ForceUpdateLandInfo() public method

Update all settings in land such as area, bitmap byte array, etc
public ForceUpdateLandInfo ( ) : void
return void
        public void IncomingLandDataFromOAR (List<LandData> data, bool merge, Vector2 parcelOffset)
        {
            if (!merge || data.Count == 0) //Serious fallback
                ResetSimLandObjects ();
            foreach (LandData land in data) {
                int oldRegionSize = (int)Math.Sqrt (land.Bitmap.Length * 8);
                int offset_x = (int)(parcelOffset.X > 0 ? (parcelOffset.X / 4f) : 0),
                    offset_y = (int)(parcelOffset.Y > 0 ? (parcelOffset.Y / 4f) : 0),
                    i = 0, bitNum = 0;
                byte tempByte;
                lock (m_landListLock) {
                    //Update the localID
                    land.LocalID = ++m_lastLandLocalID;
                }
                int x = 0, y = 0;
                for (i = 0; i < land.Bitmap.Length; i++) {
                    tempByte = land.Bitmap [i];
                    for (bitNum = 0; bitNum < 8; bitNum++) {
                        bool bit = Convert.ToBoolean (Convert.ToByte (tempByte >> bitNum) & 1);
                        if (bit)
                            m_landIDList [offset_x + x, offset_y + y] = land.LocalID;
                        x++;
                        if (x > oldRegionSize - 1) {
                            x = 0;
                            y++;
                        }
                    }
                }

                // verify that the owner exists
                UserAccount account = m_scene.UserAccountService.GetUserAccount (m_scene.RegionInfo.AllScopeIDs, land.OwnerID);
                if (account == null) {
                    // incomming owner is invalid so re-assign
                    land.OwnerID = (UUID)Constants.RealEstateOwnerUUID;
                    land.IsGroupOwned = false;
                }

                ILandObject new_land = new LandObject (land.OwnerID, land.IsGroupOwned, m_scene);
                new_land.LandData = land;
                new_land.ForceUpdateLandInfo ();
                lock (m_landListLock) {
                    m_lastLandLocalID -= 1;
                }
                AddLandObject (new_land);
            }
            UpdateAllParcelBitmaps ();
        }
        public void EventManagerOnIncomingLandDataFromStorage (List<LandData> data, Vector2 parcelOffset)
        {
            bool result = data.All (t => PreprocessIncomingLandObjectFromStorage (t, parcelOffset));

            if (!result || data.Count == 0) //Force a new base first, then force a merge later
                ResetSimLandObjects ();

            foreach (LandData t in data) {
                ILandObject new_land = new LandObject (t.OwnerID, t.IsGroupOwned, m_scene);
                new_land.LandData = t;
                if (SetLandBitmapFromByteArray (new_land, !result, parcelOffset))
                //Merge it into the large parcel if possible
                {
                    new_land.ForceUpdateLandInfo ();
                    AddLandObject (new_land, true);
                }
            }
            if (AllParcels ().Count == 0) //Serious fallback
                ResetSimLandObjects ();
        }