From 74bb5282a09ec095a7ff810c62f79cc64e187686 Mon Sep 17 00:00:00 2001
From: Sean Dague
Date: Mon, 30 Jul 2007 20:11:40 +0000
Subject: mass update of files to have native line endings
---
.../Environment/LandManagement/LandManager.cs | 1234 ++++++++++----------
1 file changed, 617 insertions(+), 617 deletions(-)
(limited to 'OpenSim/Region/Environment/LandManagement/LandManager.cs')
diff --git a/OpenSim/Region/Environment/LandManagement/LandManager.cs b/OpenSim/Region/Environment/LandManagement/LandManager.cs
index 8c359fc..f759934 100644
--- a/OpenSim/Region/Environment/LandManagement/LandManager.cs
+++ b/OpenSim/Region/Environment/LandManagement/LandManager.cs
@@ -1,617 +1,617 @@
-/*
-* Copyright (c) Contributors, http://www.openmetaverse.org/
-* See CONTRIBUTORS.TXT for a full list of copyright holders.
-*
-* Redistribution and use in source and binary forms, with or without
-* modification, are permitted provided that the following conditions are met:
-* * Redistributions of source code must retain the above copyright
-* notice, this list of conditions and the following disclaimer.
-* * Redistributions in binary form must reproduce the above copyright
-* notice, this list of conditions and the following disclaimer in the
-* documentation and/or other materials provided with the distribution.
-* * Neither the name of the OpenSim Project nor the
-* names of its contributors may be used to endorse or promote products
-* derived from this software without specific prior written permission.
-*
-* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
-* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
-* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
-* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
-* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
-* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
-* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
-* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
-* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
-* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-*
-*/
-using System;
-using System.Collections.Generic;
-using libsecondlife;
-using libsecondlife.Packets;
-using OpenSim.Framework.Interfaces;
-using OpenSim.Framework.Types;
-using OpenSim.Region.Environment.Scenes;
-
-namespace OpenSim.Region.Environment.LandManagement
-{
-
-
- #region LandManager Class
- ///
- /// Handles Land objects and operations requiring information from other Land objects (divide, join, etc)
- ///
- public class LandManager : ILocalStorageLandObjectReceiver
- {
-
- #region Constants
- //Land types set with flags in ParcelOverlay.
- //Only one of these can be used.
- public const byte LAND_TYPE_PUBLIC = (byte)0; //Equals 00000000
- public const byte LAND_TYPE_OWNED_BY_OTHER = (byte)1; //Equals 00000001
- public const byte LAND_TYPE_OWNED_BY_GROUP = (byte)2; //Equals 00000010
- public const byte LAND_TYPE_OWNED_BY_REQUESTER = (byte)3; //Equals 00000011
- public const byte LAND_TYPE_IS_FOR_SALE = (byte)4; //Equals 00000100
- public const byte LAND_TYPE_IS_BEING_AUCTIONED = (byte)5; //Equals 00000101
-
-
- //Flags that when set, a border on the given side will be placed
- //NOTE: North and East is assumable by the west and south sides (if land to east has a west border, then I have an east border; etc)
- //This took forever to figure out -- jeesh. /blame LL for even having to send these
- public const byte LAND_FLAG_PROPERTY_BORDER_WEST = (byte)64; //Equals 01000000
- public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = (byte)128; //Equals 10000000
-
- //RequestResults (I think these are right, they seem to work):
- public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land
- public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
-
- //ParcelSelectObjects
- public const int LAND_SELECT_OBJECTS_OWNER = 2;
- public const int LAND_SELECT_OBJECTS_GROUP = 4;
- public const int LAND_SELECT_OBJECTS_OTHER = 8;
-
-
- //These are other constants. Yay!
- public const int START_LAND_LOCAL_ID = 1;
- #endregion
-
- #region Member Variables
- public Dictionary landList = new Dictionary();
- private int lastLandLocalID = START_LAND_LOCAL_ID - 1;
- private int[,] landIDList = new int[64, 64];
-
- ///
- /// Set to true when a prim is moved, created, added. Performs a prim count update
- ///
- public bool landPrimCountTainted = false;
-
- private Scene m_scene;
- private RegionInfo m_regInfo;
-
- #endregion
-
- #region Constructors
- public LandManager(Scene scene, RegionInfo reginfo)
- {
-
- m_scene = scene;
- m_regInfo = reginfo;
- landIDList.Initialize();
-
- }
- #endregion
-
- #region Member Functions
-
- #region Parcel From Storage Functions
- public void LandFromStorage(LandData data)
- {
- Land new_land = new Land(data.ownerID, data.isGroupOwned, m_scene);
- new_land.landData = data.Copy();
- new_land.setLandBitmapFromByteArray();
- addLandObject(new_land);
-
- }
-
- public void NoLandDataFromStorage()
- {
- resetSimLandObjects();
- }
- #endregion
-
- #region Parcel Add/Remove/Get/Create
- ///
- /// Creates a basic Parcel object without an owner (a zeroed key)
- ///
- ///
- public Land createBaseLand()
- {
- return new Land(new LLUUID(), false, m_scene);
- }
-
- ///
- /// Adds a land object to the stored list and adds them to the landIDList to what they own
- ///
- /// The land object being added
- public Land addLandObject(Land new_land)
- {
- lastLandLocalID++;
- new_land.landData.localID = lastLandLocalID;
- landList.Add(lastLandLocalID, new_land.Copy());
-
-
- bool[,] landBitmap = new_land.getLandBitmap();
- int x, y;
- for (x = 0; x < 64; x++)
- {
- for (y = 0; y < 64; y++)
- {
- if (landBitmap[x, y])
- {
- landIDList[x, y] = lastLandLocalID;
- }
- }
- }
- landList[lastLandLocalID].forceUpdateLandInfo();
-
- return new_land;
-
- }
- ///
- /// Removes a land object from the list. Will not remove if local_id is still owning an area in landIDList
- ///
- /// Land.localID of the peice of land to remove.
- public void removeLandObject(int local_id)
- {
- int x, y;
- for (x = 0; x < 64; x++)
- {
- for (y = 0; y < 64; y++)
- {
- if (landIDList[x, y] == local_id)
- {
- throw new Exception("Could not remove land object. Still being used at " + x + ", " + y);
- }
- }
- }
- // TODO: Put event here for storage manager to bind to.
- landList.Remove(local_id);
- }
-
- private void performFinalLandJoin(Land master, Land slave)
- {
- int x, y;
- bool[,] landBitmapSlave = slave.getLandBitmap();
- for (x = 0; x < 64; x++)
- {
- for (y = 0; y < 64; y++)
- {
- if (landBitmapSlave[x, y])
- {
- landIDList[x, y] = master.landData.localID;
- }
- }
- }
- removeLandObject(slave.landData.localID);
- }
- ///
- /// Get the land object at the specified point
- ///
- /// Value between 0 - 256 on the x axis of the point
- /// Value between 0 - 256 on the y axis of the point
- /// Land object at the point supplied
- public Land getLandObject(float x_float, float y_float)
- {
- int x = Convert.ToInt32(Math.Floor(Convert.ToDecimal(x_float) / Convert.ToDecimal(4.0)));
- int y = Convert.ToInt32(Math.Floor(Convert.ToDecimal(y_float) / Convert.ToDecimal(4.0)));
-
- if (x > 63 || y > 63 || x < 0 || y < 0)
- {
- throw new Exception("Error: Parcel not found at point " + x + ", " + y);
- }
- else
- {
- // Console.WriteLine("Point (" + x + ", " + y + ") determined from point (" + x_float + ", " + y_float + ")");
- return landList[landIDList[x, y]];
- }
- }
-
- public Land getLandObject(int x, int y)
- {
- if (x > 256 || y > 256 || x < 0 || y < 0)
- {
- throw new Exception("Error: Parcel not found at point " + x + ", " + y);
- }
- else
- {
- return landList[landIDList[x / 4, y / 4]];
- }
- }
- #endregion
-
- #region Parcel Modification
- ///
- /// Subdivides a piece of land
- ///
- /// West Point
- /// South Point
- /// East Point
- /// North Point
- /// LLUUID of user who is trying to subdivide
- /// Returns true if successful
- private bool subdivide(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
- {
-
- //First, lets loop through the points and make sure they are all in the same peice of land
- //Get the land object at start
- Land startLandObject = getLandObject(start_x, start_y);
- if (startLandObject == null) return false; //No such land object at the beginning
-
- //Loop through the points
- try
- {
- int totalX = end_x - start_x;
- int totalY = end_y - start_y;
- int x, y;
- for (y = 0; y < totalY; y++)
- {
- for (x = 0; x < totalX; x++)
- {
- Land tempLandObject = getLandObject(start_x + x, start_y + y);
- if (tempLandObject == null) return false; //No such land object at that point
- if (tempLandObject != startLandObject) return false; //Subdividing over 2 land objects; no-no
- }
- }
- }
- catch (Exception)
- {
- return false; //Exception. For now, lets skip subdivision
- }
-
- //If we are still here, then they are subdividing within one piece of land
- //Check owner
- if (startLandObject.landData.ownerID != attempting_user_id)
- {
- return false; //They cant do this!
- }
-
- //Lets create a new land object with bitmap activated at that point (keeping the old land objects info)
- Land newLand = startLandObject.Copy();
- newLand.landData.landName = "Subdivision of " + newLand.landData.landName;
- newLand.landData.globalID = LLUUID.Random();
-
- newLand.setLandBitmap(Land.getSquareLandBitmap(start_x, start_y, end_x, end_y));
-
- //Now, lets set the subdivision area of the original to false
- int startLandObjectIndex = startLandObject.landData.localID;
- landList[startLandObjectIndex].setLandBitmap(Land.modifyLandBitmapSquare(startLandObject.getLandBitmap(), start_x, start_y, end_x, end_y, false));
- landList[startLandObjectIndex].forceUpdateLandInfo();
-
-
- this.setPrimsTainted();
-
- //Now add the new land object
- Land result = addLandObject(newLand);
- result.sendLandUpdateToAvatarsOverMe();
-
-
-
-
- return true;
- }
- ///
- /// Join 2 land objects together
- ///
- /// x value in first piece of land
- /// y value in first piece of land
- /// x value in second peice of land
- /// y value in second peice of land
- /// LLUUID of the avatar trying to join the land objects
- /// Returns true if successful
- private bool join(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
- {
- end_x -= 4;
- end_y -= 4;
-
- List selectedLandObjects = new List();
- int stepXSelected = 0;
- int stepYSelected = 0;
- for (stepYSelected = start_y; stepYSelected <= end_y; stepYSelected += 4)
- {
- for (stepXSelected = start_x; stepXSelected <= end_x; stepXSelected += 4)
- {
- Land p = getLandObject(stepXSelected,stepYSelected);
- if (!selectedLandObjects.Contains(p))
- {
- selectedLandObjects.Add(p);
- }
- }
- }
- Land masterLandObject = selectedLandObjects[0];
- selectedLandObjects.RemoveAt(0);
-
-
- if (selectedLandObjects.Count < 1)
- {
- return false; //Only one piece of land selected
- }
- if (masterLandObject.landData.ownerID != attempting_user_id)
- {
- return false; //Not the same owner
- }
- foreach (Land p in selectedLandObjects)
- {
- if (p.landData.ownerID != masterLandObject.landData.ownerID)
- {
- return false; //Over multiple users. TODO: make this just ignore this piece of land?
- }
- }
- foreach (Land slaveLandObject in selectedLandObjects)
- {
- landList[masterLandObject.landData.localID].setLandBitmap(Land.mergeLandBitmaps(masterLandObject.getLandBitmap(), slaveLandObject.getLandBitmap()));
- performFinalLandJoin(masterLandObject, slaveLandObject);
- }
-
-
- this.setPrimsTainted();
-
- masterLandObject.sendLandUpdateToAvatarsOverMe();
-
- return true;
-
-
-
- }
- #endregion
-
- #region Parcel Updating
- ///
- /// Where we send the ParcelOverlay packet to the client
- ///
- /// The object representing the client
- public void sendParcelOverlay(IClientAPI remote_client)
- {
- const int LAND_BLOCKS_PER_PACKET = 1024;
- int x, y = 0;
- byte[] byteArray = new byte[LAND_BLOCKS_PER_PACKET];
- int byteArrayCount = 0;
- int sequenceID = 0;
- ParcelOverlayPacket packet;
-
- for (y = 0; y < 64; y++)
- {
- for (x = 0; x < 64; x++)
- {
- byte tempByte = (byte)0; //This represents the byte for the current 4x4
- Land currentParcelBlock = getLandObject(x * 4, y * 4);
-
- if (currentParcelBlock.landData.ownerID == remote_client.AgentId)
- {
- //Owner Flag
- tempByte = Convert.ToByte(tempByte | LAND_TYPE_OWNED_BY_REQUESTER);
- }
- else if (currentParcelBlock.landData.salePrice > 0 && (currentParcelBlock.landData.authBuyerID == LLUUID.Zero || currentParcelBlock.landData.authBuyerID == remote_client.AgentId))
- {
- //Sale Flag
- tempByte = Convert.ToByte(tempByte | LAND_TYPE_IS_FOR_SALE);
- }
- else if (currentParcelBlock.landData.ownerID == LLUUID.Zero)
- {
- //Public Flag
- tempByte = Convert.ToByte(tempByte | LAND_TYPE_PUBLIC);
- }
- else
- {
- //Other Flag
- tempByte = Convert.ToByte(tempByte | LAND_TYPE_OWNED_BY_OTHER);
- }
-
-
- //Now for border control
- if (x == 0)
- {
- tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
- }
- else if (getLandObject((x - 1) * 4, y * 4) != currentParcelBlock)
- {
- tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
- }
-
- if (y == 0)
- {
- tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
- }
- else if (getLandObject(x * 4, (y - 1) * 4) != currentParcelBlock)
- {
- tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
- }
-
- byteArray[byteArrayCount] = tempByte;
- byteArrayCount++;
- if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
- {
- byteArrayCount = 0;
- packet = new ParcelOverlayPacket();
- packet.ParcelData.Data = byteArray;
- packet.ParcelData.SequenceID = sequenceID;
- remote_client.OutPacket((Packet)packet);
- sequenceID++;
- byteArray = new byte[LAND_BLOCKS_PER_PACKET];
- }
- }
- }
-
-
- }
-
- public void handleParcelPropertiesRequest(int start_x, int start_y, int end_x, int end_y, int sequence_id, bool snap_selection, IClientAPI remote_client)
- {
- //Get the land objects within the bounds
- List temp = new List();
- int x, y, i;
- int inc_x = end_x - start_x;
- int inc_y = end_y - start_y;
- for (x = 0; x < inc_x; x++)
- {
- for (y = 0; y < inc_y; y++)
- {
- Land currentParcel = getLandObject(start_x + x, start_y + y);
- if (!temp.Contains(currentParcel))
- {
- currentParcel.forceUpdateLandInfo();
- temp.Add(currentParcel);
- }
- }
- }
-
- int requestResult = LAND_RESULT_SINGLE;
- if (temp.Count > 1)
- {
- requestResult = LAND_RESULT_MULTIPLE;
- }
-
- for (i = 0; i < temp.Count; i++)
- {
- temp[i].sendLandProperties(sequence_id, snap_selection, requestResult, remote_client);
- }
-
-
- sendParcelOverlay(remote_client);
- }
-
- public void handleParcelPropertiesUpdateRequest(ParcelPropertiesUpdatePacket packet, IClientAPI remote_client)
- {
- if (landList.ContainsKey(packet.ParcelData.LocalID))
- {
- landList[packet.ParcelData.LocalID].updateLandProperties(packet, remote_client);
- }
- }
- public void handleParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
- {
- subdivide(west, south, east, north, remote_client.AgentId);
- }
- public void handleParcelJoinRequest(int west, int south, int east, int north, IClientAPI remote_client)
- {
- join(west, south, east, north, remote_client.AgentId);
-
- }
-
- public void handleParcelSelectObjectsRequest(int local_id, int request_type, IClientAPI remote_client)
- {
- landList[local_id].sendForceObjectSelect(local_id, request_type, remote_client);
- }
-
- public void handleParcelObjectOwnersRequest(int local_id, IClientAPI remote_client)
- {
- landList[local_id].sendLandObjectOwners(remote_client);
- }
- #endregion
-
- ///
- /// Resets the sim to the default land object (full sim piece of land owned by the default user)
- ///
- public void resetSimLandObjects()
- {
- //Remove all the land objects in the sim and add a blank, full sim land object set to public
- landList.Clear();
- lastLandLocalID = START_LAND_LOCAL_ID - 1;
- landIDList.Initialize();
-
- Land fullSimParcel = new Land(LLUUID.Zero, false, m_scene);
-
- fullSimParcel.setLandBitmap(Land.getSquareLandBitmap(0, 0, 256, 256));
- fullSimParcel.landData.ownerID = m_regInfo.MasterAvatarAssignedUUID;
-
- addLandObject(fullSimParcel);
-
- }
-
-
- public void handleSignificantClientMovement(IClientAPI remote_client)
- {
- ScenePresence clientAvatar = m_scene.RequestAvatar(remote_client.AgentId);
- if (clientAvatar != null)
- {
- Land over = getLandObject(clientAvatar.Pos.X,clientAvatar.Pos.Y);
- if (over != null)
- {
- over.sendLandProperties(0, false, 0, remote_client);
- }
- }
- }
-
- public void resetAllLandPrimCounts()
- {
- foreach (Land p in landList.Values)
- {
- p.resetLandPrimCounts();
- }
- }
- public void setPrimsTainted()
- {
- this.landPrimCountTainted = true;
- }
-
- public void addPrimToLandPrimCounts(SceneObject obj)
- {
- LLVector3 position = obj.Pos;
- Land landUnderPrim = getLandObject(position.X, position.Y);
- if (landUnderPrim != null)
- {
- landUnderPrim.addPrimToCount(obj);
- }
- }
-
- public void removePrimFromLandPrimCounts(SceneObject obj)
- {
- foreach (Land p in landList.Values)
- {
- p.removePrimFromCount(obj);
- }
- }
-
- public void finalizeLandPrimCountUpdate()
- {
- //Get Simwide prim count for owner
- Dictionary> landOwnersAndParcels = new Dictionary>();
- foreach (Land p in landList.Values)
- {
- if(!landOwnersAndParcels.ContainsKey(p.landData.ownerID))
- {
- List tempList = new List();
- tempList.Add(p);
- landOwnersAndParcels.Add(p.landData.ownerID,tempList);
- }
- else
- {
- landOwnersAndParcels[p.landData.ownerID].Add(p);
- }
- }
-
- foreach (LLUUID owner in landOwnersAndParcels.Keys)
- {
- int simArea = 0;
- int simPrims = 0;
- foreach (Land p in landOwnersAndParcels[owner])
- {
- simArea += p.landData.area;
- simPrims += p.landData.ownerPrims + p.landData.otherPrims + p.landData.groupPrims + p.landData.selectedPrims;
- }
-
- foreach (Land p in landOwnersAndParcels[owner])
- {
- p.landData.simwideArea = simArea;
- p.landData.simwidePrims = simPrims;
- }
- }
-
- }
- #endregion
- }
- #endregion
-
-
-
-
-
-}
+/*
+* Copyright (c) Contributors, http://www.openmetaverse.org/
+* See CONTRIBUTORS.TXT for a full list of copyright holders.
+*
+* Redistribution and use in source and binary forms, with or without
+* modification, are permitted provided that the following conditions are met:
+* * Redistributions of source code must retain the above copyright
+* notice, this list of conditions and the following disclaimer.
+* * Redistributions in binary form must reproduce the above copyright
+* notice, this list of conditions and the following disclaimer in the
+* documentation and/or other materials provided with the distribution.
+* * Neither the name of the OpenSim Project nor the
+* names of its contributors may be used to endorse or promote products
+* derived from this software without specific prior written permission.
+*
+* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY
+* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
+* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
+* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
+* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
+* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
+* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
+* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
+* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+*
+*/
+using System;
+using System.Collections.Generic;
+using libsecondlife;
+using libsecondlife.Packets;
+using OpenSim.Framework.Interfaces;
+using OpenSim.Framework.Types;
+using OpenSim.Region.Environment.Scenes;
+
+namespace OpenSim.Region.Environment.LandManagement
+{
+
+
+ #region LandManager Class
+ ///
+ /// Handles Land objects and operations requiring information from other Land objects (divide, join, etc)
+ ///
+ public class LandManager : ILocalStorageLandObjectReceiver
+ {
+
+ #region Constants
+ //Land types set with flags in ParcelOverlay.
+ //Only one of these can be used.
+ public const byte LAND_TYPE_PUBLIC = (byte)0; //Equals 00000000
+ public const byte LAND_TYPE_OWNED_BY_OTHER = (byte)1; //Equals 00000001
+ public const byte LAND_TYPE_OWNED_BY_GROUP = (byte)2; //Equals 00000010
+ public const byte LAND_TYPE_OWNED_BY_REQUESTER = (byte)3; //Equals 00000011
+ public const byte LAND_TYPE_IS_FOR_SALE = (byte)4; //Equals 00000100
+ public const byte LAND_TYPE_IS_BEING_AUCTIONED = (byte)5; //Equals 00000101
+
+
+ //Flags that when set, a border on the given side will be placed
+ //NOTE: North and East is assumable by the west and south sides (if land to east has a west border, then I have an east border; etc)
+ //This took forever to figure out -- jeesh. /blame LL for even having to send these
+ public const byte LAND_FLAG_PROPERTY_BORDER_WEST = (byte)64; //Equals 01000000
+ public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = (byte)128; //Equals 10000000
+
+ //RequestResults (I think these are right, they seem to work):
+ public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land
+ public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
+
+ //ParcelSelectObjects
+ public const int LAND_SELECT_OBJECTS_OWNER = 2;
+ public const int LAND_SELECT_OBJECTS_GROUP = 4;
+ public const int LAND_SELECT_OBJECTS_OTHER = 8;
+
+
+ //These are other constants. Yay!
+ public const int START_LAND_LOCAL_ID = 1;
+ #endregion
+
+ #region Member Variables
+ public Dictionary landList = new Dictionary();
+ private int lastLandLocalID = START_LAND_LOCAL_ID - 1;
+ private int[,] landIDList = new int[64, 64];
+
+ ///
+ /// Set to true when a prim is moved, created, added. Performs a prim count update
+ ///
+ public bool landPrimCountTainted = false;
+
+ private Scene m_scene;
+ private RegionInfo m_regInfo;
+
+ #endregion
+
+ #region Constructors
+ public LandManager(Scene scene, RegionInfo reginfo)
+ {
+
+ m_scene = scene;
+ m_regInfo = reginfo;
+ landIDList.Initialize();
+
+ }
+ #endregion
+
+ #region Member Functions
+
+ #region Parcel From Storage Functions
+ public void LandFromStorage(LandData data)
+ {
+ Land new_land = new Land(data.ownerID, data.isGroupOwned, m_scene);
+ new_land.landData = data.Copy();
+ new_land.setLandBitmapFromByteArray();
+ addLandObject(new_land);
+
+ }
+
+ public void NoLandDataFromStorage()
+ {
+ resetSimLandObjects();
+ }
+ #endregion
+
+ #region Parcel Add/Remove/Get/Create
+ ///
+ /// Creates a basic Parcel object without an owner (a zeroed key)
+ ///
+ ///
+ public Land createBaseLand()
+ {
+ return new Land(new LLUUID(), false, m_scene);
+ }
+
+ ///
+ /// Adds a land object to the stored list and adds them to the landIDList to what they own
+ ///
+ /// The land object being added
+ public Land addLandObject(Land new_land)
+ {
+ lastLandLocalID++;
+ new_land.landData.localID = lastLandLocalID;
+ landList.Add(lastLandLocalID, new_land.Copy());
+
+
+ bool[,] landBitmap = new_land.getLandBitmap();
+ int x, y;
+ for (x = 0; x < 64; x++)
+ {
+ for (y = 0; y < 64; y++)
+ {
+ if (landBitmap[x, y])
+ {
+ landIDList[x, y] = lastLandLocalID;
+ }
+ }
+ }
+ landList[lastLandLocalID].forceUpdateLandInfo();
+
+ return new_land;
+
+ }
+ ///
+ /// Removes a land object from the list. Will not remove if local_id is still owning an area in landIDList
+ ///
+ /// Land.localID of the peice of land to remove.
+ public void removeLandObject(int local_id)
+ {
+ int x, y;
+ for (x = 0; x < 64; x++)
+ {
+ for (y = 0; y < 64; y++)
+ {
+ if (landIDList[x, y] == local_id)
+ {
+ throw new Exception("Could not remove land object. Still being used at " + x + ", " + y);
+ }
+ }
+ }
+ // TODO: Put event here for storage manager to bind to.
+ landList.Remove(local_id);
+ }
+
+ private void performFinalLandJoin(Land master, Land slave)
+ {
+ int x, y;
+ bool[,] landBitmapSlave = slave.getLandBitmap();
+ for (x = 0; x < 64; x++)
+ {
+ for (y = 0; y < 64; y++)
+ {
+ if (landBitmapSlave[x, y])
+ {
+ landIDList[x, y] = master.landData.localID;
+ }
+ }
+ }
+ removeLandObject(slave.landData.localID);
+ }
+ ///
+ /// Get the land object at the specified point
+ ///
+ /// Value between 0 - 256 on the x axis of the point
+ /// Value between 0 - 256 on the y axis of the point
+ /// Land object at the point supplied
+ public Land getLandObject(float x_float, float y_float)
+ {
+ int x = Convert.ToInt32(Math.Floor(Convert.ToDecimal(x_float) / Convert.ToDecimal(4.0)));
+ int y = Convert.ToInt32(Math.Floor(Convert.ToDecimal(y_float) / Convert.ToDecimal(4.0)));
+
+ if (x > 63 || y > 63 || x < 0 || y < 0)
+ {
+ throw new Exception("Error: Parcel not found at point " + x + ", " + y);
+ }
+ else
+ {
+ // Console.WriteLine("Point (" + x + ", " + y + ") determined from point (" + x_float + ", " + y_float + ")");
+ return landList[landIDList[x, y]];
+ }
+ }
+
+ public Land getLandObject(int x, int y)
+ {
+ if (x > 256 || y > 256 || x < 0 || y < 0)
+ {
+ throw new Exception("Error: Parcel not found at point " + x + ", " + y);
+ }
+ else
+ {
+ return landList[landIDList[x / 4, y / 4]];
+ }
+ }
+ #endregion
+
+ #region Parcel Modification
+ ///
+ /// Subdivides a piece of land
+ ///
+ /// West Point
+ /// South Point
+ /// East Point
+ /// North Point
+ /// LLUUID of user who is trying to subdivide
+ /// Returns true if successful
+ private bool subdivide(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
+ {
+
+ //First, lets loop through the points and make sure they are all in the same peice of land
+ //Get the land object at start
+ Land startLandObject = getLandObject(start_x, start_y);
+ if (startLandObject == null) return false; //No such land object at the beginning
+
+ //Loop through the points
+ try
+ {
+ int totalX = end_x - start_x;
+ int totalY = end_y - start_y;
+ int x, y;
+ for (y = 0; y < totalY; y++)
+ {
+ for (x = 0; x < totalX; x++)
+ {
+ Land tempLandObject = getLandObject(start_x + x, start_y + y);
+ if (tempLandObject == null) return false; //No such land object at that point
+ if (tempLandObject != startLandObject) return false; //Subdividing over 2 land objects; no-no
+ }
+ }
+ }
+ catch (Exception)
+ {
+ return false; //Exception. For now, lets skip subdivision
+ }
+
+ //If we are still here, then they are subdividing within one piece of land
+ //Check owner
+ if (startLandObject.landData.ownerID != attempting_user_id)
+ {
+ return false; //They cant do this!
+ }
+
+ //Lets create a new land object with bitmap activated at that point (keeping the old land objects info)
+ Land newLand = startLandObject.Copy();
+ newLand.landData.landName = "Subdivision of " + newLand.landData.landName;
+ newLand.landData.globalID = LLUUID.Random();
+
+ newLand.setLandBitmap(Land.getSquareLandBitmap(start_x, start_y, end_x, end_y));
+
+ //Now, lets set the subdivision area of the original to false
+ int startLandObjectIndex = startLandObject.landData.localID;
+ landList[startLandObjectIndex].setLandBitmap(Land.modifyLandBitmapSquare(startLandObject.getLandBitmap(), start_x, start_y, end_x, end_y, false));
+ landList[startLandObjectIndex].forceUpdateLandInfo();
+
+
+ this.setPrimsTainted();
+
+ //Now add the new land object
+ Land result = addLandObject(newLand);
+ result.sendLandUpdateToAvatarsOverMe();
+
+
+
+
+ return true;
+ }
+ ///
+ /// Join 2 land objects together
+ ///
+ /// x value in first piece of land
+ /// y value in first piece of land
+ /// x value in second peice of land
+ /// y value in second peice of land
+ /// LLUUID of the avatar trying to join the land objects
+ /// Returns true if successful
+ private bool join(int start_x, int start_y, int end_x, int end_y, LLUUID attempting_user_id)
+ {
+ end_x -= 4;
+ end_y -= 4;
+
+ List selectedLandObjects = new List();
+ int stepXSelected = 0;
+ int stepYSelected = 0;
+ for (stepYSelected = start_y; stepYSelected <= end_y; stepYSelected += 4)
+ {
+ for (stepXSelected = start_x; stepXSelected <= end_x; stepXSelected += 4)
+ {
+ Land p = getLandObject(stepXSelected,stepYSelected);
+ if (!selectedLandObjects.Contains(p))
+ {
+ selectedLandObjects.Add(p);
+ }
+ }
+ }
+ Land masterLandObject = selectedLandObjects[0];
+ selectedLandObjects.RemoveAt(0);
+
+
+ if (selectedLandObjects.Count < 1)
+ {
+ return false; //Only one piece of land selected
+ }
+ if (masterLandObject.landData.ownerID != attempting_user_id)
+ {
+ return false; //Not the same owner
+ }
+ foreach (Land p in selectedLandObjects)
+ {
+ if (p.landData.ownerID != masterLandObject.landData.ownerID)
+ {
+ return false; //Over multiple users. TODO: make this just ignore this piece of land?
+ }
+ }
+ foreach (Land slaveLandObject in selectedLandObjects)
+ {
+ landList[masterLandObject.landData.localID].setLandBitmap(Land.mergeLandBitmaps(masterLandObject.getLandBitmap(), slaveLandObject.getLandBitmap()));
+ performFinalLandJoin(masterLandObject, slaveLandObject);
+ }
+
+
+ this.setPrimsTainted();
+
+ masterLandObject.sendLandUpdateToAvatarsOverMe();
+
+ return true;
+
+
+
+ }
+ #endregion
+
+ #region Parcel Updating
+ ///
+ /// Where we send the ParcelOverlay packet to the client
+ ///
+ /// The object representing the client
+ public void sendParcelOverlay(IClientAPI remote_client)
+ {
+ const int LAND_BLOCKS_PER_PACKET = 1024;
+ int x, y = 0;
+ byte[] byteArray = new byte[LAND_BLOCKS_PER_PACKET];
+ int byteArrayCount = 0;
+ int sequenceID = 0;
+ ParcelOverlayPacket packet;
+
+ for (y = 0; y < 64; y++)
+ {
+ for (x = 0; x < 64; x++)
+ {
+ byte tempByte = (byte)0; //This represents the byte for the current 4x4
+ Land currentParcelBlock = getLandObject(x * 4, y * 4);
+
+ if (currentParcelBlock.landData.ownerID == remote_client.AgentId)
+ {
+ //Owner Flag
+ tempByte = Convert.ToByte(tempByte | LAND_TYPE_OWNED_BY_REQUESTER);
+ }
+ else if (currentParcelBlock.landData.salePrice > 0 && (currentParcelBlock.landData.authBuyerID == LLUUID.Zero || currentParcelBlock.landData.authBuyerID == remote_client.AgentId))
+ {
+ //Sale Flag
+ tempByte = Convert.ToByte(tempByte | LAND_TYPE_IS_FOR_SALE);
+ }
+ else if (currentParcelBlock.landData.ownerID == LLUUID.Zero)
+ {
+ //Public Flag
+ tempByte = Convert.ToByte(tempByte | LAND_TYPE_PUBLIC);
+ }
+ else
+ {
+ //Other Flag
+ tempByte = Convert.ToByte(tempByte | LAND_TYPE_OWNED_BY_OTHER);
+ }
+
+
+ //Now for border control
+ if (x == 0)
+ {
+ tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
+ }
+ else if (getLandObject((x - 1) * 4, y * 4) != currentParcelBlock)
+ {
+ tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_WEST);
+ }
+
+ if (y == 0)
+ {
+ tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
+ }
+ else if (getLandObject(x * 4, (y - 1) * 4) != currentParcelBlock)
+ {
+ tempByte = Convert.ToByte(tempByte | LAND_FLAG_PROPERTY_BORDER_SOUTH);
+ }
+
+ byteArray[byteArrayCount] = tempByte;
+ byteArrayCount++;
+ if (byteArrayCount >= LAND_BLOCKS_PER_PACKET)
+ {
+ byteArrayCount = 0;
+ packet = new ParcelOverlayPacket();
+ packet.ParcelData.Data = byteArray;
+ packet.ParcelData.SequenceID = sequenceID;
+ remote_client.OutPacket((Packet)packet);
+ sequenceID++;
+ byteArray = new byte[LAND_BLOCKS_PER_PACKET];
+ }
+ }
+ }
+
+
+ }
+
+ public void handleParcelPropertiesRequest(int start_x, int start_y, int end_x, int end_y, int sequence_id, bool snap_selection, IClientAPI remote_client)
+ {
+ //Get the land objects within the bounds
+ List temp = new List();
+ int x, y, i;
+ int inc_x = end_x - start_x;
+ int inc_y = end_y - start_y;
+ for (x = 0; x < inc_x; x++)
+ {
+ for (y = 0; y < inc_y; y++)
+ {
+ Land currentParcel = getLandObject(start_x + x, start_y + y);
+ if (!temp.Contains(currentParcel))
+ {
+ currentParcel.forceUpdateLandInfo();
+ temp.Add(currentParcel);
+ }
+ }
+ }
+
+ int requestResult = LAND_RESULT_SINGLE;
+ if (temp.Count > 1)
+ {
+ requestResult = LAND_RESULT_MULTIPLE;
+ }
+
+ for (i = 0; i < temp.Count; i++)
+ {
+ temp[i].sendLandProperties(sequence_id, snap_selection, requestResult, remote_client);
+ }
+
+
+ sendParcelOverlay(remote_client);
+ }
+
+ public void handleParcelPropertiesUpdateRequest(ParcelPropertiesUpdatePacket packet, IClientAPI remote_client)
+ {
+ if (landList.ContainsKey(packet.ParcelData.LocalID))
+ {
+ landList[packet.ParcelData.LocalID].updateLandProperties(packet, remote_client);
+ }
+ }
+ public void handleParcelDivideRequest(int west, int south, int east, int north, IClientAPI remote_client)
+ {
+ subdivide(west, south, east, north, remote_client.AgentId);
+ }
+ public void handleParcelJoinRequest(int west, int south, int east, int north, IClientAPI remote_client)
+ {
+ join(west, south, east, north, remote_client.AgentId);
+
+ }
+
+ public void handleParcelSelectObjectsRequest(int local_id, int request_type, IClientAPI remote_client)
+ {
+ landList[local_id].sendForceObjectSelect(local_id, request_type, remote_client);
+ }
+
+ public void handleParcelObjectOwnersRequest(int local_id, IClientAPI remote_client)
+ {
+ landList[local_id].sendLandObjectOwners(remote_client);
+ }
+ #endregion
+
+ ///
+ /// Resets the sim to the default land object (full sim piece of land owned by the default user)
+ ///
+ public void resetSimLandObjects()
+ {
+ //Remove all the land objects in the sim and add a blank, full sim land object set to public
+ landList.Clear();
+ lastLandLocalID = START_LAND_LOCAL_ID - 1;
+ landIDList.Initialize();
+
+ Land fullSimParcel = new Land(LLUUID.Zero, false, m_scene);
+
+ fullSimParcel.setLandBitmap(Land.getSquareLandBitmap(0, 0, 256, 256));
+ fullSimParcel.landData.ownerID = m_regInfo.MasterAvatarAssignedUUID;
+
+ addLandObject(fullSimParcel);
+
+ }
+
+
+ public void handleSignificantClientMovement(IClientAPI remote_client)
+ {
+ ScenePresence clientAvatar = m_scene.RequestAvatar(remote_client.AgentId);
+ if (clientAvatar != null)
+ {
+ Land over = getLandObject(clientAvatar.Pos.X,clientAvatar.Pos.Y);
+ if (over != null)
+ {
+ over.sendLandProperties(0, false, 0, remote_client);
+ }
+ }
+ }
+
+ public void resetAllLandPrimCounts()
+ {
+ foreach (Land p in landList.Values)
+ {
+ p.resetLandPrimCounts();
+ }
+ }
+ public void setPrimsTainted()
+ {
+ this.landPrimCountTainted = true;
+ }
+
+ public void addPrimToLandPrimCounts(SceneObject obj)
+ {
+ LLVector3 position = obj.Pos;
+ Land landUnderPrim = getLandObject(position.X, position.Y);
+ if (landUnderPrim != null)
+ {
+ landUnderPrim.addPrimToCount(obj);
+ }
+ }
+
+ public void removePrimFromLandPrimCounts(SceneObject obj)
+ {
+ foreach (Land p in landList.Values)
+ {
+ p.removePrimFromCount(obj);
+ }
+ }
+
+ public void finalizeLandPrimCountUpdate()
+ {
+ //Get Simwide prim count for owner
+ Dictionary> landOwnersAndParcels = new Dictionary>();
+ foreach (Land p in landList.Values)
+ {
+ if(!landOwnersAndParcels.ContainsKey(p.landData.ownerID))
+ {
+ List tempList = new List();
+ tempList.Add(p);
+ landOwnersAndParcels.Add(p.landData.ownerID,tempList);
+ }
+ else
+ {
+ landOwnersAndParcels[p.landData.ownerID].Add(p);
+ }
+ }
+
+ foreach (LLUUID owner in landOwnersAndParcels.Keys)
+ {
+ int simArea = 0;
+ int simPrims = 0;
+ foreach (Land p in landOwnersAndParcels[owner])
+ {
+ simArea += p.landData.area;
+ simPrims += p.landData.ownerPrims + p.landData.otherPrims + p.landData.groupPrims + p.landData.selectedPrims;
+ }
+
+ foreach (Land p in landOwnersAndParcels[owner])
+ {
+ p.landData.simwideArea = simArea;
+ p.landData.simwidePrims = simPrims;
+ }
+ }
+
+ }
+ #endregion
+ }
+ #endregion
+
+
+
+
+
+}
--
cgit v1.1