public bool CanReturnObjects(ILandObject land, UUID user, List <SceneObjectGroup> objects) { bool result = true; ReturnObjectsHandler handler = OnReturnObjects; if (handler != null) { Delegate[] list = handler.GetInvocationList(); foreach (ReturnObjectsHandler h in list) { if (h(land, user, objects, m_scene) == false) { result = false; break; } } } // m_log.DebugFormat( // "[SCENE PERMISSIONS]: CanReturnObjects() fired for user {0} for {1} objects on {2}, result {3}", // user, objects.Count, land.LandData.Name, result); return(result); }
public bool CanReturnObjects(ILandObject land, UUID user, List <ISceneEntity> objects) { ReturnObjectsHandler handler = OnReturnObjects; if (handler != null) { Delegate[] list = handler.GetInvocationList(); return(list.Cast <ReturnObjectsHandler>().All(h => h(land, user, objects, m_scene) != false)); } return(true); }
public bool CanReturnObjects(ILandObject land, UUID user, List <ISceneEntity> objects) { ReturnObjectsHandler handler = OnReturnObjects; if (handler != null) { Delegate[] list = handler.GetInvocationList(); foreach (ReturnObjectsHandler h in list) { if (h(land, user, objects, m_scene) == false) { return(false); } } } return(true); }
public bool CanReturnObjects(ILandObject land, IClientAPI client, List <SceneObjectGroup> objects) { bool result = true; ReturnObjectsHandler handler = OnReturnObjects; if (handler != null) { if (objects == null) { return(false); } ScenePresence sp = null; if (client != null && client.SceneAgent != null) { sp = client.SceneAgent as ScenePresence; } Delegate[] list = handler.GetInvocationList(); foreach (ReturnObjectsHandler h in list) { if (h(land, sp, objects) == false) { result = false; break; } } } // m_log.DebugFormat( // "[SCENE PERMISSIONS]: CanReturnObjects() fired for user {0} for {1} objects on {2}, result {3}", // user, objects.Count, land.LandData.Name, result); return(result); }