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authorDev Random2014-04-01 08:56:05 -0400
committerJustin Clark-Casey (justincc)2014-04-02 01:17:41 +0100
commit43eab5e16338b37defc2ae7113f41f2b37690718 (patch)
treeba71df2c89b1d53d1f9b4713e79df3741af3d6a6 /OpenSim/Region/CoreModules/World
parentminor: Only calculate fetched usedPrims and simulatorCapacity info in PrimLim... (diff)
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Console command to rename Estate
Diffstat (limited to 'OpenSim/Region/CoreModules/World')
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs223
-rw-r--r--OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs323
2 files changed, 325 insertions, 221 deletions
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs
index 59dd3bb..4c65ce3 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementCommands.cs
@@ -54,14 +54,9 @@ namespace OpenSim.Region.CoreModules.World.Estate
54 54
55 protected Commander m_commander = new Commander("estate"); 55 protected Commander m_commander = new Commander("estate");
56 56
57 // variable used in processing "estate set owner" 57 // used to prevent multiple processing of commands when called from root region
58 private static string[] m_ownerCmd = null; 58 private static string[] m_currentCmd = null;
59 59 private static EstateSettings m_estateSettings = null;
60 // variable used in processing "estate set owner"
61 private static UserAccount m_ownerAccount;
62
63 // variable used in processing "estate set owner"
64 private static List<uint> m_ownerEstates;
65 60
66 public EstateManagementCommands(EstateManagementModule module) 61 public EstateManagementCommands(EstateManagementModule module)
67 { 62 {
@@ -92,18 +87,22 @@ namespace OpenSim.Region.CoreModules.World.Estate
92 "Specify -1 in <x> or <y> to wildcard that coordinate.", 87 "Specify -1 in <x> or <y> to wildcard that coordinate.",
93 consoleSetWaterHeight); 88 consoleSetWaterHeight);
94 89
95
96 m_module.Scene.AddCommand( 90 m_module.Scene.AddCommand(
97 "Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", ShowEstatesCommand); 91 "Estates", m_module, "estate show", "estate show", "Shows all estates on the simulator.", ShowEstatesCommand);
98 92
99 m_module.Scene.AddCommand( 93 m_module.Scene.AddCommand(
100 "Estates", m_module, "estate set owner", "estate set owner [ <UUID> | <Firstname> <Lastname> ]", 94 "Estates", m_module, "estate set owner", "estate set owner <estate-id>[ <UUID> | <Firstname> <Lastname> ]",
101 "Sets the owner of the current region's estate to the specified UUID or user. " + 95 "Sets the owner of the specified estate to the specified UUID or user. ", SetEstateOwnerCommand);
102 "If called from root region, all estates will be prompted for change.", SetEstateOwnerCommand); 96
97 m_module.Scene.AddCommand(
98 "Estates", m_module, "estate set name", "estate set name <estate-id> <new name>",
99 "Sets the name of the specified estate to the specified value. " +
100 "New name must be unique.", SetEstateNameCommand);
103 } 101 }
104 102
105 public void Close() {} 103 public void Close() {}
106 104
105 #region CommandHandlers
107 protected void consoleSetTerrainTexture(string module, string[] args) 106 protected void consoleSetTerrainTexture(string module, string[] args)
108 { 107 {
109 string num = args[3]; 108 string num = args[3];
@@ -248,112 +247,170 @@ namespace OpenSim.Region.CoreModules.World.Estate
248 247
249 EstateSettings es = m_module.Scene.RegionInfo.EstateSettings; 248 EstateSettings es = m_module.Scene.RegionInfo.EstateSettings;
250 249
251 if(args != m_ownerCmd) 250 if (args == m_currentCmd)
252 { 251 {
253 // new command... clear out the old values 252 // HACK to propagate new estate info to Scene Regions
254 m_ownerCmd = args; 253 if (m_estateSettings != null && es.EstateID == m_estateSettings.EstateID)
255 m_ownerEstates = new List<uint>(); 254 es.EstateOwner = m_estateSettings.EstateOwner;
256 m_ownerAccount = null;
257 }
258 255
259 if (MainConsole.Instance.ConsoleScene == null) 256 return;
260 {
261 if(m_ownerEstates.Contains(es.EstateID))
262 {
263 // already checked this one
264 return;
265 }
266 else if(m_ownerEstates.Count > 0 && m_ownerAccount == null)
267 {
268 // lookup will have been tried and not found.
269 return;
270 }
271 // flag this estate, so it is not tried multiple times
272 m_ownerEstates.Add(es.EstateID);
273 } 257 }
274 else if(MainConsole.Instance.ConsoleScene != m_module.Scene) 258
259 // new command... clear out the old value
260 m_currentCmd = args;
261
262 if (args.Length == 3)
275 { 263 {
276 // trying to process a single region, and this isn't it 264 response = "No estate specified.";
277 return;
278 } 265 }
279 UserAccount account = null; 266 else
280 if(m_ownerAccount == null)
281 { 267 {
282 if(args.Length == 3) 268 int estateId;
269 if (!int.TryParse(args[3], out estateId))
283 { 270 {
284 response = "No user specified."; 271 response = String.Format("\"{0}\" is not a valid ID for an Estate", args[3]);
285 } 272 }
286 else 273 else
287 { 274 {
288 // TODO: Is there a better choice here? 275 if (args.Length == 4)
289 UUID scopeID = UUID.Zero;
290
291 string s1 = args[3];
292 if(args.Length == 4)
293 { 276 {
294 // attempt to get account by UUID 277 response = "No user specified.";
295 UUID u; 278 }
296 if(UUID.TryParse(s1, out u)) 279 else
280 {
281 UserAccount account = null;
282
283 // TODO: Is there a better choice here?
284 UUID scopeID = UUID.Zero;
285
286 string s1 = args[4];
287 if (args.Length == 5)
297 { 288 {
298 account = m_module.Scene.UserAccountService.GetUserAccount(scopeID, u); 289 // attempt to get account by UUID
299 if(account == null) 290 UUID u;
291 if (UUID.TryParse(s1, out u))
292 {
293 account = m_module.Scene.UserAccountService.GetUserAccount(scopeID, u);
294 if (account == null)
295 response = String.Format("Could not find user {0}", s1);
296 }
297 else
300 { 298 {
301 response = String.Format("Could not find user {0}", s1); 299 response = String.Format("Invalid UUID {0}", s1);
302 } 300 }
303 } 301 }
304 else 302 else
305 { 303 {
306 response = String.Format("Invalid UUID {0}", s1); 304 // attempt to get account by Firstname, Lastname
307 account = null; 305 string s2 = args[5];
306 account = m_module.Scene.UserAccountService.GetUserAccount(scopeID, s1, s2);
307 if (account == null)
308 response = String.Format("Could not find user {0} {1}", s1, s2);
308 } 309 }
309 } 310
310 else 311 // If it's valid, send it off for processing.
311 { 312 if (account != null)
312 // attempt to get account by Firstname, Lastname 313 response = m_module.SetEstateOwner(estateId, account);
313 string s2 = args[4]; 314
314 account = m_module.Scene.UserAccountService.GetUserAccount(scopeID, s1, s2); 315 if (response == String.Empty)
315 if(account == null) 316 {
317 response = String.Format("Estate owner changed to {0} ({1} {2})", account.PrincipalID, account.FirstName, account.LastName);
318
319 // save data for propagation to other Scene Regions
320 m_estateSettings = new EstateSettings();
321 m_estateSettings.EstateID = (uint)estateId;
322 m_estateSettings.EstateOwner = account.PrincipalID;
323
324 // update current Scene Region if appropriate
325 if (es.EstateID == estateId)
326 es.EstateOwner = account.PrincipalID;
327 }
328 else
316 { 329 {
317 response = String.Format("Could not find user {0} {1}", s1, s2); 330 m_estateSettings = null;
318 } 331 }
319 } 332 }
320 } 333 }
321 } 334 }
322 else 335
336 // give the user some feedback
337 if (response != null)
338 MainConsole.Instance.Output(response);
339 }
340
341 protected void SetEstateNameCommand(string module, string[] args)
342 {
343 string response = null;
344
345 EstateSettings es = m_module.Scene.RegionInfo.EstateSettings;
346
347 if (args == m_currentCmd)
323 { 348 {
324 account = m_ownerAccount; 349 // HACK to propagate new estate info to Scene Regions
350 if (m_estateSettings != null && es.EstateID == m_estateSettings.EstateID)
351 es.EstateName = m_estateSettings.EstateName;
352
353 return;
325 } 354 }
326 if(account != null)
327 {
328 if (MainConsole.Instance.ConsoleScene == null)
329 m_ownerAccount = account;
330 355
331 string choice; 356 // new command... clear out the old value
332 do 357 m_currentCmd = args;
333 {
334 // Get user confirmation, in case there are multiple estates involved (from root)
335 choice = MainConsole.Instance.CmdPrompt(
336 string.Format("Change owner of Estate {0} ({1}) [y/n]? ",es.EstateID, es.EstateName),
337 "Y");
338 358
339 if("y".Equals(choice, StringComparison.OrdinalIgnoreCase)) 359 if (args.Length == 3)
360 {
361 response = "No estate specified.";
362 }
363 else
364 {
365 int estateId;
366 if (!int.TryParse(args[3], out estateId))
367 {
368 response = String.Format("\"{0}\" is not a valid ID for an Estate", args[3]);
369 }
370 else
371 {
372 if (args.Length == 4)
340 { 373 {
341 response = m_module.setEstateOwner((int)es.EstateID, account); 374 response = "No name specified.";
342 } 375 }
343 else if(!"n".Equals(choice, StringComparison.OrdinalIgnoreCase)) 376 else
344 { 377 {
345 MainConsole.Instance.Output("Invalid response. Please select y or n."); 378 // everything after the estate ID is "name"
346 choice = null; 379 StringBuilder sb = new StringBuilder(args[4]);
380 for (int i = 5; i < args.Length; i++)
381 sb.Append (" " + args[i]);
382
383 string estateName = sb.ToString();
384
385 // send it off for processing.
386 response = m_module.SetEstateName(estateId, estateName);
387
388 if (response == String.Empty)
389 {
390 response = String.Format("Estate {0} renamed from \"{1}\" to \"{2}\"", estateId, es.EstateName, estateName);
391
392 // save data for propagation to other Scene Regions
393 m_estateSettings = new EstateSettings();
394 m_estateSettings.EstateID = (uint)estateId;
395 m_estateSettings.EstateName = estateName;
396
397 // update current Scene Region if appropriate
398 if (es.EstateID == estateId)
399 es.EstateName = estateName;
400 }
401 else
402 {
403 m_estateSettings = null;
404 }
347 } 405 }
348 } 406 }
349 while(choice == null);
350 } 407 }
351 408
352 409 // give the user some feedback
353 // Give the user some feedback 410 if (response != null)
354 if(response != null)
355 MainConsole.Instance.Output(response); 411 MainConsole.Instance.Output(response);
356 } 412 }
357 413
414 #endregion
358 } 415 }
359} \ No newline at end of file 416} \ No newline at end of file
diff --git a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
index 9e6d0fc..ae956e6 100644
--- a/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
@@ -68,8 +68,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
68 public event ChangeDelegate OnEstateInfoChange; 68 public event ChangeDelegate OnEstateInfoChange;
69 public event MessageDelegate OnEstateMessage; 69 public event MessageDelegate OnEstateMessage;
70 70
71 private int m_delayCount = 0;
72
73 #region Region Module interface 71 #region Region Module interface
74 72
75 public string Name { get { return "EstateManagementModule"; } } 73 public string Name { get { return "EstateManagementModule"; } }
@@ -117,6 +115,189 @@ namespace OpenSim.Region.CoreModules.World.Estate
117 115
118 #endregion 116 #endregion
119 117
118 #region IEstateModule Functions
119 public uint GetRegionFlags()
120 {
121 RegionFlags flags = RegionFlags.None;
122
123 // Fully implemented
124 //
125 if (Scene.RegionInfo.RegionSettings.AllowDamage)
126 flags |= RegionFlags.AllowDamage;
127 if (Scene.RegionInfo.RegionSettings.BlockTerraform)
128 flags |= RegionFlags.BlockTerraform;
129 if (!Scene.RegionInfo.RegionSettings.AllowLandResell)
130 flags |= RegionFlags.BlockLandResell;
131 if (Scene.RegionInfo.RegionSettings.DisableCollisions)
132 flags |= RegionFlags.SkipCollisions;
133 if (Scene.RegionInfo.RegionSettings.DisableScripts)
134 flags |= RegionFlags.SkipScripts;
135 if (Scene.RegionInfo.RegionSettings.DisablePhysics)
136 flags |= RegionFlags.SkipPhysics;
137 if (Scene.RegionInfo.RegionSettings.BlockFly)
138 flags |= RegionFlags.NoFly;
139 if (Scene.RegionInfo.RegionSettings.RestrictPushing)
140 flags |= RegionFlags.RestrictPushObject;
141 if (Scene.RegionInfo.RegionSettings.AllowLandJoinDivide)
142 flags |= RegionFlags.AllowParcelChanges;
143 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
144 flags |= RegionFlags.BlockParcelSearch;
145
146 if (Scene.RegionInfo.RegionSettings.FixedSun)
147 flags |= RegionFlags.SunFixed;
148 if (Scene.RegionInfo.RegionSettings.Sandbox)
149 flags |= RegionFlags.Sandbox;
150 if (Scene.RegionInfo.EstateSettings.AllowVoice)
151 flags |= RegionFlags.AllowVoice;
152 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
153 flags |= RegionFlags.AllowLandmark;
154 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
155 flags |= RegionFlags.AllowSetHome;
156 if (Scene.RegionInfo.EstateSettings.BlockDwell)
157 flags |= RegionFlags.BlockDwell;
158 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
159 flags |= RegionFlags.ResetHomeOnTeleport;
160
161
162 // TODO: SkipUpdateInterestList
163
164 // Omitted
165 //
166 // Omitted: NullLayer (what is that?)
167 // Omitted: SkipAgentAction (what does it do?)
168
169 return (uint)flags;
170 }
171
172 public bool IsManager(UUID avatarID)
173 {
174 if (avatarID == Scene.RegionInfo.EstateSettings.EstateOwner)
175 return true;
176
177 List<UUID> ems = new List<UUID>(Scene.RegionInfo.EstateSettings.EstateManagers);
178 if (ems.Contains(avatarID))
179 return true;
180
181 return false;
182 }
183
184 public void sendRegionHandshakeToAll()
185 {
186 Scene.ForEachClient(sendRegionHandshake);
187 }
188
189 public void TriggerEstateInfoChange()
190 {
191 ChangeDelegate change = OnEstateInfoChange;
192
193 if (change != null)
194 change(Scene.RegionInfo.RegionID);
195 }
196
197 public void TriggerRegionInfoChange()
198 {
199 m_regionChangeTimer.Stop();
200 m_regionChangeTimer.Start();
201
202 ChangeDelegate change = OnRegionInfoChange;
203
204 if (change != null)
205 change(Scene.RegionInfo.RegionID);
206 }
207
208 public void setEstateTerrainBaseTexture(int level, UUID texture)
209 {
210 setEstateTerrainBaseTexture(null, level, texture);
211 sendRegionHandshakeToAll();
212 }
213
214 public void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue)
215 {
216 setEstateTerrainTextureHeights(null, corner, lowValue, highValue);
217 }
218
219 public bool IsTerrainXfer(ulong xferID)
220 {
221 lock (this)
222 {
223 if (TerrainUploader == null)
224 return false;
225 else
226 return TerrainUploader.XferID == xferID;
227 }
228 }
229
230 public string SetEstateOwner(int estateID, UserAccount account)
231 {
232 string response;
233
234 // get the current settings from DB
235 EstateSettings dbSettings = Scene.EstateDataService.LoadEstateSettings(estateID);
236 if (dbSettings.EstateID == 0)
237 {
238 response = String.Format("No estate found with ID {0}", estateID);
239 }
240 else if (account.PrincipalID == dbSettings.EstateOwner)
241 {
242 response = String.Format("Estate already belongs to {0} ({1} {2})", account.PrincipalID, account.FirstName, account.LastName);
243 }
244 else
245 {
246 dbSettings.EstateOwner = account.PrincipalID;
247 dbSettings.Save();
248 response = String.Empty;
249
250 // make sure there's a log entry to document the change
251 m_log.InfoFormat("[ESTATE]: Estate Owner for {0} changed to {1} ({2} {3})", dbSettings.EstateName,
252 account.PrincipalID, account.FirstName, account.LastName);
253
254 TriggerEstateInfoChange();
255 sendRegionHandshakeToAll();
256 }
257 return response;
258 }
259
260 public string SetEstateName(int estateID, string newName)
261 {
262 string response;
263
264 // get the current settings from DB
265 EstateSettings dbSettings = Scene.EstateDataService.LoadEstateSettings(estateID);
266
267 if (dbSettings.EstateID == 0)
268 {
269 response = String.Format("No estate found with ID {0}", estateID);
270 }
271 else if (newName == dbSettings.EstateName)
272 {
273 response = String.Format("Estate {0} is already named \"{1}\"", estateID, newName);
274 }
275 else
276 {
277 List<int> estates = Scene.EstateDataService.GetEstates(newName);
278 if (estates.Count() > 0)
279 {
280 response = String.Format("An estate named \"{0}\" already exists.", newName);
281 }
282 else
283 {
284 string oldName = dbSettings.EstateName;
285 dbSettings.EstateName = newName;
286 dbSettings.Save();
287 response = String.Empty;
288
289 // make sure there's a log entry to document the change
290 m_log.InfoFormat("[ESTATE]: Estate {0} renamed from \"{1}\" to \"{2}\"", estateID, oldName, newName);
291
292 TriggerEstateInfoChange();
293 sendRegionHandshakeToAll();
294 }
295 }
296 return response;
297 }
298
299 #endregion
300
120 #region Packet Data Responders 301 #region Packet Data Responders
121 302
122 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice) 303 private void clientSendDetailedEstateData(IClientAPI remote_client, UUID invoice)
@@ -224,12 +405,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
224 sendRegionInfoPacketToAll(); 405 sendRegionInfoPacketToAll();
225 } 406 }
226 407
227 public void setEstateTerrainBaseTexture(int level, UUID texture)
228 {
229 setEstateTerrainBaseTexture(null, level, texture);
230 sendRegionHandshakeToAll();
231 }
232
233 public void setEstateTerrainBaseTexture(IClientAPI remoteClient, int level, UUID texture) 408 public void setEstateTerrainBaseTexture(IClientAPI remoteClient, int level, UUID texture)
234 { 409 {
235 if (texture == UUID.Zero) 410 if (texture == UUID.Zero)
@@ -256,11 +431,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
256 sendRegionInfoPacketToAll(); 431 sendRegionInfoPacketToAll();
257 } 432 }
258 433
259 public void setEstateTerrainTextureHeights(int corner, float lowValue, float highValue)
260 {
261 setEstateTerrainTextureHeights(null, corner, lowValue, highValue);
262 }
263
264 public void setEstateTerrainTextureHeights(IClientAPI client, int corner, float lowValue, float highValue) 434 public void setEstateTerrainTextureHeights(IClientAPI client, int corner, float lowValue, float highValue)
265 { 435 {
266 switch (corner) 436 switch (corner)
@@ -925,17 +1095,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
925 } 1095 }
926 } 1096 }
927 1097
928 public bool IsTerrainXfer(ulong xferID)
929 {
930 lock (this)
931 {
932 if (TerrainUploader == null)
933 return false;
934 else
935 return TerrainUploader.XferID == xferID;
936 }
937 }
938
939 private void handleTerrainRequest(IClientAPI remote_client, string clientFileName) 1098 private void handleTerrainRequest(IClientAPI remote_client, string clientFileName)
940 { 1099 {
941 // Save terrain here 1100 // Save terrain here
@@ -1117,11 +1276,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
1117 remoteClient.SendRegionHandshake(Scene.RegionInfo,args); 1276 remoteClient.SendRegionHandshake(Scene.RegionInfo,args);
1118 } 1277 }
1119 1278
1120 public void sendRegionHandshakeToAll()
1121 {
1122 Scene.ForEachClient(sendRegionHandshake);
1123 }
1124
1125 public void handleEstateChangeInfo(IClientAPI remoteClient, UUID invoice, UUID senderID, UInt32 parms1, UInt32 parms2) 1279 public void handleEstateChangeInfo(IClientAPI remoteClient, UUID invoice, UUID senderID, UInt32 parms1, UInt32 parms2)
1126 { 1280 {
1127 if (parms2 == 0) 1281 if (parms2 == 0)
@@ -1203,31 +1357,8 @@ namespace OpenSim.Region.CoreModules.World.Estate
1203 sendRegionInfoPacketToAll(); 1357 sendRegionInfoPacketToAll();
1204 } 1358 }
1205 1359
1206 public string setEstateOwner(int estateID, UserAccount account)
1207 {
1208 string response;
1209 1360
1210 // get the current settings from DB 1361 #endregion
1211 EstateSettings dbSettings = Scene.EstateDataService.LoadEstateSettings(estateID);
1212 if(account.PrincipalID != dbSettings.EstateOwner) {
1213 dbSettings.EstateOwner = account.PrincipalID;
1214 dbSettings.Save();
1215 response = String.Format("Estate owner changed to {0} ({1} {2})", account.PrincipalID, account.FirstName, account.LastName);
1216
1217 // make sure there's a log entry to document the change
1218 m_log.InfoFormat("[ESTATE]: Estate Owner for {0} changed to {1} ({2} {3})", dbSettings.EstateName,
1219 account.PrincipalID, account.FirstName, account.LastName);
1220
1221 TriggerEstateInfoChange();
1222 }
1223 else
1224 {
1225 response = String.Format("Estate already belongs to {0} ({1} {2})", account.PrincipalID, account.FirstName, account.LastName);
1226 }
1227 return response;
1228 }
1229
1230 #endregion
1231 1362
1232 private void EventManager_OnNewClient(IClientAPI client) 1363 private void EventManager_OnNewClient(IClientAPI client)
1233 { 1364 {
@@ -1257,60 +1388,7 @@ namespace OpenSim.Region.CoreModules.World.Estate
1257 sendRegionHandshake(client); 1388 sendRegionHandshake(client);
1258 } 1389 }
1259 1390
1260 public uint GetRegionFlags() 1391 private uint GetEstateFlags()
1261 {
1262 RegionFlags flags = RegionFlags.None;
1263
1264 // Fully implemented
1265 //
1266 if (Scene.RegionInfo.RegionSettings.AllowDamage)
1267 flags |= RegionFlags.AllowDamage;
1268 if (Scene.RegionInfo.RegionSettings.BlockTerraform)
1269 flags |= RegionFlags.BlockTerraform;
1270 if (!Scene.RegionInfo.RegionSettings.AllowLandResell)
1271 flags |= RegionFlags.BlockLandResell;
1272 if (Scene.RegionInfo.RegionSettings.DisableCollisions)
1273 flags |= RegionFlags.SkipCollisions;
1274 if (Scene.RegionInfo.RegionSettings.DisableScripts)
1275 flags |= RegionFlags.SkipScripts;
1276 if (Scene.RegionInfo.RegionSettings.DisablePhysics)
1277 flags |= RegionFlags.SkipPhysics;
1278 if (Scene.RegionInfo.RegionSettings.BlockFly)
1279 flags |= RegionFlags.NoFly;
1280 if (Scene.RegionInfo.RegionSettings.RestrictPushing)
1281 flags |= RegionFlags.RestrictPushObject;
1282 if (Scene.RegionInfo.RegionSettings.AllowLandJoinDivide)
1283 flags |= RegionFlags.AllowParcelChanges;
1284 if (Scene.RegionInfo.RegionSettings.BlockShowInSearch)
1285 flags |= RegionFlags.BlockParcelSearch;
1286
1287 if (Scene.RegionInfo.RegionSettings.FixedSun)
1288 flags |= RegionFlags.SunFixed;
1289 if (Scene.RegionInfo.RegionSettings.Sandbox)
1290 flags |= RegionFlags.Sandbox;
1291 if (Scene.RegionInfo.EstateSettings.AllowVoice)
1292 flags |= RegionFlags.AllowVoice;
1293 if (Scene.RegionInfo.EstateSettings.AllowLandmark)
1294 flags |= RegionFlags.AllowLandmark;
1295 if (Scene.RegionInfo.EstateSettings.AllowSetHome)
1296 flags |= RegionFlags.AllowSetHome;
1297 if (Scene.RegionInfo.EstateSettings.BlockDwell)
1298 flags |= RegionFlags.BlockDwell;
1299 if (Scene.RegionInfo.EstateSettings.ResetHomeOnTeleport)
1300 flags |= RegionFlags.ResetHomeOnTeleport;
1301
1302
1303 // TODO: SkipUpdateInterestList
1304
1305 // Omitted
1306 //
1307 // Omitted: NullLayer (what is that?)
1308 // Omitted: SkipAgentAction (what does it do?)
1309
1310 return (uint)flags;
1311 }
1312
1313 public uint GetEstateFlags()
1314 { 1392 {
1315 RegionFlags flags = RegionFlags.None; 1393 RegionFlags flags = RegionFlags.None;
1316 1394
@@ -1351,37 +1429,6 @@ namespace OpenSim.Region.CoreModules.World.Estate
1351 return (uint)flags; 1429 return (uint)flags;
1352 } 1430 }
1353 1431
1354 public bool IsManager(UUID avatarID)
1355 {
1356 if (avatarID == Scene.RegionInfo.EstateSettings.EstateOwner)
1357 return true;
1358
1359 List<UUID> ems = new List<UUID>(Scene.RegionInfo.EstateSettings.EstateManagers);
1360 if (ems.Contains(avatarID))
1361 return true;
1362
1363 return false;
1364 }
1365
1366 public void TriggerRegionInfoChange()
1367 {
1368 m_regionChangeTimer.Stop();
1369 m_regionChangeTimer.Start();
1370
1371 ChangeDelegate change = OnRegionInfoChange;
1372
1373 if (change != null)
1374 change(Scene.RegionInfo.RegionID);
1375 }
1376
1377 public void TriggerEstateInfoChange()
1378 {
1379 ChangeDelegate change = OnEstateInfoChange;
1380
1381 if (change != null)
1382 change(Scene.RegionInfo.RegionID);
1383 }
1384
1385 public void TriggerEstateMessage(UUID fromID, string fromName, string message) 1432 public void TriggerEstateMessage(UUID fromID, string fromName, string message)
1386 { 1433 {
1387 MessageDelegate onmessage = OnEstateMessage; 1434 MessageDelegate onmessage = OnEstateMessage;