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/*
* Copyright (c) Contributors, http://opensimulator.org/
* See CONTRIBUTORS.TXT for a full list of copyright holders.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are met:
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* * Neither the name of the OpenSim Project nor the
* names of its contributors may be used to endorse or promote products
* derived from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
using System;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules.World.Land
{
public class LandChannel : ILandChannel
{
#region Constants
//Land types set with flags in ParcelOverlay.
//Only one of these can be used.
public const float BAN_LINE_SAFETY_HIEGHT = 100;
public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 128; //Equals 10000000
public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 64; //Equals 01000000
//RequestResults (I think these are right, they seem to work):
public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land
//ParcelSelectObjects
public const int LAND_SELECT_OBJECTS_GROUP = 4;
public const int LAND_SELECT_OBJECTS_OTHER = 8;
public const int LAND_SELECT_OBJECTS_OWNER = 2;
public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101
public const byte LAND_TYPE_IS_FOR_SALE = 4; //Equals 00000100
public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010
public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001
public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011
public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000
//These are other constants. Yay!
public const int START_LAND_LOCAL_ID = 1;
#endregion
private readonly Scene m_scene;
private readonly LandManagementModule m_landManagementModule;
public LandChannel(Scene scene, LandManagementModule landManagementMod)
{
m_scene = scene;
m_landManagementModule = landManagementMod;
}
#region ILandChannel Members
/// <summary>
/// Get the land object at the specified point
/// </summary>
/// <param name="x_float">Value between 0 - 256 on the x axis of the point</param>
/// <param name="y_float">Value between 0 - 256 on the y axis of the point</param>
/// <returns>Land object at the point supplied</returns>
public ILandObject GetLandObject(float x_float, float y_float)
{
if (m_landManagementModule != null)
{
return m_landManagementModule.GetLandObject(x_float, y_float);
}
ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
obj.landData.Name = "NO LAND";
return obj;
}
public ILandObject GetLandObject(int x, int y)
{
if (m_landManagementModule != null)
{
return m_landManagementModule.GetLandObject(x, y);
}
ILandObject obj = new LandObject(UUID.Zero, false, m_scene);
obj.landData.Name = "NO LAND";
return obj;
}
public List<ILandObject> ParcelsNearPoint(Vector3 position)
{
if (m_landManagementModule != null)
{
return m_landManagementModule.ParcelsNearPoint(position);
}
return new List<ILandObject>();
}
public bool IsLandPrimCountTainted()
{
if (m_landManagementModule != null)
{
return m_landManagementModule.IsLandPrimCountTainted();
}
return false;
}
public bool IsForcefulBansAllowed()
{
if (m_landManagementModule != null)
{
return m_landManagementModule.AllowedForcefulBans;
}
return false;
}
public void UpdateLandObject(int localID, LandData data)
{
if (m_landManagementModule != null)
{
m_landManagementModule.UpdateLandObject(localID, data);
}
}
public void ReturnObjectsInParcel(int localID, uint returnType, UUID[] agentIDs, UUID[] taskIDs, IClientAPI remoteClient)
{
if (m_landManagementModule != null)
{
m_landManagementModule.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient);
}
}
public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
{
if (m_landManagementModule != null)
{
m_landManagementModule.setParcelObjectMaxOverride(overrideDel);
}
}
public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
{
if (m_landManagementModule != null)
{
m_landManagementModule.setSimulatorObjectMaxOverride(overrideDel);
}
}
#endregion
}
}
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