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authorTeravus Ovares2007-11-30 04:54:15 +0000
committerTeravus Ovares2007-11-30 04:54:15 +0000
commit31cec30aa0a589f622635c689b08c2e026898556 (patch)
tree1f6763396fdd0eed5dff737a878b57f262cc06bc /OpenSim/Region/ClientStack/RegionApplicationBase.cs
parent* This extends my first hack to clear out the useragent table for that specif... (diff)
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* Extended our semi-stupid implementation of in world object permissions to show a user's client that it can't edit a prim if it doesn't have permission.
* Permissions is due for a big revamp. The current way it's done is a hack at best.
Diffstat (limited to 'OpenSim/Region/ClientStack/RegionApplicationBase.cs')
-rw-r--r--OpenSim/Region/ClientStack/RegionApplicationBase.cs5
1 files changed, 3 insertions, 2 deletions
diff --git a/OpenSim/Region/ClientStack/RegionApplicationBase.cs b/OpenSim/Region/ClientStack/RegionApplicationBase.cs
index 251601f..4c0c02d 100644
--- a/OpenSim/Region/ClientStack/RegionApplicationBase.cs
+++ b/OpenSim/Region/ClientStack/RegionApplicationBase.cs
@@ -103,7 +103,7 @@ namespace OpenSim.Region.ClientStack
103 return physicsPluginManager.GetPhysicsScene(engine, meshEngine); 103 return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
104 } 104 }
105 105
106 protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer) 106 protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions)
107 { 107 {
108 AgentCircuitManager circuitManager = new AgentCircuitManager(); 108 AgentCircuitManager circuitManager = new AgentCircuitManager();
109 udpServer = new UDPServer(regionInfo.InternalEndPoint.Port, m_assetCache, m_log, circuitManager); 109 udpServer = new UDPServer(regionInfo.InternalEndPoint.Port, m_assetCache, m_log, circuitManager);
@@ -146,7 +146,8 @@ namespace OpenSim.Region.ClientStack
146 } 146 }
147 147
148 scene.LandManager.resetSimLandObjects(); 148 scene.LandManager.resetSimLandObjects();
149 scene.LoadPrimsFromStorage(); 149
150 scene.LoadPrimsFromStorage(m_permissions);
150 151
151 scene.performParcelPrimCountUpdate(); 152 scene.performParcelPrimCountUpdate();
152 scene.StartTimer(); 153 scene.StartTimer();