change GenerateClientFlags(...) to work with a scenepresence; make use of the new IsGod to check its God rights; remove the non standard estate manager right to move other ppl prims i added on last commits; coment out a test method i added sometime ago

This commit is contained in:
UbitUmarov
2017-01-11 01:02:57 +00:00
parent e3f7c27c93
commit e0ab0b3b6b
4 changed files with 54 additions and 20 deletions

View File

@@ -4126,14 +4126,17 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// Vector3 mycamera = Vector3.Zero;
Vector3 mypos = Vector3.Zero;
ScenePresence mysp = (ScenePresence)SceneAgent;
if(mysp != null && !mysp.IsDeleted)
// we should have a presence
if(mysp == null)
return;
if(doCulling)
{
cullingrange = mysp.DrawDistance + m_scene.ReprioritizationDistance + 16f;
// mycamera = mysp.CameraPosition;
mypos = mysp.AbsolutePosition;
}
else
doCulling = false;
while (maxUpdatesBytes > 0)
{
@@ -4330,7 +4333,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
if (update.Entity is ScenePresence)
ablock = CreateAvatarUpdateBlock((ScenePresence)update.Entity);
else
ablock = CreatePrimUpdateBlock((SceneObjectPart)update.Entity, this.m_agentId);
ablock = CreatePrimUpdateBlock((SceneObjectPart)update.Entity, mysp);
objectUpdateBlocks.Add(ablock);
objectUpdates.Value.Add(update);
maxUpdatesBytes -= ablock.Length;
@@ -4462,6 +4465,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
}
// hack.. dont use
/*
public void SendPartFullUpdate(ISceneEntity ent, uint? parentID)
{
if (ent is SceneObjectPart)
@@ -4472,7 +4476,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
packet.RegionData.TimeDilation = Utils.FloatToUInt16(m_scene.TimeDilation, 0.0f, 1.0f);
packet.ObjectData = new ObjectUpdatePacket.ObjectDataBlock[1];
ObjectUpdatePacket.ObjectDataBlock blk = CreatePrimUpdateBlock(part, this.m_agentId);
ObjectUpdatePacket.ObjectDataBlock blk = CreatePrimUpdateBlock(part, mysp);
if (parentID.HasValue)
{
blk.ParentID = parentID.Value;
@@ -4488,7 +4492,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// updatesThisCall, Name, SceneAgent.IsChildAgent ? "child" : "root", Scene.Name);
//
}
*/
public void ReprioritizeUpdates()
{
lock (m_entityUpdates.SyncRoot)
@@ -5726,7 +5730,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
return update;
}
protected ObjectUpdatePacket.ObjectDataBlock CreatePrimUpdateBlock(SceneObjectPart data, UUID recipientID)
// protected ObjectUpdatePacket.ObjectDataBlock CreatePrimUpdateBlock(SceneObjectPart data, UUID recipientID)
protected ObjectUpdatePacket.ObjectDataBlock CreatePrimUpdateBlock(SceneObjectPart data, ScenePresence sp)
{
byte[] objectData = new byte[60];
data.RelativePosition.ToBytes(objectData, 0);
@@ -5826,12 +5831,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
#region PrimFlags
PrimFlags flags = (PrimFlags)m_scene.Permissions.GenerateClientFlags(recipientID, data.UUID);
PrimFlags flags = (PrimFlags)m_scene.Permissions.GenerateClientFlags(sp, data.UUID);
// Don't send the CreateSelected flag to everyone
flags &= ~PrimFlags.CreateSelected;
if (recipientID == data.OwnerID)
if (sp.UUID == data.OwnerID)
{
if (data.CreateSelected)
{