public virtual void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args) { if (OnRegionHandShakeReply != null) { OnRegionHandShakeReply(this); } }
public virtual void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args) { if (OnRegionHandShakeReply != null) { OnRegionHandShakeReply(this); } if (OnCompleteMovementToRegion != null) { OnCompleteMovementToRegion(this, true); } }
public void sendRegionHandshake(IClientAPI remoteClient) { RegionHandshakeArgs args = new RegionHandshakeArgs(); args.isEstateManager = m_scene.RegionInfo.EstateSettings.IsEstateManager(remoteClient.AgentId); if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero && m_scene.RegionInfo.EstateSettings.EstateOwner == remoteClient.AgentId) { args.isEstateManager = true; } args.billableFactor = m_scene.RegionInfo.EstateSettings.BillableFactor; args.terrainStartHeight0 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SW; args.terrainHeightRange0 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SW; args.terrainStartHeight1 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NW; args.terrainHeightRange1 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NW; args.terrainStartHeight2 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SE; args.terrainHeightRange2 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SE; args.terrainStartHeight3 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NE; args.terrainHeightRange3 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NE; args.simAccess = m_scene.RegionInfo.AccessLevel; args.waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight; args.regionFlags = GetRegionFlags(); args.regionName = m_scene.RegionInfo.RegionName; if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero) { args.SimOwner = m_scene.RegionInfo.EstateSettings.EstateOwner; } else { args.SimOwner = m_scene.RegionInfo.MasterAvatarAssignedUUID; } // Fudge estate owner //if (m_scene.Permissions.IsGod(remoteClient.AgentId)) // args.SimOwner = remoteClient.AgentId; args.terrainBase0 = UUID.Zero; args.terrainBase1 = UUID.Zero; args.terrainBase2 = UUID.Zero; args.terrainBase3 = UUID.Zero; args.terrainDetail0 = m_scene.RegionInfo.RegionSettings.TerrainTexture1; args.terrainDetail1 = m_scene.RegionInfo.RegionSettings.TerrainTexture2; args.terrainDetail2 = m_scene.RegionInfo.RegionSettings.TerrainTexture3; args.terrainDetail3 = m_scene.RegionInfo.RegionSettings.TerrainTexture4; remoteClient.SendRegionHandshake(m_scene.RegionInfo, args); }
public void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args) { RegionHandshakePacket handshake = new RegionHandshakePacket(); handshake.RegionInfo = new RegionHandshakePacket.RegionInfoBlock(); handshake.RegionInfo.BillableFactor = args.billableFactor; handshake.RegionInfo.IsEstateManager = args.isEstateManager; handshake.RegionInfo.TerrainHeightRange00 = args.terrainHeightRange0; handshake.RegionInfo.TerrainHeightRange01 = args.terrainHeightRange1; handshake.RegionInfo.TerrainHeightRange10 = args.terrainHeightRange2; handshake.RegionInfo.TerrainHeightRange11 = args.terrainHeightRange3; handshake.RegionInfo.TerrainStartHeight00 = args.terrainStartHeight0; handshake.RegionInfo.TerrainStartHeight01 = args.terrainStartHeight1; handshake.RegionInfo.TerrainStartHeight10 = args.terrainStartHeight2; handshake.RegionInfo.TerrainStartHeight11 = args.terrainStartHeight3; handshake.RegionInfo.SimAccess = args.simAccess; handshake.RegionInfo.WaterHeight = args.waterHeight; handshake.RegionInfo.RegionFlags = args.regionFlags; handshake.RegionInfo.SimName = Util.StringToBytes256(args.regionName); handshake.RegionInfo.SimOwner = args.SimOwner; handshake.RegionInfo.TerrainBase0 = args.terrainBase0; handshake.RegionInfo.TerrainBase1 = args.terrainBase1; handshake.RegionInfo.TerrainBase2 = args.terrainBase2; handshake.RegionInfo.TerrainBase3 = args.terrainBase3; handshake.RegionInfo.TerrainDetail0 = args.terrainDetail0; handshake.RegionInfo.TerrainDetail1 = args.terrainDetail1; handshake.RegionInfo.TerrainDetail2 = args.terrainDetail2; handshake.RegionInfo.TerrainDetail3 = args.terrainDetail3; // I guess this is for the client to remember an old setting? handshake.RegionInfo.CacheID = UUID.Random(); handshake.RegionInfo2 = new RegionHandshakePacket.RegionInfo2Block(); handshake.RegionInfo2.RegionID = regionInfo.RegionID; handshake.RegionInfo3 = new RegionHandshakePacket.RegionInfo3Block(); handshake.RegionInfo3.CPUClassID = 9; handshake.RegionInfo3.CPURatio = 1; handshake.RegionInfo3.ColoName = Utils.EmptyBytes; handshake.RegionInfo3.ProductName = Util.StringToBytes256(regionInfo.RegionType); handshake.RegionInfo3.ProductSKU = Utils.EmptyBytes; handshake.RegionInfo4 = new RegionHandshakePacket.RegionInfo4Block[0]; Call("omp.connect.regionHandshake", handshake); }
public void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args) { }
public void SendRegionHandshake(RegionInfo regionInfo, RegionHandshakeArgs args) { throw new System.NotImplementedException(); }
public void sendRegionHandshake(IClientAPI remoteClient) { RegionHandshakeArgs args = new RegionHandshakeArgs(); args.isEstateManager = m_scene.Permissions.IsGod(remoteClient.AgentId); if (m_scene.RegionInfo.EstateSettings.EstateOwner != UUID.Zero && m_scene.RegionInfo.EstateSettings.EstateOwner == remoteClient.AgentId) args.isEstateManager = true; else if (m_scene.RegionInfo.EstateSettings.IsEstateManager(remoteClient.AgentId)) args.isEstateManager = true; args.billableFactor = m_scene.RegionInfo.EstateSettings.BillableFactor; args.terrainStartHeight0 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SW; args.terrainHeightRange0 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SW; args.terrainStartHeight1 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NW; args.terrainHeightRange1 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NW; args.terrainStartHeight2 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SE; args.terrainHeightRange2 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SE; args.terrainStartHeight3 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NE; args.terrainHeightRange3 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NE; args.simAccess = m_scene.RegionInfo.AccessLevel; args.waterHeight = (float)m_scene.RegionInfo.RegionSettings.WaterHeight; args.regionFlags = GetRegionFlags(); args.regionName = m_scene.RegionInfo.RegionName; args.SimOwner = m_scene.RegionInfo.EstateSettings.EstateOwner; args.terrainBase0 = UUID.Zero; args.terrainBase1 = UUID.Zero; args.terrainBase2 = UUID.Zero; args.terrainBase3 = UUID.Zero; if (!m_scene.RegionInfo.RegionSettings.UsePaintableTerrain) { args.terrainDetail0 = m_scene.RegionInfo.RegionSettings.TerrainTexture1; args.terrainDetail1 = m_scene.RegionInfo.RegionSettings.TerrainTexture2; args.terrainDetail2 = m_scene.RegionInfo.RegionSettings.TerrainTexture3; args.terrainDetail3 = m_scene.RegionInfo.RegionSettings.TerrainTexture4; } else { args.terrainDetail0 = m_scene.RegionInfo.RegionSettings.PaintableTerrainTexture; args.terrainDetail1 = m_scene.RegionInfo.RegionSettings.PaintableTerrainTexture; args.terrainDetail2 = m_scene.RegionInfo.RegionSettings.PaintableTerrainTexture; args.terrainDetail3 = m_scene.RegionInfo.RegionSettings.PaintableTerrainTexture; AssetBase paintAsset = m_scene.AssetService.Get(m_scene.RegionInfo.RegionSettings.PaintableTerrainTexture.ToString()); if (paintAsset == null) { paintAsset = new AssetBase(m_scene.RegionInfo.RegionSettings.PaintableTerrainTexture, "PaintableTerrainTexture-" + m_scene.RegionInfo.RegionID, AssetType.Texture, UUID.Zero); paintAsset.Flags = AssetFlags.Deletable; AssetBase defaultTexture = m_scene.AssetService.Get(RegionSettings.DEFAULT_TERRAIN_TEXTURE_2.ToString());//Nice grass if (defaultTexture == null) //Erm... what to do! return; paintAsset.Data = defaultTexture.Data;//Eventually we need to replace this with an interpolation of the existing textures! paintAsset.ID = m_scene.AssetService.Store(paintAsset); } } args.RegionType = Utils.StringToBytes(m_scene.RegionInfo.RegionType); remoteClient.SendRegionHandshake(m_scene.RegionInfo,args); }
public void sendRegionHandshake(IClientAPI remoteClient) { RegionHandshakeArgs args = new RegionHandshakeArgs {isEstateManager = m_scene.Permissions.IsGod(remoteClient.AgentId)}; if (m_scene.RegionInfo.EstateSettings.EstateOwner == remoteClient.AgentId) args.isEstateManager = true; else if (m_scene.RegionInfo.EstateSettings.IsEstateManager(remoteClient.AgentId)) args.isEstateManager = true; args.billableFactor = m_scene.RegionInfo.EstateSettings.BillableFactor; args.terrainStartHeight0 = (float) m_scene.RegionInfo.RegionSettings.Elevation1SW; args.terrainHeightRange0 = (float) m_scene.RegionInfo.RegionSettings.Elevation2SW; args.terrainStartHeight1 = (float) m_scene.RegionInfo.RegionSettings.Elevation1NW; args.terrainHeightRange1 = (float) m_scene.RegionInfo.RegionSettings.Elevation2NW; args.terrainStartHeight2 = (float) m_scene.RegionInfo.RegionSettings.Elevation1SE; args.terrainHeightRange2 = (float) m_scene.RegionInfo.RegionSettings.Elevation2SE; args.terrainStartHeight3 = (float) m_scene.RegionInfo.RegionSettings.Elevation1NE; args.terrainHeightRange3 = (float) m_scene.RegionInfo.RegionSettings.Elevation2NE; args.simAccess = m_scene.RegionInfo.AccessLevel; args.waterHeight = (float) m_scene.RegionInfo.RegionSettings.WaterHeight; args.regionFlags = GetRegionFlags(); args.regionName = m_scene.RegionInfo.RegionName; args.SimOwner = m_scene.RegionInfo.EstateSettings.EstateOwner; args.terrainBase0 = UUID.Zero; args.terrainBase1 = UUID.Zero; args.terrainBase2 = UUID.Zero; args.terrainBase3 = UUID.Zero; args.terrainDetail0 = m_scene.RegionInfo.RegionSettings.TerrainTexture1; args.terrainDetail1 = m_scene.RegionInfo.RegionSettings.TerrainTexture2; args.terrainDetail2 = m_scene.RegionInfo.RegionSettings.TerrainTexture3; args.terrainDetail3 = m_scene.RegionInfo.RegionSettings.TerrainTexture4; args.RegionType = Utils.StringToBytes(m_scene.RegionInfo.RegionType); remoteClient.SendRegionHandshake(m_scene.RegionInfo, args); }