel != null)
{
if ((parcel.landData.landFlags & (uint)Parcel.ParcelFlags.AllowOtherScripts) != 0)
{
return true;
}
else if ((parcel.landData.landFlags & (uint)Parcel.ParcelFlags.AllowGroupScripts) != 0)
{
if (part.OwnerID == parcel.landData.ownerID || (parcel.landData.isGroupOwned && part.GroupID == parcel.landData.groupID) || PermissionsMngr.GenericEstatePermission(part.OwnerID))
{
return true;
}
else
{
return false;
}
}
else
{
if (part.OwnerID == parcel.landData.ownerID)
{
return true;
}
else
{
return false;
}
}
}
else
{
if (pos.X > 0f && pos.X < Constants.RegionSize && pos.Y > 0f && pos.Y < Constants.RegionSize)
{
// The only time parcel != null when an object is inside a region is when
// there is nothing behind the landchannel. IE, no land plugin loaded.
return true;
}
else
{
// The object is outside of this region. Stop piping events to it.
return false;
}
}
}
else
{
return false;
}
}
#endregion
#region InnerScene wrapper methods