public LandObject(LandData landData, Scene scene) { LandData = landData.Copy(); m_scene = scene; }
public void IncomingLandObjectFromStorage(LandData data) { ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); new_land.LandData = data.Copy(); new_land.SetLandBitmapFromByteArray(); AddLandObject(new_land); }
public void UpdateLandObject(int local_id, LandData data) { LandData newData = data.Copy(); newData.LocalID = local_id; ILandObject land; lock (m_landList) { if (m_landList.TryGetValue(local_id, out land)) land.LandData = newData; } if (land != null) m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, land); }
public void UpdateLandObject(int local_id, LandData data) { LandData newData = data.Copy(); newData.LocalID = local_id; lock (m_landList) { if (m_landList.ContainsKey(local_id)) { m_landList[local_id].LandData = newData; m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, m_landList[local_id]); } } }
private void IncomingLandObjectFromStorage(LandData data) { ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); new_land.LandData = data.Copy(); new_land.SetLandBitmapFromByteArray(); AddLandObject(new_land); // new_land.SendLandUpdateToAvatarsOverMe(); }
public void UpdateLandObject(int local_id, LandData data) { LandData newData = data.Copy(); newData.LocalID = local_id; ILandObject dirtyObject = null; lock (m_landList) { m_log.InfoFormat("[LAND]: Updating parcel {0} price={1} and flags={2:X8}", local_id, newData.SalePrice, newData.Flags); if (m_landList.ContainsKey(local_id)) { m_landList[local_id].landData = newData; dirtyObject = m_landList[local_id]; } else m_log.ErrorFormat("[LAND]: UpdateLandObject: Parcel [{0}] not found.", local_id); } if (dirtyObject != null) { m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, dirtyObject); } }
public void IncomingLandObjectFromStorage(LandData data) { ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); new_land.landData = data.Copy(); new_land.setLandBitmapFromByteArray(); new_land.landData.UpdateForcedAutoReturn(m_scene.RegionInfo.MaxAutoReturn); AddLandObject(new_land); }
public void UpdateLandObject(int local_id, LandData data) { LandData newData = data.Copy(); newData.LocalID = local_id; ILandObject land; m_landListRwLock.AcquireReaderLock(-1); try { if (m_landList.TryGetValue(local_id, out land)) land.LandData = newData; } finally { m_landListRwLock.ReleaseReaderLock(); } if (land != null) m_scene.EventManager.TriggerLandObjectUpdated((uint)local_id, land); }