From 07bd749ac56dc498610fc88e61cc7ab04047620e Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Mon, 14 Jul 2008 01:39:36 +0000 Subject: Patch #9150 Patch 7 of the region patches. Finish off the region parts of the estate dialog. Full user functionality. Terrain textures, heights, water, avatar counts, prim bonus, debug settings and region toggles can now be set from the dialog on a per-region basis. Estate stuff defaults to sane values where there are no defaults, to estate_settings.xml otherwise. Sun still b0rked :( --- .../Modules/World/Estate/EstateManagementModule.cs | 81 ++++++++++++++++++++-- .../Environment/Modules/World/Sun/SunModule.cs | 6 +- 2 files changed, 78 insertions(+), 9 deletions(-) (limited to 'OpenSim/Region/Environment/Modules') diff --git a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs index 55896d4..ac6a075 100644 --- a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs @@ -118,6 +118,7 @@ namespace OpenSim.Region.Environment.Modules.World.Estate m_scene.RegionInfo.RegionSettings.TerrainTexture4 = texture; break; } + m_scene.RegionInfo.RegionSettings.Save(); } public void setEstateTerrainTextureHeights(IClientAPI client, int corner, float lowValue, float highValue) @@ -141,6 +142,7 @@ namespace OpenSim.Region.Environment.Modules.World.Estate m_scene.RegionInfo.RegionSettings.Elevation2NE = highValue; break; } + m_scene.RegionInfo.RegionSettings.Save(); } private void handleCommitEstateTerrainTextureRequest(IClientAPI remoteClient) @@ -160,10 +162,13 @@ namespace OpenSim.Region.Environment.Modules.World.Estate // Time of day / fixed sun m_scene.RegionInfo.RegionSettings.FixedSun = UseFixedSun; - m_scene.RegionInfo.EstateSettings.sunHour = SunHour; + m_scene.RegionInfo.RegionSettings.SunPosition = SunHour; + m_scene.EventManager.TriggerEstateToolsTimeUpdate(m_scene.RegionInfo.RegionHandle, UseFixedSun, UseFixedSun, SunHour); + //m_log.Debug("[ESTATE]: UFS: " + UseFixedSun.ToString()); //m_log.Debug("[ESTATE]: SunHour: " + SunHour.ToString()); + sendRegionInfoPacketToAll(); m_scene.RegionInfo.RegionSettings.Save(); } @@ -368,7 +373,7 @@ namespace OpenSim.Region.Environment.Modules.World.Estate args.simAccess = mature; if (m_scene.RegionInfo.RegionSettings.FixedSun) - args.sunHour = m_scene.RegionInfo.EstateSettings.sunHour; + args.sunHour = (float)m_scene.RegionInfo.RegionSettings.SunPosition; else args.sunHour = m_scene.EventManager.GetSunLindenHour(); @@ -586,8 +591,12 @@ namespace OpenSim.Region.Environment.Modules.World.Estate public void changeWaterHeight(float height) { - setRegionTerrainSettings(height, (float)m_scene.RegionInfo.RegionSettings.TerrainRaiseLimit, (float)m_scene.RegionInfo.RegionSettings.TerrainLowerLimit, - m_scene.RegionInfo.RegionSettings.FixedSun, m_scene.RegionInfo.EstateSettings.sunHour); + setRegionTerrainSettings(height, + (float)m_scene.RegionInfo.RegionSettings.TerrainRaiseLimit, + (float)m_scene.RegionInfo.RegionSettings.TerrainLowerLimit, + m_scene.RegionInfo.RegionSettings.FixedSun, + (float)m_scene.RegionInfo.RegionSettings.SunPosition); + sendRegionInfoPacketToAll(); } @@ -597,7 +606,8 @@ namespace OpenSim.Region.Environment.Modules.World.Estate { client.OnDetailedEstateDataRequest += sendDetailedEstateData; client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; - client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; +// client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; + client.OnSetEstateTerrainDetailTexture += setEstateTerrainBaseTexture; client.OnSetEstateTerrainTextureHeights += setEstateTerrainTextureHeights; client.OnCommitEstateTerrainTextureRequest += handleCommitEstateTerrainTextureRequest; client.OnSetRegionTerrainSettings += setRegionTerrainSettings; @@ -618,7 +628,66 @@ namespace OpenSim.Region.Environment.Modules.World.Estate public uint GetRegionFlags() { Simulator.RegionFlags flags = Simulator.RegionFlags.None; - //m_scene.RegionInfo.RegionSettings. + + // Fully implemented + // + if(m_scene.RegionInfo.RegionSettings.AllowDamage) + flags |= Simulator.RegionFlags.AllowDamage; + if(m_scene.RegionInfo.RegionSettings.BlockTerraform) + flags |= Simulator.RegionFlags.BlockTerraform; + if(!m_scene.RegionInfo.RegionSettings.AllowLandResell) + flags |= Simulator.RegionFlags.BlockLandResell; + if(m_scene.RegionInfo.RegionSettings.DisableCollisions) + flags |= Simulator.RegionFlags.SkipCollisions; + if(m_scene.RegionInfo.RegionSettings.DisableScripts) + flags |= Simulator.RegionFlags.SkipScripts; + if(m_scene.RegionInfo.RegionSettings.DisablePhysics) + flags |= Simulator.RegionFlags.SkipPhysics; + if(m_scene.RegionInfo.RegionSettings.BlockFly) + flags |= Simulator.RegionFlags.NoFly; + if(m_scene.RegionInfo.RegionSettings.RestrictPushing) + flags |= Simulator.RegionFlags.RestrictPushObject; + if(m_scene.RegionInfo.RegionSettings.AllowLandJoinDivide) + flags |= Simulator.RegionFlags.AllowParcelChanges; + if(m_scene.RegionInfo.RegionSettings.BlockShowInSearch) + flags |= (Simulator.RegionFlags)(1 << 29); + + // Partially implemented + // + if(m_scene.RegionInfo.RegionSettings.FixedSun) + flags |= Simulator.RegionFlags.SunFixed; + + // Not implemented + // + // TODO: ExternallyVisible + flags |= Simulator.RegionFlags.ExternallyVisible; + // TODO: PublicAllowed + flags |= Simulator.RegionFlags.PublicAllowed; + // TODO: AllowDirectTeleport + flags |= Simulator.RegionFlags.AllowDirectTeleport; + // TODO: AllowVoice + flags |= Simulator.RegionFlags.AllowVoice; + + // TDOD: AllowLandmark + // TDOD: AllowSetHome + // TODO: ResetHomeOnTeleport + // TODO: TaxFree ? (Linden-ism) + // TODO: Sandbox ? + // TODO: SkipUpdateInterestList + // TODO: ExternallyVisible + // TODO: DenyAnonymous + // TODO: DenyIdentified + // TODO: DenyTransacted + // TODO: AbuseEmailToEstateOwner + // TODO: BlockDwell + // TODO: EstateSkipScripts + + // Omitted + // + // Omitted: NullLayer (what is that?) + // Omitted: SkipAgentAction (what does it do?) + // Omitted: MainlandVisible (Do we need it) + return (uint)flags; } } diff --git a/OpenSim/Region/Environment/Modules/World/Sun/SunModule.cs b/OpenSim/Region/Environment/Modules/World/Sun/SunModule.cs index f73c193..5682de3 100644 --- a/OpenSim/Region/Environment/Modules/World/Sun/SunModule.cs +++ b/OpenSim/Region/Environment/Modules/World/Sun/SunModule.cs @@ -301,7 +301,7 @@ namespace OpenSim.Region.Environment.Modules } // set estate settings for region access to sun position - m_scene.RegionInfo.EstateSettings.sunPosition = Position; + m_scene.RegionInfo.RegionSettings.SunVector = Position; //m_scene.RegionInfo.EstateSettings.sunHour = GetLindenEstateHourFromCurrentTime(); } public void ForceSunUpdateToAllClients() @@ -316,8 +316,8 @@ namespace OpenSim.Region.Environment.Modules } // set estate settings for region access to sun position - m_scene.RegionInfo.EstateSettings.sunPosition = Position; - m_scene.RegionInfo.EstateSettings.sunHour = GetLindenEstateHourFromCurrentTime(); + m_scene.RegionInfo.RegionSettings.SunVector = Position; + m_scene.RegionInfo.RegionSettings.SunPosition = GetLindenEstateHourFromCurrentTime(); } /// /// Calculate the sun's orbital position and its velocity. -- cgit v1.1