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authorUbitUmarov2014-07-29 01:24:43 +0100
committerUbitUmarov2014-07-29 01:24:43 +0100
commit6b0521d3c91f4ca6f87734748df553663cbc3e87 (patch)
treef4f2baae17196ca7faa62f1bceffaaed6eb75ba2 /OpenSim/Region/CoreModules/World
parentchange parcel overlay bytes adding LocalSound.. changed others also NEEDS (diff)
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fix the mess about exclusive fields and flags on land overlay
Diffstat (limited to 'OpenSim/Region/CoreModules/World')
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandChannel.cs14
-rw-r--r--OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs51
2 files changed, 34 insertions, 31 deletions
diff --git a/OpenSim/Region/CoreModules/World/Land/LandChannel.cs b/OpenSim/Region/CoreModules/World/Land/LandChannel.cs
index faaf41c..beb0a24 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandChannel.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandChannel.cs
@@ -50,8 +50,9 @@ namespace OpenSim.Region.CoreModules.World.Land
50 public const int LAND_SELECT_OBJECTS_GROUP = 4; 50 public const int LAND_SELECT_OBJECTS_GROUP = 4;
51 public const int LAND_SELECT_OBJECTS_OTHER = 8; 51 public const int LAND_SELECT_OBJECTS_OTHER = 8;
52 52
53 53
54 public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000 54 public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000
55 // types 1 to 7 are exclusive
55 public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001 56 public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001
56 public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010 57 public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010
57 public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011 58 public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011
@@ -59,11 +60,12 @@ namespace OpenSim.Region.CoreModules.World.Land
59 public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101 60 public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101
60 public const byte LAND_TYPE_unused6 = 6; 61 public const byte LAND_TYPE_unused6 = 6;
61 public const byte LAND_TYPE_unused7 = 7; 62 public const byte LAND_TYPE_unused7 = 7;
62 public const byte LAND_TYPE_unused8 = 8; 63 // next are flags
63 public const byte LAND_TYPE_HIDEAVATARS = 0x10; 64 public const byte LAND_FLAG_unused8 = 0x08; // this may become excluside in future
64 public const byte LAND_TYPE_LOCALSOUND = 0x20; 65 public const byte LAND_FLAG_HIDEAVATARS = 0x10;
65 public const byte LAND_TYPE_PROPERTY_BORDER_WEST = 0x40; //Equals 01000000 66 public const byte LAND_FLAG_LOCALSOUND = 0x20;
66 public const byte LAND_TYPE_PROPERTY_BORDER_SOUTH = 0x80; //Equals 10000000 67 public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 0x40; //Equals 01000000
68 public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 0x80; //Equals 10000000
67 69
68 70
69 //These are other constants. Yay! 71 //These are other constants. Yay!
diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
index 834448c..173dcd5 100644
--- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
+++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
@@ -1040,38 +1040,37 @@ namespace OpenSim.Region.CoreModules.World.Land
1040 1040
1041 if (currentParcelBlock != null) 1041 if (currentParcelBlock != null)
1042 { 1042 {
1043 if (currentParcelBlock.LandData.OwnerID == UUID.Zero) 1043 // types
1044 { 1044 if (currentParcelBlock.LandData.OwnerID == remote_client.AgentId)
1045 //Public Flag
1046 tempByte |= (byte)LandChannel.LAND_TYPE_PUBLIC; // this does nothing
1047 }
1048 else if (currentParcelBlock.LandData.OwnerID == remote_client.AgentId)
1049 { 1045 {
1050 //Owner Flag 1046 //Owner Flag
1051 tempByte |= (byte)LandChannel.LAND_TYPE_OWNED_BY_REQUESTER; 1047 tempByte |= (byte)LandChannel.LAND_TYPE_OWNED_BY_REQUESTER;
1052 } 1048 }
1053 else 1049 else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1054 {
1055 //Other Flag
1056 tempByte |= (byte)LandChannel.LAND_TYPE_OWNED_BY_OTHER;
1057 }
1058
1059 if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
1060 { 1050 {
1061 tempByte |= (byte)LandChannel.LAND_TYPE_OWNED_BY_GROUP; 1051 tempByte |= (byte)LandChannel.LAND_TYPE_OWNED_BY_GROUP;
1062 } 1052 }
1063 1053 else if (currentParcelBlock.LandData.SalePrice > 0 &&
1064 if (currentParcelBlock.LandData.SalePrice > 0 &&
1065 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero || 1054 (currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
1066 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId)) 1055 currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
1067 { 1056 {
1068 //Sale Flag 1057 //Sale type
1069 tempByte |= (byte)LandChannel.LAND_TYPE_IS_FOR_SALE; 1058 tempByte |= (byte)LandChannel.LAND_TYPE_IS_FOR_SALE;
1070 } 1059 }
1060 else if(currentParcelBlock.LandData.OwnerID == UUID.Zero)
1061 {
1062 //Public type
1063 tempByte |= (byte)LandChannel.LAND_TYPE_PUBLIC; // this does nothing, its zero
1064 }
1065// LAND_TYPE_IS_BEING_AUCTIONED still unsuported
1066 else
1067 {
1068 //Other Flag
1069 tempByte |= (byte)LandChannel.LAND_TYPE_OWNED_BY_OTHER;
1070 }
1071 1071
1072 // LAND_TYPE_IS_BEING_AUCTIONED not suported? 1072 // now flags
1073 1073 // border control
1074 //Now for border control
1075 1074
1076 ILandObject westParcel = null; 1075 ILandObject westParcel = null;
1077 ILandObject southParcel = null; 1076 ILandObject southParcel = null;
@@ -1086,27 +1085,29 @@ namespace OpenSim.Region.CoreModules.World.Land
1086 1085
1087 if (x == 0) 1086 if (x == 0)
1088 { 1087 {
1089 tempByte |= (byte)LandChannel.LAND_TYPE_PROPERTY_BORDER_WEST; 1088 tempByte |= (byte)LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST;
1090 } 1089 }
1091 else if (westParcel != null && westParcel != currentParcelBlock) 1090 else if (westParcel != null && westParcel != currentParcelBlock)
1092 { 1091 {
1093 tempByte |= (byte)LandChannel.LAND_TYPE_PROPERTY_BORDER_WEST; 1092 tempByte |= (byte)LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST;
1094 } 1093 }
1095 1094
1096 if (y == 0) 1095 if (y == 0)
1097 { 1096 {
1098 tempByte |= (byte)LandChannel.LAND_TYPE_PROPERTY_BORDER_SOUTH; 1097 tempByte |= (byte)LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH;
1099 } 1098 }
1100 else if (southParcel != null && southParcel != currentParcelBlock) 1099 else if (southParcel != null && southParcel != currentParcelBlock)
1101 { 1100 {
1102 tempByte |= (byte)LandChannel.LAND_TYPE_PROPERTY_BORDER_SOUTH; 1101 tempByte |= (byte)LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH;
1103 } 1102 }
1104 1103
1104 // local sound
1105 if ((currentParcelBlock.LandData.Flags & (uint)ParcelFlags.SoundLocal) != 0) 1105 if ((currentParcelBlock.LandData.Flags & (uint)ParcelFlags.SoundLocal) != 0)
1106 tempByte |= (byte)LandChannel.LAND_TYPE_LOCALSOUND; 1106 tempByte |= (byte)LandChannel.LAND_FLAG_LOCALSOUND;
1107 1107
1108 // hide avatars
1108// if ((currentParcelBlock.LandData.Flags & (uint)ParcelFlags.???hideavatar) != 0) 1109// if ((currentParcelBlock.LandData.Flags & (uint)ParcelFlags.???hideavatar) != 0)
1109// tempByte |= (byte)LandChannel.LAND_TYPE_HIDEAVATARS; 1110// tempByte |= (byte)LandChannel.LAND_FLAG_HIDEAVATARS;
1110 1111
1111 1112
1112 byteArray[byteArrayCount] = tempByte; 1113 byteArray[byteArrayCount] = tempByte;