sendRegionHandshakeToAll() public method

public sendRegionHandshakeToAll ( ) : void
return void
        protected void consoleSetTerrainHeights(string module, string[] args)
        {
            string num = args[3];
            string min = args[4];
            string max = args[5];
            int    x   = (args.Length > 6 ? int.Parse(args[6]) : -1);
            int    y   = (args.Length > 7 ? int.Parse(args[7]) : -1);

            if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x)
            {
                if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y)
                {
                    int   corner    = int.Parse(num);
                    float lowValue  = float.Parse(min, Culture.NumberFormatInfo);
                    float highValue = float.Parse(max, Culture.NumberFormatInfo);

                    m_log.Debug("[ESTATEMODULE]: Setting terrain heights " + m_module.Scene.RegionInfo.RegionName +
                                string.Format(" (C{0}, {1}-{2}", corner, lowValue, highValue));

                    switch (corner)
                    {
                    case -1:
                        m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue;
                        m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue;
                        m_module.Scene.RegionInfo.RegionSettings.Elevation1NW = lowValue;
                        m_module.Scene.RegionInfo.RegionSettings.Elevation2NW = highValue;
                        m_module.Scene.RegionInfo.RegionSettings.Elevation1SE = lowValue;
                        m_module.Scene.RegionInfo.RegionSettings.Elevation2SE = highValue;
                        m_module.Scene.RegionInfo.RegionSettings.Elevation1NE = lowValue;
                        m_module.Scene.RegionInfo.RegionSettings.Elevation2NE = highValue;
                        break;

                    case 0:
                        m_module.Scene.RegionInfo.RegionSettings.Elevation1SW = lowValue;
                        m_module.Scene.RegionInfo.RegionSettings.Elevation2SW = highValue;
                        break;

                    case 1:
                        m_module.Scene.RegionInfo.RegionSettings.Elevation1NW = lowValue;
                        m_module.Scene.RegionInfo.RegionSettings.Elevation2NW = highValue;
                        break;

                    case 2:
                        m_module.Scene.RegionInfo.RegionSettings.Elevation1SE = lowValue;
                        m_module.Scene.RegionInfo.RegionSettings.Elevation2SE = highValue;
                        break;

                    case 3:
                        m_module.Scene.RegionInfo.RegionSettings.Elevation1NE = lowValue;
                        m_module.Scene.RegionInfo.RegionSettings.Elevation2NE = highValue;
                        break;
                    }

                    m_module.Scene.RegionInfo.RegionSettings.Save();
                    m_module.TriggerRegionInfoChange();
                    m_module.sendRegionHandshakeToAll();
                }
            }
        }
        protected void consoleSetTerrainTexture(string module, string[] args)
        {
            string num  = args[3];
            string uuid = args[4];
            int    x    = (args.Length > 5 ? int.Parse(args[5]) : -1);
            int    y    = (args.Length > 6 ? int.Parse(args[6]) : -1);

            if (x == -1 || m_module.Scene.RegionInfo.RegionLocX == x)
            {
                if (y == -1 || m_module.Scene.RegionInfo.RegionLocY == y)
                {
                    int  corner  = int.Parse(num);
                    UUID texture = UUID.Parse(uuid);

                    m_log.Debug("[ESTATEMODULE]: Setting terrain textures for " + m_module.Scene.RegionInfo.RegionName +
                                string.Format(" (C#{0} = {1})", corner, texture));

                    switch (corner)
                    {
                    case 0:
                        m_module.Scene.RegionInfo.RegionSettings.TerrainTexture1 = texture;
                        break;

                    case 1:
                        m_module.Scene.RegionInfo.RegionSettings.TerrainTexture2 = texture;
                        break;

                    case 2:
                        m_module.Scene.RegionInfo.RegionSettings.TerrainTexture3 = texture;
                        break;

                    case 3:
                        m_module.Scene.RegionInfo.RegionSettings.TerrainTexture4 = texture;
                        break;
                    }

                    m_module.Scene.RegionInfo.RegionSettings.Save();
                    m_module.TriggerRegionInfoChange();
                    m_module.sendRegionHandshakeToAll();
                }
            }
        }