Example #1
0
 /// <summary>
 ///     Move this group from inside of another group into the Scene as a full member
 ///     This does not reset IDs so that it is updated correctly in the client
 /// </summary>
 /// <param name="entity"></param>
 public void DelinkPartToScene(ISceneEntity entity)
 {
     //Force the prim to backup now that it has been added
     entity.ForcePersistence();
     //Tell the entity that they are being added to a scene
     entity.RebuildPhysicalRepresentation(true, null);
     //Now save the entity that we have 
     AddEntity(entity, false);
 }
        //Like handleEventManagerOnSignificantClientMovement, but for objects for parcel incoming object permissions
        public void EventManagerOnSignificantObjectMovement(ISceneEntity group)
        {
            ILandObject over = GetLandObject((int) group.AbsolutePosition.X, (int) group.AbsolutePosition.Y);
            if (over != null)
            {
                //Entered this new parcel
                if (over.LandData.GlobalID != group.LastParcelUUID)
                {
                    if (!m_scene.Permissions.CanObjectEntry(group.UUID,
                                                            false, group.AbsolutePosition, group.OwnerID))
                    {
                        //Revert the position and do not update the parcel ID
                        group.AbsolutePosition = group.LastSignificantPosition;

                        //If the object has physics, stop it from moving
                        if ((group.RootChild.Flags & PrimFlags.Physics) == PrimFlags.Physics)
                        {
                            bool wasTemporary = ((group.RootChild.Flags & PrimFlags.TemporaryOnRez) != 0);
                            bool wasPhantom = ((group.RootChild.Flags & PrimFlags.Phantom) != 0);
                            bool wasVD = group.RootChild.VolumeDetectActive;
                            bool needsPhysicalRebuild = group.RootChild.UpdatePrimFlags(false,
                                                                                        wasTemporary,
                                                                                        wasPhantom,
                                                                                        wasVD, null);
                            if (needsPhysicalRebuild)
                                group.RebuildPhysicalRepresentation(true);
                        }
                        //Send an update so that all clients see it
                        group.ScheduleGroupTerseUpdate();
                    }
                    else
                    {
                        UUID oldParcelUUID = group.LastParcelUUID;
                        //Update the UUID then
                        group.LastParcelUUID = over.LandData.GlobalID;
                        //Trigger the event
                        object[] param = new object[3];
                        param[0] = group;
                        param[1] = over.LandData.GlobalID;
                        param[2] = oldParcelUUID;
                        m_scene.AuroraEventManager.FireGenericEventHandler("ObjectEnteringNewParcel", param);
                    }
                }
            }
        }