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Patch #9149
Make all of the toggles go live. Utilizes the new database table for almost everything. Remove lots of now unneeded settings from the EstateSettings class
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@@ -106,35 +106,16 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
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switch (corner)
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{
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case 0:
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m_scene.RegionInfo.EstateSettings.terrainBase0 = texture;
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m_scene.RegionInfo.RegionSettings.TerrainTexture1 = texture;
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break;
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case 1:
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m_scene.RegionInfo.EstateSettings.terrainBase1 = texture;
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m_scene.RegionInfo.RegionSettings.TerrainTexture2 = texture;
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break;
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case 2:
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m_scene.RegionInfo.EstateSettings.terrainBase2 = texture;
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m_scene.RegionInfo.RegionSettings.TerrainTexture3 = texture;
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break;
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case 3:
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m_scene.RegionInfo.EstateSettings.terrainBase3 = texture;
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break;
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}
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}
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public void setEstateTerrainDetailTexture(IClientAPI client, int corner, LLUUID textureUUID)
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{
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switch (corner)
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{
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case 0:
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m_scene.RegionInfo.EstateSettings.terrainDetail0 = textureUUID;
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break;
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case 1:
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m_scene.RegionInfo.EstateSettings.terrainDetail1 = textureUUID;
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break;
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case 2:
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m_scene.RegionInfo.EstateSettings.terrainDetail2 = textureUUID;
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break;
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case 3:
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m_scene.RegionInfo.EstateSettings.terrainDetail3 = textureUUID;
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m_scene.RegionInfo.RegionSettings.TerrainTexture4 = texture;
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break;
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}
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}
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@@ -144,20 +125,20 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
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switch (corner)
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{
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case 0:
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m_scene.RegionInfo.EstateSettings.terrainStartHeight0 = lowValue;
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m_scene.RegionInfo.EstateSettings.terrainHeightRange0 = highValue;
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m_scene.RegionInfo.RegionSettings.Elevation1SW = lowValue;
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m_scene.RegionInfo.RegionSettings.Elevation2SW = highValue;
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break;
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case 1:
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m_scene.RegionInfo.EstateSettings.terrainStartHeight1 = lowValue;
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m_scene.RegionInfo.EstateSettings.terrainHeightRange1 = highValue;
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m_scene.RegionInfo.RegionSettings.Elevation1NW = lowValue;
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m_scene.RegionInfo.RegionSettings.Elevation2NW = highValue;
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break;
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case 2:
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m_scene.RegionInfo.EstateSettings.terrainStartHeight2 = lowValue;
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m_scene.RegionInfo.EstateSettings.terrainHeightRange2 = highValue;
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m_scene.RegionInfo.RegionSettings.Elevation1SE = lowValue;
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m_scene.RegionInfo.RegionSettings.Elevation2SE = highValue;
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break;
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case 3:
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m_scene.RegionInfo.EstateSettings.terrainStartHeight3 = lowValue;
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m_scene.RegionInfo.EstateSettings.terrainHeightRange3 = highValue;
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m_scene.RegionInfo.RegionSettings.Elevation1NE = lowValue;
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m_scene.RegionInfo.RegionSettings.Elevation2NE = highValue;
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break;
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}
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}
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@@ -532,14 +513,14 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
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args.isEstateManager = estatemanager;
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args.billableFactor = m_scene.RegionInfo.EstateSettings.billableFactor;
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args.terrainHeightRange0 = m_scene.RegionInfo.EstateSettings.terrainHeightRange0;
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args.terrainHeightRange1 = m_scene.RegionInfo.EstateSettings.terrainHeightRange1;
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args.terrainHeightRange2 = m_scene.RegionInfo.EstateSettings.terrainHeightRange2;
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args.terrainHeightRange3 = m_scene.RegionInfo.EstateSettings.terrainHeightRange3;
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args.terrainStartHeight0 = m_scene.RegionInfo.EstateSettings.terrainStartHeight0;
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args.terrainStartHeight1 = m_scene.RegionInfo.EstateSettings.terrainStartHeight1;
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args.terrainStartHeight2 = m_scene.RegionInfo.EstateSettings.terrainStartHeight2;
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args.terrainStartHeight3 = m_scene.RegionInfo.EstateSettings.terrainStartHeight3;
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args.terrainStartHeight0 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SW;
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args.terrainHeightRange0 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SW;
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args.terrainStartHeight1 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NW;
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args.terrainHeightRange1 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NW;
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args.terrainStartHeight2 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SE;
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args.terrainHeightRange2 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SE;
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args.terrainStartHeight3 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NE;
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args.terrainHeightRange3 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NE;
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byte mature = 13;
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if(m_scene.RegionInfo.RegionSettings.Maturity == 1)
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mature = 21;
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@@ -549,14 +530,14 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
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args.regionFlags = GetRegionFlags();
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args.regionName = m_scene.RegionInfo.RegionName;
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args.SimOwner = m_scene.RegionInfo.MasterAvatarAssignedUUID;
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args.terrainBase0 = m_scene.RegionInfo.EstateSettings.terrainBase0;
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args.terrainBase1 = m_scene.RegionInfo.EstateSettings.terrainBase1;
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args.terrainBase2 = m_scene.RegionInfo.EstateSettings.terrainBase2;
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args.terrainBase3 = m_scene.RegionInfo.EstateSettings.terrainBase3;
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args.terrainDetail0 = m_scene.RegionInfo.EstateSettings.terrainDetail0;
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args.terrainDetail1 = m_scene.RegionInfo.EstateSettings.terrainDetail1;
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args.terrainDetail2 = m_scene.RegionInfo.EstateSettings.terrainDetail2;
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args.terrainDetail3 = m_scene.RegionInfo.EstateSettings.terrainDetail3;
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args.terrainBase0 = m_scene.RegionInfo.RegionSettings.TerrainTexture1;
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args.terrainBase1 = m_scene.RegionInfo.RegionSettings.TerrainTexture2;
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args.terrainBase2 = m_scene.RegionInfo.RegionSettings.TerrainTexture3;
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args.terrainBase3 = m_scene.RegionInfo.RegionSettings.TerrainTexture4;
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args.terrainDetail0 = m_scene.RegionInfo.RegionSettings.TerrainTexture1;
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args.terrainDetail1 = m_scene.RegionInfo.RegionSettings.TerrainTexture2;
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args.terrainDetail2 = m_scene.RegionInfo.RegionSettings.TerrainTexture3;
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args.terrainDetail3 = m_scene.RegionInfo.RegionSettings.TerrainTexture4;
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remoteClient.SendRegionHandshake(m_scene.RegionInfo,args);
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}
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@@ -617,7 +598,6 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
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client.OnDetailedEstateDataRequest += sendDetailedEstateData;
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client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler;
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client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture;
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client.OnSetEstateTerrainDetailTexture += setEstateTerrainDetailTexture;
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client.OnSetEstateTerrainTextureHeights += setEstateTerrainTextureHeights;
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client.OnCommitEstateTerrainTextureRequest += handleCommitEstateTerrainTextureRequest;
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client.OnSetRegionTerrainSettings += setRegionTerrainSettings;
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