From 31cec30aa0a589f622635c689b08c2e026898556 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Fri, 30 Nov 2007 04:54:15 +0000 Subject: * 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. --- OpenSim/Region/ClientStack/RegionApplicationBase.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/ClientStack') 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 return physicsPluginManager.GetPhysicsScene(engine, meshEngine); } - protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer) + protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions) { AgentCircuitManager circuitManager = new AgentCircuitManager(); udpServer = new UDPServer(regionInfo.InternalEndPoint.Port, m_assetCache, m_log, circuitManager); @@ -146,7 +146,8 @@ namespace OpenSim.Region.ClientStack } scene.LandManager.resetSimLandObjects(); - scene.LoadPrimsFromStorage(); + + scene.LoadPrimsFromStorage(m_permissions); scene.performParcelPrimCountUpdate(); scene.StartTimer(); -- cgit v1.1