Ejemplo n.º 1
0
        private void SendOutNearestBanLine(IScenePresence sp, ILandObject ourLandObject)
        {
            int multiple = 0;
            int result = 0;
            Vector3 spAbs = sp.AbsolutePosition;
            foreach (ILandObject parcel in from parcel in AllParcels()
                                           let aamax = parcel.LandData.AABBMax
                                           let aamin = parcel.LandData.AABBMin
                                           where Math.Abs(aamax.X - spAbs.X) < 4 ||
                                                 Math.Abs(aamax.Y - spAbs.Y) < 4 ||
                                                 Math.Abs(aamin.X - spAbs.X) < 4 ||
                                                 Math.Abs(aamin.Y - spAbs.Y) < 4
                                           select parcel)
            {
                //Do the & since we don't need to check again if we have already set the ban flag
                if ((result & (int) ParcelPropertiesStatus.CollisionBanned) !=
                    (int) ParcelPropertiesStatus.CollisionBanned &&
                    parcel.IsBannedFromLand(sp.UUID))
                {
                    multiple++;
                    result |= (int) ParcelPropertiesStatus.CollisionBanned;
                    continue; //Only send one
                }
                else if ((result & (int) ParcelPropertiesStatus.CollisionNotOnAccessList) !=
                         (int) ParcelPropertiesStatus.CollisionNotOnAccessList &&
                         parcel.IsRestrictedFromLand(sp.UUID))
                {
                    multiple++;
                    result |= (int) ParcelPropertiesStatus.CollisionNotOnAccessList;
                    continue; //Only send one
                }
            }
            ParcelResult dataResult = ParcelResult.NoData;
            if (multiple > 1)
                dataResult = ParcelResult.Multiple;
            else if (multiple == 1)
                dataResult = ParcelResult.Single;

            m_lastDataResults[sp.UUID] = dataResult;
            m_lastResults[sp.UUID] = result;
            m_lastLandObject[sp.UUID] = ourLandObject;

            if (multiple == 0) //If there is no result, don't send anything
                return;
            ourLandObject.SendLandProperties(result, false, (int) dataResult, sp.ControllingClient);
        }
        public void UpdateLandProperties(ILandObject land, LandUpdateArgs args, IClientAPI remote_client)
        {
            bool snap_selection = false;
            bool needOverlay = false;
            if (land.UpdateLandProperties(args, remote_client, out snap_selection, out needOverlay))
            {
                UUID parcelID = land.LandData.GlobalID;
                m_scene.ForEachScenePresence(delegate(ScenePresence avatar)
                {
                    if (avatar.IsDeleted || avatar.isNPC)
                        return;

                    IClientAPI client = avatar.ControllingClient;
                    if (needOverlay)
                        SendParcelOverlay(client);

                    if (avatar.IsChildAgent)
                    {
                        if(client == remote_client)
                            land.SendLandProperties(-10000, false, LandChannel.LAND_RESULT_SINGLE, client);
                        return;
                    }

                    ILandObject aland = GetLandObject(avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
                    if (aland != null)
                    {
                        if(client == remote_client && land != aland)
                            land.SendLandProperties(-10000, false, LandChannel.LAND_RESULT_SINGLE, client);
                        else if (land == aland)
                             aland.SendLandProperties(0, false, LandChannel.LAND_RESULT_SINGLE, client);
                    }
                    if (avatar.currentParcelUUID == parcelID)
                        avatar.currentParcelUUID = parcelID; // force parcel flags review
                });
            }
        }