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authorMW2007-11-18 11:11:44 +0000
committerMW2007-11-18 11:11:44 +0000
commit7f996448647e2703b82ea750bd38196fe5cea838 (patch)
tree2a44306e80f955d3381562b49d121413b53b8512 /OpenSim/Region/Environment/Scenes/Scene.cs
parentFor every problem there's a solution that is simple, neat and wrong. (diff)
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Attempt to get World Map working in Grid mode, will need to be using the grid asset server for it to work correctly and has only been quickly tested in a three region grid.
Moved PermissionManager creation out of the Scene constructor and instead a PermissionManager is passed to the constructor as a param. So that we could create and use custom permissionsManagers. Added AllowMovement property to ScenePresence which can be used to stop movement of avatars (for example in a custom region that wanted avatars always in one place). Added PermissionManager call when copying objects, although currently the call will always return true so that it allows copying in places like Wright Plaza. A few other changes/fixes.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs19
1 files changed, 13 insertions, 6 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 2c765a3..1400e60 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -195,7 +195,7 @@ namespace OpenSim.Region.Environment.Scenes
195 195
196 #region Constructors 196 #region Constructors
197 197
198 public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan, SceneCommunicationService sceneGridService, 198 public Scene(RegionInfo regInfo, AgentCircuitManager authen, PermissionManager permissionManager, CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
199 AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer, 199 AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer,
200 ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim) 200 ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim)
201 { 201 {
@@ -217,15 +217,14 @@ namespace OpenSim.Region.Environment.Scenes
217 m_LandManager = new LandManager(this, m_regInfo); 217 m_LandManager = new LandManager(this, m_regInfo);
218 m_estateManager = new EstateManager(this, m_regInfo); 218 m_estateManager = new EstateManager(this, m_regInfo);
219 m_eventManager = new EventManager(); 219 m_eventManager = new EventManager();
220 m_permissionManager = new PermissionManager(this); 220
221 m_permissionManager = permissionManager;
222 m_permissionManager.Initialise(this);
221 223
222 m_innerScene = new InnerScene(this, m_regInfo, m_permissionManager); 224 m_innerScene = new InnerScene(this, m_regInfo, m_permissionManager);
223 m_sceneXmlLoader = new SceneXmlLoader(this, m_innerScene, m_regInfo); 225 m_sceneXmlLoader = new SceneXmlLoader(this, m_innerScene, m_regInfo);
224 226
225 m_eventManager.OnParcelPrimCountAdd += 227 RegisterDefaultSceneEvents();
226 m_LandManager.addPrimToLandPrimCounts;
227
228 m_eventManager.OnPermissionError += SendPermissionAlert;
229 228
230 MainLog.Instance.Verbose("Creating new entitities instance"); 229 MainLog.Instance.Verbose("Creating new entitities instance");
231 Entities = new Dictionary<LLUUID, EntityBase>(); 230 Entities = new Dictionary<LLUUID, EntityBase>();
@@ -244,6 +243,13 @@ namespace OpenSim.Region.Environment.Scenes
244 #endregion 243 #endregion
245 244
246 #region Startup / Close Methods 245 #region Startup / Close Methods
246
247 protected virtual void RegisterDefaultSceneEvents()
248 {
249 m_eventManager.OnParcelPrimCountAdd += m_LandManager.addPrimToLandPrimCounts;
250 m_eventManager.OnPermissionError += SendPermissionAlert;
251 }
252
247 public override void Close() 253 public override void Close()
248 { 254 {
249 ForEachScenePresence(delegate(ScenePresence avatar) 255 ForEachScenePresence(delegate(ScenePresence avatar)
@@ -504,6 +510,7 @@ namespace OpenSim.Region.Environment.Scenes
504 } 510 }
505 511
506 CreateTerrainTexture(); 512 CreateTerrainTexture();
513 CommsManager.GridService.RegisterRegion(RegionInfo); //hack to update the terrain texture in grid mode so it shows on world map
507 } 514 }
508 catch (Exception e) 515 catch (Exception e)
509 { 516 {