/// <summary>
        /// Resets the sim to the default land object (full sim piece of land owned by the default user)
        /// </summary>
        public void ResetSimLandObjects()
        {
            //Remove all the land objects in the sim and add a blank, full sim land object set to public
            lock (m_landList)
            {
                m_landList.Clear();
                m_lastLandLocalID = LandChannel.START_LAND_LOCAL_ID - 1;
                m_landIDList.Initialize();
            }

            ILandObject fullSimParcel = new LandObject(UUID.Zero, false, m_scene);

            fullSimParcel.setLandBitmap(fullSimParcel.getSquareLandBitmap(0, 0, (int)Constants.RegionSize, (int)Constants.RegionSize));
            if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero)
                fullSimParcel.landData.OwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
            else
                fullSimParcel.landData.OwnerID = m_scene.RegionInfo.MasterAvatarAssignedUUID;
            fullSimParcel.landData.ClaimDate = Util.UnixTimeSinceEpoch();
            AddLandObject(fullSimParcel);
        }