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author | Snoopy Pfeffer | 2014-04-10 11:47:46 +0200 |
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committer | Snoopy Pfeffer | 2014-04-10 11:47:46 +0200 |
commit | 32ad66c2744a4b3491c12835ae0c2124c0385b2e (patch) | |
tree | 1c7879c0e4a6efd39637d1a65f3ee054efbf8190 /OpenSim/Region/CoreModules/World/Land/LandObject.cs | |
parent | Fixed: when teleporting between grids, the avatar name wasn't always updated. (diff) | |
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Allows to sell objects on a parcel of land together with that parcel of land. The objects that are sold together with the parcel of land need to fulfill the following preconditions: owned by the current parcel owner, not set to a group, transferrable. This feature does not work for group owned parcels or land bought by a group.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/CoreModules/World/Land/LandObject.cs | 44 |
1 files changed, 44 insertions, 0 deletions
diff --git a/OpenSim/Region/CoreModules/World/Land/LandObject.cs b/OpenSim/Region/CoreModules/World/Land/LandObject.cs index 920eee8..af19ca3 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandObject.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandObject.cs | |||
@@ -385,9 +385,16 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
385 | newData.SalePrice = 0; | 385 | newData.SalePrice = 0; |
386 | newData.AuthBuyerID = UUID.Zero; | 386 | newData.AuthBuyerID = UUID.Zero; |
387 | newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory); | 387 | newData.Flags &= ~(uint) (ParcelFlags.ForSale | ParcelFlags.ForSaleObjects | ParcelFlags.SellParcelObjects | ParcelFlags.ShowDirectory); |
388 | |||
389 | bool sellObjects = (LandData.Flags & (uint)(ParcelFlags.SellParcelObjects)) != 0 | ||
390 | && !LandData.IsGroupOwned && !groupOwned; | ||
391 | UUID previousOwner = LandData.OwnerID; | ||
392 | |||
388 | m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); | 393 | m_scene.LandChannel.UpdateLandObject(LandData.LocalID, newData); |
389 | m_scene.EventManager.TriggerParcelPrimCountUpdate(); | 394 | m_scene.EventManager.TriggerParcelPrimCountUpdate(); |
390 | SendLandUpdateToAvatarsOverMe(true); | 395 | SendLandUpdateToAvatarsOverMe(true); |
396 | |||
397 | if (sellObjects) SellLandObjects(previousOwner); | ||
391 | } | 398 | } |
392 | 399 | ||
393 | public void DeedToGroup(UUID groupID) | 400 | public void DeedToGroup(UUID groupID) |
@@ -1067,6 +1074,43 @@ namespace OpenSim.Region.CoreModules.World.Land | |||
1067 | 1074 | ||
1068 | #endregion | 1075 | #endregion |
1069 | 1076 | ||
1077 | #region Object Sales | ||
1078 | |||
1079 | public void SellLandObjects(UUID previousOwner) | ||
1080 | { | ||
1081 | // m_log.DebugFormat( | ||
1082 | // "[LAND OBJECT]: Request to sell objects in {0} from {1}", LandData.Name, previousOwner); | ||
1083 | |||
1084 | if (LandData.IsGroupOwned) | ||
1085 | return; | ||
1086 | |||
1087 | IBuySellModule m_BuySellModule = m_scene.RequestModuleInterface<IBuySellModule>(); | ||
1088 | if (m_BuySellModule == null) | ||
1089 | { | ||
1090 | m_log.Error("[LAND OBJECT]: BuySellModule not found"); | ||
1091 | return; | ||
1092 | } | ||
1093 | |||
1094 | ScenePresence sp; | ||
1095 | if (!m_scene.TryGetScenePresence(LandData.OwnerID, out sp)) | ||
1096 | { | ||
1097 | m_log.Error("[LAND OBJECT]: New owner is not present in scene"); | ||
1098 | return; | ||
1099 | } | ||
1100 | |||
1101 | lock (primsOverMe) | ||
1102 | { | ||
1103 | foreach (SceneObjectGroup obj in primsOverMe) | ||
1104 | { | ||
1105 | if (obj.OwnerID == previousOwner && obj.GroupID == UUID.Zero && | ||
1106 | (obj.GetEffectivePermissions() & (uint)(OpenSim.Framework.PermissionMask.Transfer)) != 0) | ||
1107 | m_BuySellModule.BuyObject(sp.ControllingClient, UUID.Zero, obj.LocalId, 1, 0); | ||
1108 | } | ||
1109 | } | ||
1110 | } | ||
1111 | |||
1112 | #endregion | ||
1113 | |||
1070 | #region Object Returning | 1114 | #region Object Returning |
1071 | 1115 | ||
1072 | public void ReturnObject(SceneObjectGroup obj) | 1116 | public void ReturnObject(SceneObjectGroup obj) |