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
This commit is contained in:
Melanie Thielker
2008-07-14 01:32:16 +00:00
parent 12173034d9
commit eaf9383b59
3 changed files with 29 additions and 324 deletions

View File

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