public bool PreprocessIncomingLandObjectFromStorage(LandData data) { ILandObject new_land = new LandObject(data.OwnerID, data.IsGroupOwned, m_scene); new_land.LandData = data; if (!new_land.SetLandBitmapFromByteArray()) return false; new_land.ForceUpdateLandInfo (); new_land.SetInfoID (); AddLandObject(new_land, true); return true; }
public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data, Vector2 parcelOffset) { bool result = true; for (int i = 0; i < data.Count; i++) { if (!PreprocessIncomingLandObjectFromStorage(data[i], parcelOffset)) result = false; } List<ILandObject> newSimDefault = new List<ILandObject>(); if (!result || data.Count == 0)//Force a new base first, then force a merge later if (AllParcels().Count > 0) newSimDefault = AllParcels(); else newSimDefault = new List<ILandObject>(new ILandObject[1]{ResetSimLandObjects()}); for (int i = 0; i < data.Count; i++) { ILandObject new_land = new LandObject(data[i].OwnerID, data[i].IsGroupOwned, m_scene); new_land.LandData = data[i]; if (SetLandBitmapFromByteArray(new_land, !result, parcelOffset))//Merge it into the large parcel if possible { new_land.ForceUpdateLandInfo(); new_land.SetInfoID(); AddLandObject(new_land, true); } } if (AllParcels().Count == 0)//Serious fallback ResetSimLandObjects(); }
public void EventManagerOnIncomingLandDataFromStorage(List<LandData> data, Vector2 parcelOffset) { bool result = true; #if (!ISWIN) foreach (LandData t in data) { if (!PreprocessIncomingLandObjectFromStorage(t, parcelOffset)) { result = false; } } #else foreach (LandData t in data.Where(t => !PreprocessIncomingLandObjectFromStorage(t, parcelOffset))) { result = false; } #endif List<ILandObject> newSimDefault = new List<ILandObject>(); if (!result || data.Count == 0) //Force a new base first, then force a merge later newSimDefault = AllParcels().Count > 0 ? AllParcels() : new List<ILandObject>(new ILandObject[1] {ResetSimLandObjects()}); foreach (LandData t in data) { ILandObject new_land = new LandObject(t.OwnerID, t.IsGroupOwned, m_scene); new_land.LandData = t; if (SetLandBitmapFromByteArray(new_land, !result, parcelOffset)) //Merge it into the large parcel if possible { new_land.ForceUpdateLandInfo(); new_land.SetInfoID(); AddLandObject(new_land, true); } } if (AllParcels().Count == 0) //Serious fallback ResetSimLandObjects(); }