* Made EstateSetting static since there's only one instance, and we only need to create it once

* Now cacheing RegionInfos indefinitively; we should add a tiomeout to this cache
This commit is contained in:
lbsa71
2007-10-22 17:55:49 +00:00
parent 81e5cf14ce
commit dd770c384c
7 changed files with 141 additions and 109 deletions

View File

@@ -169,32 +169,32 @@ namespace OpenSim.Region.ClientStack
Encoding _enc = Encoding.ASCII;
RegionHandshakePacket handshake = new RegionHandshakePacket();
handshake.RegionInfo.BillableFactor = regionInfo.estateSettings.billableFactor;
handshake.RegionInfo.BillableFactor = regionInfo.EstateSettings.billableFactor;
handshake.RegionInfo.IsEstateManager = false;
handshake.RegionInfo.TerrainHeightRange00 = regionInfo.estateSettings.terrainHeightRange0;
handshake.RegionInfo.TerrainHeightRange01 = regionInfo.estateSettings.terrainHeightRange1;
handshake.RegionInfo.TerrainHeightRange10 = regionInfo.estateSettings.terrainHeightRange2;
handshake.RegionInfo.TerrainHeightRange11 = regionInfo.estateSettings.terrainHeightRange3;
handshake.RegionInfo.TerrainStartHeight00 = regionInfo.estateSettings.terrainStartHeight0;
handshake.RegionInfo.TerrainStartHeight01 = regionInfo.estateSettings.terrainStartHeight1;
handshake.RegionInfo.TerrainStartHeight10 = regionInfo.estateSettings.terrainStartHeight2;
handshake.RegionInfo.TerrainStartHeight11 = regionInfo.estateSettings.terrainStartHeight3;
handshake.RegionInfo.SimAccess = (byte)regionInfo.estateSettings.simAccess;
handshake.RegionInfo.WaterHeight = regionInfo.estateSettings.waterHeight;
handshake.RegionInfo.TerrainHeightRange00 = regionInfo.EstateSettings.terrainHeightRange0;
handshake.RegionInfo.TerrainHeightRange01 = regionInfo.EstateSettings.terrainHeightRange1;
handshake.RegionInfo.TerrainHeightRange10 = regionInfo.EstateSettings.terrainHeightRange2;
handshake.RegionInfo.TerrainHeightRange11 = regionInfo.EstateSettings.terrainHeightRange3;
handshake.RegionInfo.TerrainStartHeight00 = regionInfo.EstateSettings.terrainStartHeight0;
handshake.RegionInfo.TerrainStartHeight01 = regionInfo.EstateSettings.terrainStartHeight1;
handshake.RegionInfo.TerrainStartHeight10 = regionInfo.EstateSettings.terrainStartHeight2;
handshake.RegionInfo.TerrainStartHeight11 = regionInfo.EstateSettings.terrainStartHeight3;
handshake.RegionInfo.SimAccess = (byte)regionInfo.EstateSettings.simAccess;
handshake.RegionInfo.WaterHeight = regionInfo.EstateSettings.waterHeight;
handshake.RegionInfo.RegionFlags = (uint)regionInfo.estateSettings.regionFlags;
handshake.RegionInfo.RegionFlags = (uint)regionInfo.EstateSettings.regionFlags;
handshake.RegionInfo.SimName = _enc.GetBytes(regionInfo.RegionName + "\0");
handshake.RegionInfo.SimOwner = regionInfo.MasterAvatarAssignedUUID;
handshake.RegionInfo.TerrainBase0 = regionInfo.estateSettings.terrainBase0;
handshake.RegionInfo.TerrainBase1 = regionInfo.estateSettings.terrainBase1;
handshake.RegionInfo.TerrainBase2 = regionInfo.estateSettings.terrainBase2;
handshake.RegionInfo.TerrainBase3 = regionInfo.estateSettings.terrainBase3;
handshake.RegionInfo.TerrainDetail0 = regionInfo.estateSettings.terrainDetail0;
handshake.RegionInfo.TerrainDetail1 = regionInfo.estateSettings.terrainDetail1;
handshake.RegionInfo.TerrainDetail2 = regionInfo.estateSettings.terrainDetail2;
handshake.RegionInfo.TerrainDetail3 = regionInfo.estateSettings.terrainDetail3;
handshake.RegionInfo.TerrainBase0 = regionInfo.EstateSettings.terrainBase0;
handshake.RegionInfo.TerrainBase1 = regionInfo.EstateSettings.terrainBase1;
handshake.RegionInfo.TerrainBase2 = regionInfo.EstateSettings.terrainBase2;
handshake.RegionInfo.TerrainBase3 = regionInfo.EstateSettings.terrainBase3;
handshake.RegionInfo.TerrainDetail0 = regionInfo.EstateSettings.terrainDetail0;
handshake.RegionInfo.TerrainDetail1 = regionInfo.EstateSettings.terrainDetail1;
handshake.RegionInfo.TerrainDetail2 = regionInfo.EstateSettings.terrainDetail2;
handshake.RegionInfo.TerrainDetail3 = regionInfo.EstateSettings.terrainDetail3;
handshake.RegionInfo.CacheID = LLUUID.Random(); //I guess this is for the client to remember an old setting?
this.OutPacket(handshake);